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# pragma once
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# include <SDL_video.h>
# include <SDL_ttf.h>
# include "../../lib/int3.h"
# include "../FontBase.h"
# include "Geometries.h"
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/*
* SDL_Extensions . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
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*/
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//A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
# ifdef _MSC_VER
# define STRONG_INLINE __forceinline
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# elif __GNUC__
# define STRONG_INLINE __attribute__((always_inline))
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# else
# define STRONG_INLINE inline
# endif
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# if SDL_VERSION_ATLEAST(1,3,0)
# define SDL_GetKeyState SDL_GetKeyboardState
# endif
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struct Rect ;
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extern SDL_Surface * screen , * screen2 , * screenBuf ;
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void blitAt ( SDL_Surface * src , int x , int y , SDL_Surface * dst = screen ) ;
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void blitAt ( SDL_Surface * src , const SDL_Rect & pos , SDL_Surface * dst = screen ) ;
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void updateRect ( SDL_Rect * rect , SDL_Surface * scr = screen ) ;
bool isItIn ( const SDL_Rect * rect , int x , int y ) ;
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namespace Colors
{
SDL_Color createColor ( int r , int g , int b , int a = 0 ) ;
const SDL_Color Jasmine = createColor ( 229 , 215 , 123 , 0 ) ; // http://en.wikipedia.org/wiki/Jasmine_%28color%29
const SDL_Color Cornsilk = createColor ( 255 , 243 , 222 , 0 ) ; // http://en.wikipedia.org/wiki/Shades_of_white
const SDL_Color MetallicGold = createColor ( 173 , 142 , 66 ) ; // http://en.wikipedia.org/wiki/Gold_%28color%29
const SDL_Color Maize = createColor ( 242 , 226 , 110 ) ; // http://en.wikipedia.org/wiki/Maize_%28color%29
}
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template < typename IntType >
std : : string makeNumberShort ( IntType number ) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k)
{
int initialLength ;
bool negative = ( number < 0 ) ;
std : : ostringstream ost , rets ;
ost < < number ;
initialLength = ost . str ( ) . size ( ) ;
if ( negative )
{
if ( initialLength < = 4 )
return ost . str ( ) ;
}
else
{
if ( initialLength < = 5 )
return ost . str ( ) ;
}
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//make the number int
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char symbol [ ] = { ' G ' , ' M ' , ' k ' } ;
if ( negative ) number = ( - number ) ; //absolute value
for ( int divisor = 1000000000 , it = 0 ; divisor > 1 ; divisor / = 1000 , + + it )
{
if ( number > = divisor )
{
if ( negative ) rets < < ' - ' ;
rets < < ( number / divisor ) < < symbol [ it ] ;
return rets . str ( ) ;
}
}
throw std : : string ( " We shouldn't be here - makeNumberShort " ) ;
}
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typedef void ( * TColorPutter ) ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B ) ;
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typedef void ( * TColorPutterAlpha ) ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B , const Uint8 & A ) ;
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inline SDL_Rect genRect ( const int & hh , const int & ww , const int & xx , const int & yy )
{
SDL_Rect ret ;
ret . h = hh ;
ret . w = ww ;
ret . x = xx ;
ret . y = yy ;
return ret ;
}
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//TODO: inlining will work only if functions are defined in each compilation unit (like placing them in headers)
//however here PutColor defined in SDL_Extensions.cpp, but used in CAnimation.cpp and CCreatureAnimation.cpp
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template < int bpp , int incrementPtr >
struct ColorPutter
{
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B ) ;
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B , const Uint8 & A ) ;
static STRONG_INLINE void PutColorAlphaSwitch ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B , const Uint8 & A ) ;
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const SDL_Color & Color ) ;
static STRONG_INLINE void PutColorAlpha ( Uint8 * & ptr , const SDL_Color & Color ) ;
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static STRONG_INLINE void PutColorRow ( Uint8 * & ptr , const SDL_Color & Color , size_t count ) ;
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} ;
template < int incrementPtr >
struct ColorPutter < 2 , incrementPtr >
{
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B ) ;
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B , const Uint8 & A ) ;
static STRONG_INLINE void PutColorAlphaSwitch ( Uint8 * & ptr , const Uint8 & R , const Uint8 & G , const Uint8 & B , const Uint8 & A ) ;
static STRONG_INLINE void PutColor ( Uint8 * & ptr , const SDL_Color & Color ) ;
static STRONG_INLINE void PutColorAlpha ( Uint8 * & ptr , const SDL_Color & Color ) ;
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static STRONG_INLINE void PutColorRow ( Uint8 * & ptr , const SDL_Color & Color , size_t count ) ;
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} ;
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typedef void ( * BlitterWithRotationVal ) ( SDL_Surface * src , SDL_Rect srcRect , SDL_Surface * dst , SDL_Rect dstRect , ui8 rotation ) ;
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namespace CSDL_Ext
{
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void blitSurface ( SDL_Surface * src , SDL_Rect * srcRect , SDL_Surface * dst , SDL_Rect * dstRect ) ;
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void fillRect ( SDL_Surface * dst , SDL_Rect * dstrect , Uint32 color ) ;
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extern SDL_Surface * std32bppSurface ;
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void SDL_PutPixelWithoutRefresh ( SDL_Surface * ekran , const int & x , const int & y , const Uint8 & R , const Uint8 & G , const Uint8 & B , Uint8 A = 255 ) ;
void SDL_PutPixelWithoutRefreshIfInSurf ( SDL_Surface * ekran , const int & x , const int & y , const Uint8 & R , const Uint8 & G , const Uint8 & B , Uint8 A = 255 ) ;
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SDL_Surface * rotate01 ( SDL_Surface * toRot ) ; //vertical flip
SDL_Surface * hFlip ( SDL_Surface * toRot ) ; //horizontal flip
SDL_Surface * rotate02 ( SDL_Surface * toRot ) ; //rotate 90 degrees left
SDL_Surface * rotate03 ( SDL_Surface * toRot ) ; //rotate 180 degrees
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SDL_Cursor * SurfaceToCursor ( SDL_Surface * image , int hx , int hy ) ; //creates cursor from bitmap
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Uint32 SDL_GetPixel ( SDL_Surface * surface , const int & x , const int & y , bool colorByte = false ) ;
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SDL_Color SDL_GetPixelColor ( SDL_Surface * surface , int x , int y ) ; //returns color of pixel at given position
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void alphaTransform ( SDL_Surface * src ) ; //adds transparency and shadows (partial handling only; see examples of using for details)
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bool isTransparent ( SDL_Surface * srf , int x , int y ) ; //checks if surface is transparent at given position
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Uint8 * getPxPtr ( const SDL_Surface * const & srf , const int & x , const int & y ) ;
const TColorPutter getPutterFor ( SDL_Surface * const & dest , int incrementing ) ; //incrementing: -1, 0, 1
const TColorPutterAlpha getPutterAlphaFor ( SDL_Surface * const & dest , int incrementing ) ; //incrementing: -1, 0, 1
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BlitterWithRotationVal getBlitterWithRotation ( SDL_Surface * dest ) ;
BlitterWithRotationVal getBlitterWithRotationAndAlpha ( SDL_Surface * dest ) ;
template < int bpp > void blitWithRotateClip ( SDL_Surface * src , SDL_Rect * srcRect , SDL_Surface * dst , SDL_Rect * dstRect , ui8 rotation ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
template < int bpp > void blitWithRotateClipVal ( SDL_Surface * src , SDL_Rect srcRect , SDL_Surface * dst , SDL_Rect dstRect , ui8 rotation ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
template < int bpp > void blitWithRotateClipWithAlpha ( SDL_Surface * src , SDL_Rect * srcRect , SDL_Surface * dst , SDL_Rect * dstRect , ui8 rotation ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
template < int bpp > void blitWithRotateClipValWithAlpha ( SDL_Surface * src , SDL_Rect srcRect , SDL_Surface * dst , SDL_Rect dstRect , ui8 rotation ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
template < int bpp > void blitWithRotate1 ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
template < int bpp > void blitWithRotate2 ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
template < int bpp > void blitWithRotate3 ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
template < int bpp > void blitWithRotate1WithAlpha ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
template < int bpp > void blitWithRotate2WithAlpha ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
template < int bpp > void blitWithRotate3WithAlpha ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , const SDL_Rect * dstRect ) ; //srcRect is not used, works with 8bpp sources and 24bpp dests
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template < int bpp >
int blit8bppAlphaTo24bppT ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , SDL_Rect * dstRect ) ; //blits 8 bpp surface with alpha channel to 24 bpp surface
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int blit8bppAlphaTo24bpp ( const SDL_Surface * src , const SDL_Rect * srcRect , SDL_Surface * dst , SDL_Rect * dstRect ) ; //blits 8 bpp surface with alpha channel to 24 bpp surface
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Uint32 colorToUint32 ( const SDL_Color * color ) ; //little endian only
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void printAtWB ( const std : : string & text , int x , int y , EFonts font , int charpr , SDL_Color kolor = Colors : : Cornsilk , SDL_Surface * dst = screen ) ;
void printAt ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor = Colors : : Cornsilk , SDL_Surface * dst = screen ) ;
void printTo ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor = Colors : : Cornsilk , SDL_Surface * dst = screen ) ;
void printAtMiddle ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor = Colors : : Cornsilk , SDL_Surface * dst = screen ) ;
void printAtMiddleWB ( const std : : string & text , int x , int y , EFonts font , int charpr , SDL_Color kolor = Colors : : Jasmine , SDL_Surface * dst = screen ) ;
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void update ( SDL_Surface * what = screen ) ; //updates whole surface (default - main screen)
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void drawBorder ( SDL_Surface * sur , int x , int y , int w , int h , const int3 & color ) ;
void drawBorder ( SDL_Surface * sur , const SDL_Rect & r , const int3 & color ) ;
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void drawDashedBorder ( SDL_Surface * sur , const Rect & r , const int3 & color ) ;
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void setPlayerColor ( SDL_Surface * sur , ui8 player ) ; //sets correct color of flags; -1 for neutral
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std : : string processStr ( std : : string str , std : : vector < std : : string > & tor ) ; //replaces %s in string
SDL_Surface * newSurface ( int w , int h , SDL_Surface * mod = screen ) ; //creates new surface, with flags/format same as in surface given
SDL_Surface * copySurface ( SDL_Surface * mod ) ; //returns copy of given surface
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void VflipSurf ( SDL_Surface * surf ) ; //fluipis given surface by vertical axis
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void applyEffect ( SDL_Surface * surf , const SDL_Rect * rect , int mode ) ; //mode: 0 - sepia, 1 - grayscale
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} ;