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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

@ -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)
{
}
}