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- all windows except for pregame\battles are now CWindowObject-based

- added simple scaling algorithm that works with indexed surfaces
This commit is contained in:
Ivan Savenko
2012-06-15 17:08:19 +00:00
parent 7a3a86b342
commit 2d8a15f27c
22 changed files with 593 additions and 804 deletions

View File

@ -26,7 +26,14 @@ SDL_Color Colors::createColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a /*= 0*/)
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 * ret = SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
if (mod->format->palette)
{
assert(ret->format->palette);
assert(ret->format->palette->ncolors == mod->format->palette->ncolors);
memcpy(ret->format->palette->colors, mod->format->palette->colors, mod->format->palette->ncolors * sizeof(SDL_Color));
}
return ret;
}
SDL_Surface * CSDL_Ext::copySurface(SDL_Surface * mod) //returns copy of given surface
@ -1112,6 +1119,50 @@ void CSDL_Ext::applyEffect( SDL_Surface * surf, const SDL_Rect * rect, int mode
}
}
template<int bpp>
void scaleSurfaceFastInternal(SDL_Surface *surf, SDL_Surface *ret)
{
const float factorX = float(surf->w) / float(ret->w),
factorY = float(surf->h) / float(ret->h);
for(int y = 0; y < ret->h; y++)
{
for(int x = 0; x < ret->w; x++)
{
//coordinates we want to calculate
int origX = floor(factorX * x),
origY = floor(factorY * y);
// Get pointers to source pixels
Uint8 *srcPtr = (Uint8*)surf->pixels + origY * surf->pitch + origX * bpp;
Uint8 *destPtr = (Uint8*)ret->pixels + y * ret->pitch + x * bpp;
memcpy(destPtr, srcPtr, bpp);
}
}
}
SDL_Surface * CSDL_Ext::scaleSurfaceFast(SDL_Surface *surf, int width, int height)
{
if (!surf || !width || !height)
return nullptr;
//Same size? return copy - this should more be faster
if (width == surf->w && height == surf->h)
return copySurface(surf);
SDL_Surface *ret = newSurface(width, height, surf);
switch(surf->format->BytesPerPixel)
{
case 1: scaleSurfaceFastInternal<1>(surf, ret); break;
case 2: scaleSurfaceFastInternal<2>(surf, ret); break;
case 3: scaleSurfaceFastInternal<3>(surf, ret); break;
case 4: scaleSurfaceFastInternal<4>(surf, ret); break;
}
return ret;
}
template<int bpp>
void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
{
@ -1123,8 +1174,8 @@ void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
for(int x = 0; x < ret->w; x++)
{
//coordinates we want to interpolate
float origX = x * factorX,
origY = y * factorY;
float origX = factorX * x,
origY = factorY * y;
float x1 = floor(origX), x2 = floor(origX+1),
y1 = floor(origY), y2 = floor(origY+1);
@ -1168,11 +1219,7 @@ SDL_Surface * CSDL_Ext::scaleSurface(SDL_Surface *surf, int width, int height)
return nullptr;
if (surf->format->palette)
{
//it is possible implement but only to power of 2 sizes. May be needed for view world spells
tlog0 << "scale surface error: Can't scale indexed surface!\n";
return nullptr;
}
return scaleSurfaceFast(surf, width, height);
//Same size? return copy - this should more be faster
if (width == surf->w && height == surf->h)