1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

changing colors on surfaces (currently advanced version works only with 8 bit surfaces)

This commit is contained in:
mateuszb 2007-07-14 15:24:42 +00:00
parent 0bae692263
commit bcc3b16f80
4 changed files with 117 additions and 16 deletions

View File

@ -14,6 +14,8 @@
#include "CDefObjInfoHandler.h"
#include "CLodHandler.h"
#include "CGeneralTextHandler.h"
#include "SDL.h"
#include <vector>
/*
CGameInfo class
@ -37,6 +39,8 @@ public:
CLodHandler * spriteh;
CLodHandler * bitmaph;
CGeneralTextHandler * generaltexth;
std::vector<SDL_Color> playerColors;
SDL_Color neutralColor;
};
#endif //CGAMEINFO_H

41
CMT.cpp
View File

@ -230,22 +230,7 @@ int _tmain(int argc, _TCHAR* argv[])
screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
ekran = screen;
//FILE * zr = fopen("mal.txt","r");
//FILE * ko = fopen("wyn.txt","w");
//FILE * kodd = fopen("kod.txt","r");
//FILE * deko = fopen("dekod.txt","w");
//def(zr,ko,1);
//inf(kodd, deko);
//fclose(ko);fclose(zr);
//for (int i=0;i<=20;i++)
//{
// zr = fopen("kod2.txt","r");
// char c [200];
// sprintf(c,"wyn%d.txt",i);
// ko = fopen(c,"w");
// def(zr,ko,i);
// fclose(ko);fclose(zr);
//}
SDL_WM_SetCaption(NAME,""); //set window title
CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
CGameInfo::mainObj = cgi;
@ -255,6 +240,30 @@ int _tmain(int argc, _TCHAR* argv[])
cgi->spriteh->init(std::string("newH3sprite.lod"));
cgi->bitmaph = new CLodHandler;
cgi->bitmaph->init(std::string("newH3bitmap.lod"));
//colors initialization
SDL_Color p;
p.unused = 0;
p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
cgi->playerColors.push_back(p); //red
p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
cgi->playerColors.push_back(p); //blue
p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
cgi->playerColors.push_back(p);//tan
p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
cgi->playerColors.push_back(p); //green
p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
cgi->playerColors.push_back(p); //orange
p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
cgi->playerColors.push_back(p); //purple
p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
cgi->playerColors.push_back(p);//teal
p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
cgi->playerColors.push_back(p);//pink
p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
cgi->neutralColor = p;//gray
//colors initialized
THC std::cout<<"Loading .lods: "<<tmh.getDif()<<std::endl;
CPreGame * cpg = new CPreGame(); //main menu and submenus
THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;

View File

@ -1,7 +1,10 @@
#include "stdafx.h"
#include "SDL_Extensions.h"
#include "SDL_TTF.h"
#include "CGameInfo.h"
#include <iostream>
#include <utility>
#include <algorithm>
bool isItIn(const SDL_Rect * rect, int x, int y)
{
@ -438,3 +441,86 @@ void CSDL_Ext::update(SDL_Surface * what)
{
SDL_UpdateRect(what, 0, 0, what->w, what->h);
}
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;
}
}
}
}
}
}
void CSDL_Ext::blueToPlayersAdv(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->b>cc->g && cc->b>cc->r)
{
std::vector<long long int> sort1;
sort1.push_back(cc->r);
sort1.push_back(cc->g);
sort1.push_back(cc->b);
std::vector< std::pair<long long int, Uint8*> > sort2;
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
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;
}
}
}
}
else if(sur->format->BitsPerPixel == 24)
{
}
}

View File

@ -22,6 +22,8 @@ namespace CSDL_Ext
void printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void update(SDL_Surface * what = ekran); //updates whole surface (default - main screen)
void blueToPlayers(SDL_Surface * sur, int player); //simple color substitution
void blueToPlayersAdv(SDL_Surface * sur, int player); //substitute blue color by another one, makes it nicer keeping nuances
};
#endif // SDL_EXTENSIONS_H