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