/* * SDL_Extensions.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include #include #include #include #include "../../lib/int3.h" #include "Geometries.h" #include "../../lib/GameConstants.h" extern SDL_Window * mainWindow; extern SDL_Renderer * mainRenderer; extern SDL_Texture * screenTexture; inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors) { SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors); } inline void SDL_WarpMouse(int x, int y) { SDL_WarpMouseInWindow(mainWindow,x,y); } void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h); inline bool isCtrlKeyDown() { return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL]; } inline bool isAltKeyDown() { return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT]; } inline bool isShiftKeyDown() { return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT]; } namespace CSDL_Ext { template Int lerp(Int a, Int b, float f) { return a + std::round((b - a) * f); } //todo: should this better be assignment operator? STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source) { dest.r = source.r; dest.g = source.g; dest.b = source.b; dest.a = source.a; } inline void setAlpha(SDL_Surface * bg, int value) { SDL_SetSurfaceAlphaMod(bg, value); } } struct Rect; extern SDL_Surface * screen, *screen2, *screenBuf; void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen); void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen); bool isItIn(const SDL_Rect * rect, int x, int y); bool isItInOrLowerBounds(const SDL_Rect * rect, int x, int y); /** * The colors class defines color constants of type SDL_Color. */ class Colors { public: /** the h3 yellow color, typically used for headlines */ static const SDL_Color YELLOW; /** the standard h3 white color */ static const SDL_Color WHITE; /** the metallic gold color used mostly as a border around buttons */ static const SDL_Color METALLIC_GOLD; /** green color used for in-game console */ static const SDL_Color GREEN; /** the h3 orange color, used for blocked buttons */ static const SDL_Color ORANGE; /** the h3 bright yellow color, used for selection border */ static const SDL_Color BRIGHT_YELLOW; /** default key color for all 8 & 24 bit graphics */ static const SDL_Color DEFAULT_KEY_COLOR; }; //MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it template typename boost::enable_if_c::type, T>::type abs(T arg) { return arg; } template std::string makeNumberShort(IntType number, IntType maxLength = 3) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k) { IntType max = pow(10, maxLength); if (std::abs(number) < max) return boost::lexical_cast(number); std::string symbols = " kMGTPE"; auto iter = symbols.begin(); while (number >= max) { number /= 1000; iter++; assert(iter != symbols.end());//should be enough even for int64 } return boost::lexical_cast(number) + *iter; } typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B); typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A); inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy) { SDL_Rect ret; ret.h=hh; ret.w=ww; ret.x=xx; ret.y=yy; return ret; } template struct ColorPutter { static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B); static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A); static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A); static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color); static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color); static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count); }; typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation); class ColorShifter { public: ~ColorShifter() = default; virtual SDL_Color shiftColor(SDL_Color input) const = 0; }; class ColorShifterAddMul : public ColorShifter { SDL_Color add; SDL_Color mul; public: static ColorShifterAddMul deepBlue() { return ColorShifterAddMul({0, 0, 255, 0}, {255, 255, 0, 255}); } ColorShifterAddMul(SDL_Color add, SDL_Color mul) : add(add), mul(mul) {} SDL_Color shiftColor(SDL_Color input) const override { return { uint8_t(std::min(255.f, std::round(input.r * float(mul.r) / 255 + add.r))), uint8_t(std::min(255.f, std::round(input.g * float(mul.g) / 255 + add.g))), uint8_t(std::min(255.f, std::round(input.b * float(mul.b) / 255 + add.b))), uint8_t(std::min(255.f, std::round(input.a * float(mul.a) / 255 + add.a))), }; } }; class ColorShifterAddMulExcept : public ColorShifterAddMul { SDL_Color ignored; public: ColorShifterAddMulExcept(SDL_Color add, SDL_Color mul, SDL_Color ignored) : ColorShifterAddMul(add, mul), ignored(ignored) {} SDL_Color shiftColor(SDL_Color input) const override { if ( input.r == ignored.r && input.g == ignored.g && input.b == ignored.b && input.a == ignored.a) return input; return ColorShifterAddMul::shiftColor(input); } }; namespace CSDL_Ext { /// helper that will safely set and un-set ClipRect for SDL_Surface class CClipRectGuard { SDL_Surface * surf; SDL_Rect oldRect; public: CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect): surf(surface) { SDL_GetClipRect(surf, &oldRect); SDL_SetClipRect(surf, &rect); } ~CClipRectGuard() { SDL_SetClipRect(surf, &oldRect); } }; void blitSurface(SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color); void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect); //fill dest image with source texture. void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture); void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false); bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y); TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1 TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1 template int blit8bppAlphaTo24bppT(const SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface int blit8bppAlphaTo24bpp(const SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface Uint32 colorToUint32(const SDL_Color * color); //little endian only SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a); void update(SDL_Surface * what = screen); //updates whole surface (default - main screen) void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2); void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color); void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color); void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color); void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral std::string processStr(std::string str, std::vector & tor); //replaces %s in string SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface template SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis //scale surface to required size. //nearest neighbour algorithm SDL_Surface * scaleSurfaceFast(SDL_Surface *surf, int width, int height); // bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height); template void applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mode ); void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale void startTextInput(SDL_Rect * where); void stopTextInput(); void setColorKey(SDL_Surface * surface, SDL_Color color); ///set key-color to 0,255,255 void setDefaultColorKey(SDL_Surface * surface); ///set key-color to 0,255,255 only if it exactly mapped void setDefaultColorKeyPresize(SDL_Surface * surface); }