BitmapApi
BoolBitmapApi
FloatBitmapApi
PolygonApi
MaterialsApi
ShaderApi
LinesApi
PointsApi
MoveApi
PointApi
VectorApi
VolumeApi
FloatVolumeApi
ColorVolumeApi
FontApi
TextureApi
BooleanOpsApi
PolyDistFieldApi
WaveformApi
MainLoopApi
FrameBufferApi
new
new_bm
new_fb
new_bb
bm_expr
load
save_png
save_png_arr
save_raw
save_gif_anim
bm_url
bm_fetch
bm_fetch2
bm_gltf
bm_atlas_x
bm_atlas_y
bm_atlas_xy
bm_cubemap
bm_invcubemap
edge_fix
border
add_shape_border
bm_choose_color
sub
alt
compose_x
compose_y
blit
blitFB
blitBB
bm_scale
bm_scale2
bm_fullscreen
interpolate
bm_color
bm_plus
bm_medianfilter
repeat
flip_x
flip_y
rot90
indicator
fractal_mountain
lightmap
noise_vec
gradient
circ_gradient
chessboard
mandelbrot
blur
floodfill
floodfill_color
floodfill_color_inv
gray_to_black
baked_shadow
bm_bumpmap
bm_memoize
bm_world_from_bitmap
bm_persistent_cache
cbm_empty
cbm_from_bitmap
cbm_to_bitmap
cbm_bicubic
cbm_sample
cbm_rotate
s_spherical
s_bitmap
s_sample
cfb_c
cfb_x
cfb_y
cfb_add
cfb_mul
cfb_sqrt
cfb_sin
cfb_cos
cfb_tan
cfb_sample
cfb_equalizer
cbb_sample
// FINDING: BitmapApi newbitmap
class ConstantBitmap_Color : public Bitmap<Color>
{
public:
ConstantBitmap_Color(Color c, int x, int y) : c(c), x(x), y(y) { }
void Collect(CollectVisitor &vis) { }
void HeavyPrepare() { }
void Prepare() { }
int SizeX() const { return x; }
int SizeY() const { return y; }
Color Map(int , int ) const
{
return c;
}
private:
Color c;
int x,y;
};
EXPORT GameApi::BM GameApi::BitmapApi::newbitmap(int sx, int sy, unsigned int color)
{
::Bitmap<Color> *b = new ConstantBitmap_Color(Color(color), sx,sy);
BitmapColorHandle *handle = new BitmapColorHandle;
handle->bm = b;
BM bm = add_bitmap(e, handle);
return bm;
}