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* animation of water tiles
* minor changes
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@ -34,6 +34,9 @@ namespace CSDL_Ext
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Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
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SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y);
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SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
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void blitWithRotate1(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
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void blitWithRotate2(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
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void blitWithRotate3(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
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int blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
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Uint32 colorToUint32(const SDL_Color * color); //little endian only
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void printTo(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
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