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path: root/src/Px.zig
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const std = @import("std");
const sdl = @import("sdl2");
const Allocator = std.mem.Allocator;

const Self = @This();
pub const Color = u8;

allocator: Allocator,
renderer: sdl.Renderer,
width: u32,
height: u32,
buffer: []Color,
texture: sdl.Texture,

pub fn init(allocator: Allocator, renderer: sdl.Renderer, width: u32, height: u32) !Self {
    var self = Self{
        .allocator = allocator,
        .renderer = renderer,
        .buffer = undefined,
        .width = width,
        .height = height,
        .texture = undefined,
    };

    self.buffer = try allocator.alloc(Color, width * height);
    errdefer allocator.free(self.buffer);

    self.texture = try sdl.createTexture(
        renderer,
        sdl.PixelFormatEnum.rgba8888,
        sdl.Texture.Access.streaming,
        width,
        height,
    );
    errdefer self.texture.destroy();

    return self;
}

pub fn deinit(self: *Self) void {
    self.texture.destroy();
    self.allocator.free(self.buffer);
}

pub fn flip(self: *Self) void {
    _ = self;
    return;
    //var pixeldata = try self.texture.lock(null);
    //_ = pixeldata;

    //var y: usize = 0;
    //while (y < self.height) : (y += 1) {
    //    var x: usize = 0;
    //    while (x < self.width) : (x += 1) {
    //    }
    //}
}

pub fn cls(self: *Self, c: Color) void {
    @memset(self.buffer, c);
}