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author | Neeraj Kumar | 2010-06-11 10:44:32 +0000 |
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committer | Neeraj Kumar | 2010-06-11 10:44:32 +0000 |
commit | b9ea841b8afd346c8737a14816db2144d68457f1 (patch) | |
tree | 46b16a37cf2c3c3333a9033d2f9e5202ffd36aa4 | |
parent | 1032b69f51444fb48e9ba9313180e009513fa33e (diff) | |
download | scummvm-rg350-b9ea841b8afd346c8737a14816db2144d68457f1.tar.gz scummvm-rg350-b9ea841b8afd346c8737a14816db2144d68457f1.tar.bz2 scummvm-rg350-b9ea841b8afd346c8737a14816db2144d68457f1.zip |
added code for ellipse drawing (Aspect ratio correction), fixed some more formatting
svn-id: r49593
-rw-r--r-- | engines/testbed/graphics.cpp | 59 |
1 files changed, 52 insertions, 7 deletions
diff --git a/engines/testbed/graphics.cpp b/engines/testbed/graphics.cpp index 5b3759f2dd..4fb238a1c1 100644 --- a/engines/testbed/graphics.cpp +++ b/engines/testbed/graphics.cpp @@ -19,10 +19,10 @@ GFXTestSuite::GFXTestSuite() { g_system->grabPalette(_palette, 0, 3); // Add tests here - addTest("FullScreenMode", &GFXtests::fullScreenMode); + // addTest("FullScreenMode", &GFXtests::fullScreenMode); addTest("AspectRatio", &GFXtests::aspectRatio); - addTest("PalettizedCursors", &GFXtests::palettizedCursors); - addTest("BlitBitmaps", &GFXtests::copyRectToScreen); + // addTest("PalettizedCursors", &GFXtests::palettizedCursors); + // addTest("BlitBitmaps", &GFXtests::copyRectToScreen); } const char *GFXTestSuite::getName() { @@ -56,12 +56,54 @@ void GFXTestSuite::execute() { // GFXtests go here +void drawEllipse(int cx, int cy, int a, int b) { + byte buffer[100][100] = {0}; + int shift = 25; + // Assume a rectangle of 50x50 + // horizontal axis = y-axis + // vertical axis = x-axis + // The centre is (shift, shift). As of now assume it to be (0, 0) + // and when done shift it to (shift, shift) + float theta; + int x, y, x1, y1; + + for (theta = 0; theta <= PI / 2; theta += PI / 90 ) { + x = (int)(b * sin(theta) + 0.5); + y = (int)(a * cos(theta) + 0.5); + + // This gives us four points + + x1 = x + shift; + y1 = y + shift; + + buffer[x1][y1] = 1; + + x1 = (-1) * x + shift; + y1 = y + shift; + + buffer[x1][y1] = 1; + + x1 = x + shift; + y1 = (-1) * y + shift; + + buffer[x1][y1] = 1; + + x1 = (-1) * x + shift; + y1 = (-1) * y + shift; + + buffer[x1][y1] = 1; + } + + g_system->copyRectToScreen(&buffer[0][0], 100, cx, cy, 100, 100); + g_system->updateScreen(); +} + bool GFXtests::fullScreenMode() { - Testsuite::displayMessage("Testing fullscreen mode. \n \ - If the feature is supported by the backend, you should expect to see a toggle between fullscreen and normal modes"); + Testsuite::displayMessage("Testing fullscreen mode.\n" + "If the feature is supported by the backend, you should expect to see a toggle between fullscreen and normal modes"); - Common::Point pt(0,100); + Common::Point pt(0, 100); Common::Rect rect = Testsuite::writeOnScreen("Testing fullscreen mode", pt); bool isFeaturePresent; @@ -95,8 +137,11 @@ bool GFXtests::fullScreenMode() { bool GFXtests::aspectRatio() { Testsuite::displayMessage("Testing Aspect Ratio Correction.\n" "With this feature enabled games running at 320x200 should be scaled upto 320x240 pixels"); + + // Draw an ellipse + drawEllipse(25, 25, 24, 20); - Common::Point pt(0,100); + Common::Point pt(0, 100); Common::Rect rect = Testsuite::writeOnScreen("Testing Aspect ratio correction", pt); bool isFeaturePresent; |