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Remove access to internal surface of Canvas
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@@ -23,6 +23,7 @@
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#include "../render/IScreenHandler.h"
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#include "../render/IRenderHandler.h"
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#include "../render/Canvas.h"
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#include "../render/CanvasImage.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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@@ -128,55 +129,6 @@ void CWindowObject::setShadow(bool on)
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if(on)
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{
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//helper to set last row
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auto blitAlphaRow = [](SDL_Surface *surf, size_t row)
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{
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uint8_t * ptr = (uint8_t*)surf->pixels + surf->pitch * (row);
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for (size_t i=0; i< surf->w; i++)
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{
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Channels::px<4>::a.set(ptr, 128);
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ptr+=4;
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}
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};
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// helper to set last column
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auto blitAlphaCol = [](SDL_Surface *surf, size_t col)
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{
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uint8_t * ptr = (uint8_t*)surf->pixels + 4 * (col);
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for (size_t i=0; i< surf->h; i++)
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{
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Channels::px<4>::a.set(ptr, 128);
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ptr+= surf->pitch;
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}
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};
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static SDL_Surface * shadowCornerTempl = nullptr;
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static SDL_Surface * shadowBottomTempl = nullptr;
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static SDL_Surface * shadowRightTempl = nullptr;
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//one-time initialization
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if(!shadowCornerTempl)
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{
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//create "template" surfaces
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shadowCornerTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, size);
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shadowBottomTempl = CSDL_Ext::createSurfaceWithBpp<4>(1, size);
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shadowRightTempl = CSDL_Ext::createSurfaceWithBpp<4>(size, 1);
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//fill with shadow body color
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CSDL_Ext::fillSurface(shadowCornerTempl, { 0, 0, 0, 192 } );
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CSDL_Ext::fillSurface(shadowBottomTempl, { 0, 0, 0, 192 } );
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CSDL_Ext::fillSurface(shadowRightTempl, { 0, 0, 0, 192 } );
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//fill last row and column with more transparent color
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blitAlphaCol(shadowRightTempl , size-1);
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blitAlphaCol(shadowCornerTempl, size-1);
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blitAlphaRow(shadowBottomTempl, size-1);
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blitAlphaRow(shadowCornerTempl, size-1);
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}
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//FIXME: do something with this points
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Point shadowStart;
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if (options & BORDERED)
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@@ -196,26 +148,36 @@ void CWindowObject::setShadow(bool on)
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else
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fullsize = Point(pos.w, pos.h);
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//create base 8x8 piece of shadow
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SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
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SDL_Surface * shadowBottom = CSDL_Ext::scaleSurface(shadowBottomTempl, (fullsize.x - size), size);
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SDL_Surface * shadowRight = CSDL_Ext::scaleSurface(shadowRightTempl, size, (fullsize.y - size));
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Point sizeCorner(size, size);
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Point sizeRight(fullsize.x - size, size);
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Point sizeBottom(size, fullsize.y - size);
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blitAlphaCol(shadowBottom, 0);
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blitAlphaRow(shadowRight, 0);
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//create base 8x8 piece of shadow
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auto imageCorner = GH.renderHandler().createImage(sizeCorner, CanvasScalingPolicy::AUTO);
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auto imageRight = GH.renderHandler().createImage(sizeRight, CanvasScalingPolicy::AUTO);
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auto imageBottom = GH.renderHandler().createImage(sizeBottom, CanvasScalingPolicy::AUTO);
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Canvas canvasCorner = imageCorner->getCanvas();
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Canvas canvasRight = imageRight->getCanvas();
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Canvas canvasBottom = imageBottom->getCanvas();
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canvasCorner.drawColor(Rect(Point(0,0), sizeCorner), { 0, 0, 0, 128 });
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canvasRight.drawColor(Rect(Point(0,0), sizeRight), { 0, 0, 0, 128 });
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canvasBottom.drawColor(Rect(Point(0,0), sizeBottom), { 0, 0, 0, 128 });
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canvasCorner.drawColor(Rect(Point(0,0), sizeCorner - Point(1,1)), { 0, 0, 0, 192 });
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canvasRight.drawColor(Rect(Point(0,0), sizeRight - Point(0,1)), { 0, 0, 0, 192 });
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canvasBottom.drawColor(Rect(Point(0,0), sizeBottom - Point(1,0)), { 0, 0, 0, 192 });
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//generate "shadow" object with these 3 pieces in it
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{
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OBJECT_CONSTRUCTION;
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowCorner), Point(shadowPos.x, shadowPos.y)));
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowRight ), Point(shadowPos.x, shadowStart.y)));
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shadowParts.push_back(std::make_shared<CPicture>( GH.renderHandler().createImage(shadowBottom), Point(shadowStart.x, shadowPos.y)));
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shadowParts.push_back(std::make_shared<CPicture>( imageCorner, Point(shadowPos.x, shadowPos.y)));
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shadowParts.push_back(std::make_shared<CPicture>( imageRight, Point(shadowStart.x, shadowPos.y)));
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shadowParts.push_back(std::make_shared<CPicture>( imageBottom, Point(shadowPos.x, shadowStart.y)));
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}
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SDL_FreeSurface(shadowCorner);
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SDL_FreeSurface(shadowBottom);
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SDL_FreeSurface(shadowRight);
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}
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}
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