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changing colors on surfaces (currently advanced version works only with 8 bit surfaces)
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0bae692263
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@ -14,6 +14,8 @@
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#include "CDefObjInfoHandler.h"
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#include "CLodHandler.h"
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#include "CGeneralTextHandler.h"
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#include "SDL.h"
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#include <vector>
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/*
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CGameInfo class
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@ -37,6 +39,8 @@ public:
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CLodHandler * spriteh;
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CLodHandler * bitmaph;
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CGeneralTextHandler * generaltexth;
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std::vector<SDL_Color> playerColors;
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SDL_Color neutralColor;
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};
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#endif //CGAMEINFO_H
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41
CMT.cpp
41
CMT.cpp
@ -230,22 +230,7 @@ int _tmain(int argc, _TCHAR* argv[])
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screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
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ekran = screen;
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//FILE * zr = fopen("mal.txt","r");
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//FILE * ko = fopen("wyn.txt","w");
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//FILE * kodd = fopen("kod.txt","r");
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//FILE * deko = fopen("dekod.txt","w");
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//def(zr,ko,1);
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//inf(kodd, deko);
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//fclose(ko);fclose(zr);
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//for (int i=0;i<=20;i++)
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//{
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// zr = fopen("kod2.txt","r");
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// char c [200];
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// sprintf(c,"wyn%d.txt",i);
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// ko = fopen(c,"w");
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// def(zr,ko,i);
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// fclose(ko);fclose(zr);
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//}
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SDL_WM_SetCaption(NAME,""); //set window title
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CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
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CGameInfo::mainObj = cgi;
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@ -255,6 +240,30 @@ int _tmain(int argc, _TCHAR* argv[])
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cgi->spriteh->init(std::string("newH3sprite.lod"));
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cgi->bitmaph = new CLodHandler;
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cgi->bitmaph->init(std::string("newH3bitmap.lod"));
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//colors initialization
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SDL_Color p;
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p.unused = 0;
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p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
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cgi->playerColors.push_back(p); //red
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p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
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cgi->playerColors.push_back(p); //blue
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p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
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cgi->playerColors.push_back(p);//tan
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p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
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cgi->playerColors.push_back(p); //green
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p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
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cgi->playerColors.push_back(p); //orange
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p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
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cgi->playerColors.push_back(p); //purple
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p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
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cgi->playerColors.push_back(p);//teal
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p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
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cgi->playerColors.push_back(p);//pink
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p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
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cgi->neutralColor = p;//gray
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//colors initialized
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THC std::cout<<"Loading .lods: "<<tmh.getDif()<<std::endl;
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CPreGame * cpg = new CPreGame(); //main menu and submenus
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THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
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@ -1,7 +1,10 @@
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#include "stdafx.h"
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#include "SDL_Extensions.h"
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#include "SDL_TTF.h"
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#include "CGameInfo.h"
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#include <iostream>
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#include <utility>
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#include <algorithm>
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bool isItIn(const SDL_Rect * rect, int x, int y)
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{
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@ -438,3 +441,86 @@ void CSDL_Ext::update(SDL_Surface * what)
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{
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SDL_UpdateRect(what, 0, 0, what->w, what->h);
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}
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void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
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{
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if(sur->format->BitsPerPixel == 8)
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{
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for(int i=0; i<sur->format->palette->ncolors; ++i)
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{
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SDL_Color * cc = sur->format->palette->colors+i;
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if(cc->r==0 && cc->g==0 && cc->b==255)
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{
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cc->r = CGameInfo::mainObj->playerColors[player].r;
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cc->g = CGameInfo::mainObj->playerColors[player].g;
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cc->b = CGameInfo::mainObj->playerColors[player].b;
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}
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}
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}
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else if(sur->format->BitsPerPixel == 24)
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{
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for(int y=0; y<sur->h; ++y)
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{
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for(int x=0; x<sur->w; ++x)
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{
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Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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if(cp[0]==0 && cp[1]==0 && cp[2]==255)
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{
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cp[0] = CGameInfo::mainObj->playerColors[player].r;
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cp[1] = CGameInfo::mainObj->playerColors[player].g;
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cp[2] = CGameInfo::mainObj->playerColors[player].b;
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}
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}
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else
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{
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if(cp[0]==255 && cp[1]==0 && cp[2]==0)
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{
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cp[0] = CGameInfo::mainObj->playerColors[player].b;
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cp[1] = CGameInfo::mainObj->playerColors[player].g;
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cp[2] = CGameInfo::mainObj->playerColors[player].r;
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}
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}
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}
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}
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}
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}
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void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player)
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{
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if(sur->format->BitsPerPixel == 8)
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{
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for(int i=0; i<sur->format->palette->ncolors; ++i)
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{
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SDL_Color * cc = sur->format->palette->colors+i;
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if(cc->b>cc->g && cc->b>cc->r)
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{
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std::vector<long long int> sort1;
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sort1.push_back(cc->r);
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sort1.push_back(cc->g);
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sort1.push_back(cc->b);
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std::vector< std::pair<long long int, Uint8*> > sort2;
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sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
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sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
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sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
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std::sort(sort1.begin(), sort1.end());
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if(sort2[0].first>sort2[1].first)
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std::swap(sort2[0], sort2[1]);
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if(sort2[1].first>sort2[2].first)
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std::swap(sort2[1], sort2[2]);
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if(sort2[0].first>sort2[1].first)
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std::swap(sort2[0], sort2[1]);
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for(int hh=0; hh<3; ++hh)
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{
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(*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2;
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}
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}
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}
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}
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else if(sur->format->BitsPerPixel == 24)
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{
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}
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}
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@ -22,6 +22,8 @@ namespace CSDL_Ext
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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
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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
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void update(SDL_Surface * what = ekran); //updates whole surface (default - main screen)
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void blueToPlayers(SDL_Surface * sur, int player); //simple color substitution
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void blueToPlayersAdv(SDL_Surface * sur, int player); //substitute blue color by another one, makes it nicer keeping nuances
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};
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#endif // SDL_EXTENSIONS_H
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