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vcmi/SDL_Extensions.cpp

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2007-06-06 21:26:28 +03:00
#include "stdafx.h"
#include "SDL_Extensions.h"
#include "SDL_ttf.h"
#include "CGameInfo.h"
#include <iostream>
#include <utility>
#include <algorithm>
#include "CMessage.h"
#include <boost/algorithm/string.hpp>
#include "hch/CDefHandler.h"
#include <map>
extern SDL_Color playerColorPalette[256];
SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given
{
return SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
}
SDL_Surface * CSDL_Ext::copySurface(SDL_Surface * mod) //returns copy of given surface
{
//return SDL_DisplayFormat(mod);
return SDL_ConvertSurface(mod, mod->format, mod->flags);
}
bool isItIn(const SDL_Rect * rect, int x, int y)
{
if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
return true;
else return false;
}
inline SDL_Rect genRect(int hh, int ww, int xx, int yy)
{
SDL_Rect ret;
ret.h=hh;
ret.w=ww;
ret.x=xx;
ret.y=yy;
return ret;
}
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst)
{
SDL_Rect pom = genRect(src->h,src->w,x,y);
SDL_BlitSurface(src,NULL,dst,&pom);
SDL_UpdateRect(dst,x,y,src->w,src->h);
}
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst)
{
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SDL_Rect pom = genRect(src->h,src->w,x,y);
SDL_BlitSurface(src,NULL,dst,&pom);
}
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void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
{
blitAtWR(src,pos.x,pos.y,dst);
}
void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
{
blitAt(src,pos.x,pos.y,dst);
}
SDL_Color genRGB(int r, int g, int b, int a=0)
{
SDL_Color ret;
ret.b=b;
ret.g=g;
ret.r=r;
ret.unused=a;
return ret;
}
void updateRect (SDL_Rect * rect, SDL_Surface * scr)
{
SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
}
void CSDL_Ext::printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor, SDL_Surface * dst)
{
std::vector<std::string> * ws = CMessage::breakText(text,charpr);
std::vector<SDL_Surface*> wesu;
wesu.resize(ws->size());
for (int i=0;i<wesu.size();i++)
wesu[i]=TTF_RenderText_Blended(font,(*ws)[i].c_str(),kolor);
int tox=0, toy=0;
for (int i=0;i<wesu.size();i++)
{
toy+=wesu[i]->h;
if (tox < wesu[i]->w)
tox=wesu[i]->w;
}
int evx, evy = y - (toy/2);
for (int i=0;i<wesu.size();i++)
{
evx = (x - (tox/2)) + ((tox-wesu[i]->w)/2);
blitAt(wesu[i],evx,evy,dst);
evy+=wesu[i]->h;
}
for (int i=0;i<wesu.size();i++)
SDL_FreeSurface(wesu[i]);
delete ws;
}
void CSDL_Ext::printAtWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor, SDL_Surface * dst)
{
std::vector<std::string> * ws = CMessage::breakText(text,charpr);
std::vector<SDL_Surface*> wesu;
wesu.resize(ws->size());
for (int i=0;i<wesu.size();i++)
wesu[i]=TTF_RenderText_Blended(font,(*ws)[i].c_str(),kolor);
int evy = y;
for (int i=0;i<wesu.size();i++)
{
blitAt(wesu[i],x,evy,dst);
evy+=wesu[i]->h;
}
for (int i=0;i<wesu.size();i++)
SDL_FreeSurface(wesu[i]);
delete ws;
}
void CSDL_Ext::printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if(text.length()==0) return;
SDL_Surface * temp;
switch (quality)
{
case 0:
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
break;
case 1:
SDL_Color tem;
tem.b = 0xff-kolor.b;
tem.g = 0xff-kolor.g;
tem.r = 0xff-kolor.r;
tem.unused = 0xff-kolor.unused;
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
break;
case 2:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
default:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
}
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-(temp->w/2),y-(temp->h/2)));
SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);
SDL_FreeSurface(temp);
}
void CSDL_Ext::printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if (text.length()==0)
return;
SDL_Surface * temp;
switch (quality)
{
case 0:
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
break;
case 1:
SDL_Color tem;
tem.b = 0xff-kolor.b;
tem.g = 0xff-kolor.g;
tem.r = 0xff-kolor.r;
tem.unused = 0xff-kolor.unused;
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
break;
case 2:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
default:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
}
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
SDL_UpdateRect(dst,x,y,temp->w,temp->h);
SDL_FreeSurface(temp);
}
void CSDL_Ext::printTo(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if (text.length()==0)
return;
SDL_Surface * temp;
switch (quality)
{
case 0:
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
break;
case 1:
SDL_Color tem;
tem.b = 0xff-kolor.b;
tem.g = 0xff-kolor.g;
tem.r = 0xff-kolor.r;
tem.unused = 0xff-kolor.unused;
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
break;
case 2:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
default:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
}
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-temp->w,y-temp->h));
SDL_UpdateRect(dst,x-temp->w,y-temp->h,temp->w,temp->h);
SDL_FreeSurface(temp);
}
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void CSDL_Ext::printToWR(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
{
if (text.length()==0)
return;
SDL_Surface * temp;
switch (quality)
{
case 0:
temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
break;
case 1:
SDL_Color tem;
tem.b = 0xff-kolor.b;
tem.g = 0xff-kolor.g;
tem.r = 0xff-kolor.r;
tem.unused = 0xff-kolor.unused;
temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
break;
case 2:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
default:
temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
break;
}
SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-temp->w,y-temp->h));
SDL_FreeSurface(temp);
}
void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
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{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
/*
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
p[0] = R;
p[1] = G;
p[2] = B;
#else
*/
p[0] = B;
p[1] = G;
p[2] = R;
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if(ekran->format->BytesPerPixel==4)
p[3] = A;
//#endif
SDL_UpdateRect(ekran, x, y, 1, 1);
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}
void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
/*
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
p[0] = B;
p[1] = G;
p[2] = R;
#else
*/
p[0] = R;
p[1] = G;
p[2] = B;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
//#endif
}
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///**************/
///Reverses the toRot surface by the vertical axis
///**************/
SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
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{
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SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
if(toRot->format->BytesPerPixel!=1)
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{
for(int i=0; i<ret->w; ++i)
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{
for(int j=0; j<ret->h; ++j)
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{
{
Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
/*
#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
#else
*/
CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
//#endif
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}
}
}
}
else
{
for(int i=0; i<ret->w; ++i)
{
for(int j=0; j<ret->h; ++j)
{
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{
Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
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}
}
}
}
return ret;
}
SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
{
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SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
if(ret->format->BytesPerPixel!=1)
{
for(int i=0; i<ret->w; ++i)
{
for(int j=0; j<ret->h; ++j)
{
{
Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
//int k=2;
/*
#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
#else
*/
CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
//#endif
}
}
}
}
else
{
for(int i=0; i<ret->w; ++i)
{
for(int j=0; j<ret->h; ++j)
{
{
Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
}
}
}
}
return ret;
};
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///**************/
///Rotates toRot surface by 90 degrees left
///**************/
SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
{
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SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
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for(int i=0; i<ret->w; ++i)
{
for(int j=0; j<ret->h; ++j)
{
{
Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
/*
#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
#else
*/
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SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
//#endif
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}
}
}
return ret;
}
///*************/
///Rotates toRot surface by 180 degrees
///*************/
SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
{
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SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
if(ret->format->BytesPerPixel!=1)
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{
for(int i=0; i<ret->w; ++i)
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{
for(int j=0; j<ret->h; ++j)
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{
{
Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
/*
#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
#else
*/
SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
//#endif
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}
}
}
}
else
{
for(int i=0; i<ret->w; ++i)
{
for(int j=0; j<ret->h; ++j)
{
Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
}
}
}
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return ret;
}
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//converts surface to cursor
SDL_Cursor * CSDL_Ext::SurfaceToCursor(SDL_Surface *image, int hx, int hy)
{
int w, x, y;
Uint8 *data, *mask, *d, *m, r, g, b;
Uint32 color;
SDL_Cursor *cursor;
w = (image->w + 7) / 8;
data = (Uint8 *)alloca(w * image->h * 2);
if (data == NULL)
return NULL;
memset(data, 0, w * image->h * 2);
mask = data + w * image->h;
if (SDL_MUSTLOCK(image))
SDL_LockSurface(image);
for (y = 0; y < image->h; y++)
{
d = data + y * w;
m = mask + y * w;
for (x = 0; x < image->w; x++)
{
color = CSDL_Ext::SDL_GetPixel(image, x, y);
if ((image->flags & SDL_SRCCOLORKEY) == 0 || color != image->format->colorkey)
{
SDL_GetRGB(color, image->format, &r, &g, &b);
color = (r + g + b) / 3;
m[x / 8] |= 128 >> (x & 7);
if (color < 128)
d[x / 8] |= 128 >> (x & 7);
}
}
}
if (SDL_MUSTLOCK(image))
SDL_UnlockSurface(image);
cursor = SDL_CreateCursor(data, mask, w, image->h, hx, hy);
return cursor;
}
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Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte)
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{
int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
switch(bpp) {
case 1:
if(colorByte)
{
return colorToUint32(surface->format->palette->colors+(*p));
}
else
return *p;
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case 2:
return *(Uint16 *)p;
case 3:
/*
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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return p[0] << 16 | p[1] << 8 | p[2];
#else
*/
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return p[0] | p[1] << 8 | p[2] << 16;
//#endif
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case 4:
return *(Uint32 *)p;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
}
SDL_Surface * CSDL_Ext::alphaTransform(SDL_Surface *src)
{
Uint32 trans = SDL_MapRGBA(src->format, 0, 255, 255, 255);
SDL_SetColorKey(src, 0, trans);
src->flags|=SDL_SRCALPHA;
SDL_Color transp;
transp.b = transp.g = transp.r = 0;
transp.unused = 255;
if(src->format->BitsPerPixel == 8)
{
for(int yy=0; yy<src->format->palette->ncolors; ++yy)
{
SDL_Color cur = *(src->format->palette->colors+yy);
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//if(cur.r == 255 && cur.b == 255)
if(yy==1 || yy==2 || yy==3 || yy==4 || yy==8 || yy==9)
{
SDL_Color shadow;
shadow.b = shadow.g = shadow.r = 0;
switch(cur.g) //change this values; make diffrerent for objects and shadows (?)
{
case 0:
shadow.unused = 128;
break;
case 50:
shadow.unused = 50+32;
break;
case 100:
shadow.unused = 100+64;
break;
case 125:
shadow.unused = 125+64;
break;
case 128:
shadow.unused = 128+64;
break;
case 150:
shadow.unused = 150+64;
break;
default:
shadow.unused = 255;
break;
}
SDL_SetColors(src, &shadow, yy, 1);
}
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if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))
{
SDL_SetColors(src, &transp, yy, 1);
}
}
}
return src;
}
SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha)
{
return copySurface(src);
}
int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect)
{
static std::map<Uint8, int> st;
if(src && src->format->BytesPerPixel==1 && dst && (dst->format->BytesPerPixel==3 || dst->format->BytesPerPixel==4)) //everything's ok
{
SDL_Rect fulldst;
int srcx, srcy, w, h;
/* Make sure the surfaces aren't locked */
if ( ! src || ! dst ) {
SDL_SetError("SDL_UpperBlit: passed a NULL surface");
return(-1);
}
if ( src->locked || dst->locked ) {
SDL_SetError("Surfaces must not be locked during blit");
return(-1);
}
/* If the destination rectangle is NULL, use the entire dest surface */
if ( dstRect == NULL ) {
fulldst.x = fulldst.y = 0;
dstRect = &fulldst;
}
/* clip the source rectangle to the source surface */
if(srcRect) {
int maxw, maxh;
srcx = srcRect->x;
w = srcRect->w;
if(srcx < 0) {
w += srcx;
dstRect->x -= srcx;
srcx = 0;
}
maxw = src->w - srcx;
if(maxw < w)
w = maxw;
srcy = srcRect->y;
h = srcRect->h;
if(srcy < 0) {
h += srcy;
dstRect->y -= srcy;
srcy = 0;
}
maxh = src->h - srcy;
if(maxh < h)
h = maxh;
} else {
srcx = srcy = 0;
w = src->w;
h = src->h;
}
/* clip the destination rectangle against the clip rectangle */
{
SDL_Rect *clip = &dst->clip_rect;
int dx, dy;
dx = clip->x - dstRect->x;
if(dx > 0) {
w -= dx;
dstRect->x += dx;
srcx += dx;
}
dx = dstRect->x + w - clip->x - clip->w;
if(dx > 0)
w -= dx;
dy = clip->y - dstRect->y;
if(dy > 0) {
h -= dy;
dstRect->y += dy;
srcy += dy;
}
dy = dstRect->y + h - clip->y - clip->h;
if(dy > 0)
h -= dy;
}
if(w > 0 && h > 0)
{
SDL_Rect sr;
sr.x = srcx;
sr.y = srcy;
sr.w = dstRect->w = w;
sr.h = dstRect->h = h;
if(dst->format->Rshift==0) //like in most surfaces
{
for(int y=0; y<sr.h; ++y)
{
for(int x=0; x<sr.w; ++x)
{
SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
// According analyze, the values of tbc.unused are fixed,
// and the approximate ratios are as following:
//
// tbc.unused numbers
// 192 2679
// 164 326907
// 82 705590
// 214 1292625
// 128 4842923
// 0 72138078
// 255 77547326
//
// By making use of such characteristic, we may implement a
// very fast algorithm for heroes3 without loose much quality.
switch ((Uint32)tbc.unused)
{
case 255:
break;
case 0:
p[0] = (Uint32)tbc.r;
p[1] = (Uint32)tbc.g;
p[2] = (Uint32)tbc.b;
break;
case 128: // optimized
p[0] = ((Uint32)tbc.r + (Uint32)p[0]) >> 1;
p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
p[2] = ((Uint32)tbc.b + (Uint32)p[2]) >> 1;
break;
default:
p[0] = ((((Uint32)p[0]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
p[2] = ((((Uint32)p[2]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
break;
}
}
}
}
else if(dst->format->Rshift==16) //such as screen
{
for(int y=0; y<sr.h; ++y)
{
for(int x=0; x<sr.w; ++x)
{
SDL_Color tbc = src->format->palette->colors[*((Uint8*)src->pixels + (y+sr.y)*src->pitch + x + sr.x)]; //color to blit
Uint8 * p = (Uint8*)dst->pixels + (y+dstRect->y)*dst->pitch + (x+dstRect->x)*dst->format->BytesPerPixel; //place to blit at
switch ((Uint32)tbc.unused)
{
case 255:
break;
case 0:
p[2] = (Uint32)tbc.r;
p[1] = (Uint32)tbc.g;
p[0] = (Uint32)tbc.b;
break;
case 128: // optimized
p[2] = ((Uint32)tbc.r + (Uint32)p[2]) >> 1;
p[1] = ((Uint32)tbc.g + (Uint32)p[1]) >> 1;
p[0] = ((Uint32)tbc.b + (Uint32)p[0]) >> 1;
break;
default:
p[2] = ((((Uint32)p[2]-(Uint32)tbc.r)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.r) & 0xFF;
p[1] = ((((Uint32)p[1]-(Uint32)tbc.g)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.g) & 0xFF;
p[0] = ((((Uint32)p[0]-(Uint32)tbc.b)*(Uint32)tbc.unused) >> 8 + (Uint32)tbc.b) & 0xFF;
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
break;
}
}
}
}
}
}
return 0;
}
Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color)
{
Uint32 ret = 0;
ret+=color->unused;
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ret<<=8; //*=256
ret+=color->b;
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ret<<=8; //*=256
ret+=color->g;
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ret<<=8; //*=256
ret+=color->r;
return ret;
}
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void CSDL_Ext::update(SDL_Surface * what)
{
if(what)
SDL_UpdateRect(what, 0, 0, what->w, what->h);
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}
void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
{
if(sur->format->BitsPerPixel == 8)
{
for(int i=0; i<sur->format->palette->ncolors; ++i)
{
SDL_Color * cc = sur->format->palette->colors+i;
if(cc->r==0 && cc->g==0 && cc->b==255)
{
cc->r = CGameInfo::mainObj->playerColors[player].r;
cc->g = CGameInfo::mainObj->playerColors[player].g;
cc->b = CGameInfo::mainObj->playerColors[player].b;
}
}
}
else if(sur->format->BitsPerPixel == 24)
{
for(int y=0; y<sur->h; ++y)
{
for(int x=0; x<sur->w; ++x)
{
Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
/*
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
if(cp[0]==0 && cp[1]==0 && cp[2]==255)
{
cp[0] = CGameInfo::mainObj->playerColors[player].r;
cp[1] = CGameInfo::mainObj->playerColors[player].g;
cp[2] = CGameInfo::mainObj->playerColors[player].b;
}
}
else
{
*/
if(cp[0]==255 && cp[1]==0 && cp[2]==0)
{
cp[0] = CGameInfo::mainObj->playerColors[player].b;
cp[1] = CGameInfo::mainObj->playerColors[player].g;
cp[2] = CGameInfo::mainObj->playerColors[player].r;
}
// }
}
}
}
}
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void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player, int mode, void* additionalInfo)
{
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if(player==1) //it is actually blue...
return;
if(sur->format->BitsPerPixel == 8)
{
for(int i=0; i<32; ++i)
{
sur->format->palette->colors[224+i] = playerColorPalette[32*player+i];
}
}
else if(sur->format->BitsPerPixel == 24) //should never happen in general
{
for(int y=0; y<sur->h; ++y)
{
for(int x=0; x<sur->w; ++x)
{
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Uint8* cp = (Uint8*)sur->pixels + y*sur->pitch + x*3;
/*
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
if(cp[2]>cp[1] && cp[2]>cp[0])
{
std::vector<long long int> sort1;
sort1.push_back(cp[0]);
sort1.push_back(cp[1]);
sort1.push_back(cp[2]);
std::vector< std::pair<long long int, Uint8*> > sort2;
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));
std::sort(sort1.begin(), sort1.end());
if(sort2[0].first>sort2[1].first)
std::swap(sort2[0], sort2[1]);
if(sort2[1].first>sort2[2].first)
std::swap(sort2[1], sort2[2]);
if(sort2[0].first>sort2[1].first)
std::swap(sort2[0], sort2[1]);
for(int hh=0; hh<3; ++hh)
{
(*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;
}
}
}
else
*/
{
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if(
((mode==0) && (cp[0]>cp[1]) && (cp[0]>cp[2])) ||
((mode==1) && (cp[2]<45) && (cp[0]>80) && (cp[1]<70) && ((cp[0]-cp[1])>40))
)
{
std::vector<long long int> sort1;
sort1.push_back(cp[2]);
sort1.push_back(cp[1]);
sort1.push_back(cp[0]);
std::vector< std::pair<long long int, Uint8*> > sort2;
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));
std::sort(sort1.begin(), sort1.end());
if(sort2[0].first>sort2[1].first)
std::swap(sort2[0], sort2[1]);
if(sort2[1].first>sort2[2].first)
std::swap(sort2[1], sort2[2]);
if(sort2[0].first>sort2[1].first)
std::swap(sort2[0], sort2[1]);
for(int hh=0; hh<3; ++hh)
{
(*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
}
}
}
}
}
}
}
void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color)
{
for(int i=0;i<w;i++)
{
SDL_PutPixel(sur,x+i,y,color.x,color.y,color.z);
SDL_PutPixel(sur,x+i,y+h-1,color.x,color.y,color.z);
}
for(int i=0; i<h;i++)
{
SDL_PutPixel(sur,x,y+i,color.x,color.y,color.z);
SDL_PutPixel(sur,x+w-1,y+i,color.x,color.y,color.z);
}
}
void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player)
{
if(player==254)
return;
if(sur->format->BitsPerPixel==8)
{
if(player != 255)
*(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];
else
*(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;
}
}
int readNormalNr (std::istream &in, int bytCon)
{
int ret=0;
int amp=1;
unsigned char byte;
if (in.good())
{
for (int i=0; i<bytCon; i++)
{
in.read((char*)&byte,1);
ret+=byte*amp;
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amp<<=8;
}
}
else return -1;
return ret;
}
//void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src)
//{
// src = alphaTransform(src);
// //SDL_Surface * hlp2;
// //hlp2 = secondAlphaTransform(src, std32bppSurface);
// //SDL_FreeSurface(src);
// //src = hlp2;
//}
std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor)
{
for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)
{
boost::replace_first(str,"%s",tor[i]);
}
return str;
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}
SDL_Surface * CSDL_Ext::std32bppSurface = NULL;