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GFXprim
2D bitmap graphics library with emphasis on speed and correctness
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A ring and circle drawing algorithms. More...
#include <core/gp_types.h>Go to the source code of this file.
Enumerations | |
| enum | gp_circle_segments { GP_CIRCLE_SEG1 = 0x01 , GP_CIRCLE_SEG2 = 0x02 , GP_CIRCLE_SEG3 = 0x04 , GP_CIRCLE_SEG4 = 0x08 } |
| Quadrants in the cartesian space. More... | |
Functions | |
| void | gp_circle_seg (gp_pixmap *pixmap, gp_coord xcenter, gp_coord ycenter, gp_size r, uint8_t seg_flag, gp_pixel pixel) |
| Draws a circle segment. | |
| void | gp_fill_circle_seg (gp_pixmap *pixmap, gp_coord xcenter, gp_coord ycenter, gp_size r, uint8_t seg_flag, gp_pixel pixel) |
| Draws a filled circle segment. | |
| void | gp_fill_ring_seg (gp_pixmap *pixmap, gp_coord xcenter, gp_coord ycenter, gp_size r1, gp_size r2, uint8_t seg_flag, gp_pixel pixel) |
| Draws a filled ring segment. | |
A ring and circle drawing algorithms.
Definition in file gp_circle_seg.h.
| enum gp_circle_segments |
Quadrants in the cartesian space.
The center is set in the middle of the circle. First segment is where both x and y are possitive, second is where only y is possitive, third is for both x and y negative and the last one for only y negative.
Note that on computer screen (and in in-memory bitmaps) cordinates for y grows in the opposite direction to the standard cartesian plane.
So first segment is actually down right, second is down left, third is up left, and fourth is up right.
| Enumerator | |
|---|---|
| GP_CIRCLE_SEG1 | First Quadrant. |
| GP_CIRCLE_SEG2 | Second Quadrant. |
| GP_CIRCLE_SEG3 | Third Quadrant. |
| GP_CIRCLE_SEG4 | Fourth Quadrant. |
Definition at line 31 of file gp_circle_seg.h.