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vcmi/client/SDL_Extensions.h

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#ifndef __SDL_EXTENSIONS_H__
#define __SDL_EXTENSIONS_H__
#include "../global.h"
#include "SDL.h"
#include "SDL_ttf.h"
#include <string>
#include <vector>
#include <sstream>
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#include "FontBase.h"
/*
* 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
*
*/
extern SDL_Surface * screen, *screen2, *screenBuf;
extern SDL_Color tytulowy, tlo, zwykly ;
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAtWR(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
bool isItIn(const SDL_Rect * rect, int x, int y);
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();
}
//make the number short
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");
}
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;
}
namespace CSDL_Ext
{
extern SDL_Surface * std32bppSurface;
void SDL_PutPixel(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels
//inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B;
p[1] = G;
p[2] = R;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
}
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
SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); //creates cursor from bitmap
Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); //returns color of pixel at given position
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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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
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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
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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
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
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
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
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
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
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
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
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
Uint32 colorToUint32(const SDL_Color * color); //little endian only
void printAtWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=zwykly, SDL_Surface * dst=screen, bool refresh = false);
void printAt(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=zwykly, SDL_Surface * dst=screen, bool refresh = false);
void printTo(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=zwykly, SDL_Surface * dst=screen, bool refresh = false);
void printAtMiddle(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=zwykly, SDL_Surface * dst=screen, bool refresh = false);
void printAtMiddleWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, bool refrsh = false);
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
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);
void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral
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
};
#endif // __SDL_EXTENSIONS_H__