#pragma once #include #include #include "../../lib/int3.h" #include "../FontBase.h" #include "Geometries.h" /* * 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 * */ //A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower #ifdef _MSC_VER #define STRONG_INLINE __forceinline #elif __GNUC__ #define STRONG_INLINE inline __attribute__((always_inline)) #else #define STRONG_INLINE inline #endif #if SDL_VERSION_ATLEAST(1,3,0) #define SDL_GetKeyState SDL_GetKeyboardState #endif 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); void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen); bool isItIn(const SDL_Rect * rect, int x, int y); namespace Colors { SDL_Color createColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 0); const SDL_Color Jasmine = createColor(229, 215, 123, 0); // http://en.wikipedia.org/wiki/Jasmine_%28color%29 const SDL_Color Cornsilk = createColor(255, 243, 222, 0); // http://en.wikipedia.org/wiki/Shades_of_white const SDL_Color MetallicGold = createColor(173, 142, 66); // http://en.wikipedia.org/wiki/Gold_%28color%29 const SDL_Color Maize = createColor(242, 226, 110); // http://en.wikipedia.org/wiki/Maize_%28color%29 } template std::string makeNumberShort(IntType number) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k) { int initialLength; bool negative = (number < 0); std::ostringstream ost, rets; ost< 1; divisor /= 1000, ++it) { if(number >= divisor) { if(negative) rets <<'-'; rets << (number / divisor) << symbol[it]; return rets.str(); } } throw std::runtime_error("We shouldn't be here - makeNumberShort"); } 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; } //TODO: inlining will work only if functions are defined in each compilation unit (like placing them in headers) //however here PutColor defined in SDL_Extensions.cpp, but used in CAnimation.cpp and CCreatureAnimation.cpp 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); }; template struct ColorPutter<2, incrementPtr> { 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); namespace CSDL_Ext { void blitSurface(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color); extern SDL_Surface * std32bppSurface; 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 * rotate01(SDL_Surface * toRot); //vertical flip SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); //creates cursor from bitmap Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false); SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); //returns color of pixel at given position void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details) 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); const TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1 const TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1 BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest); BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest); template void blitWithRotateClip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect template void blitWithRotateClipVal(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect template void blitWithRotateClipWithAlpha(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect template void blitWithRotateClipValWithAlpha(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect template void blitWithRotate1(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests template void blitWithRotate2(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests template void blitWithRotate3(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests template void blitWithRotate1WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests template void blitWithRotate2WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests template void blitWithRotate3WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests 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 void printAtWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen); void printAt(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen); void printTo(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen); void printAtMiddle(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen); void printAtMiddleWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=Colors::Jasmine, SDL_Surface * dst=screen); void update(SDL_Surface * what = screen); //updates whole surface (default - main screen) 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, ui8 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 void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale std::string trimToFit(std::string text, int widthLimit, EFonts font); }; template STRONG_INLINE void ColorPutter::PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color) { PutColor(ptr, Color.r, Color.g, Color.b, Color.unused); } template STRONG_INLINE void ColorPutter::PutColor(Uint8 *&ptr, const SDL_Color & Color) { PutColor(ptr, Color.r, Color.g, Color.b); } template STRONG_INLINE void ColorPutter::PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A) { switch (A) { case 255: ptr += bpp * incrementPtr; return; case 0: PutColor(ptr, R, G, B); return; case 128: // optimized PutColor(ptr, ((Uint16)R + (Uint16)ptr[2]) >> 1, ((Uint16)G + (Uint16)ptr[1]) >> 1, ((Uint16)B + (Uint16)ptr[0]) >> 1); return; default: PutColor(ptr, R, G, B, A); return; } } template STRONG_INLINE void ColorPutter::PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A) { PutColor(ptr, ((((Uint32)ptr[2]-(Uint32)R)*(Uint32)A) >> 8 ) + (Uint32)R, ((((Uint32)ptr[1]-(Uint32)G)*(Uint32)A) >> 8 ) + (Uint32)G, ((((Uint32)ptr[0]-(Uint32)B)*(Uint32)A) >> 8 ) + (Uint32)B); } template STRONG_INLINE void ColorPutter::PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B) { if(incrementPtr == 0) { ptr[0] = B; ptr[1] = G; ptr[2] = R; } else if(incrementPtr == 1) { *ptr++ = B; *ptr++ = G; *ptr++ = R; if(bpp == 4) *ptr++ = 0; } else if(incrementPtr == -1) { if(bpp == 4) *(--ptr) = 0; *(--ptr) = R; *(--ptr) = G; *(--ptr) = B; } else { assert(0); } } template STRONG_INLINE void ColorPutter::PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count) { Uint32 pixel = ((Uint32)Color.b << 0 ) + ((Uint32)Color.g << 8) + ((Uint32)Color.r << 16); for (size_t i=0; i STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B) { if(incrementPtr == -1) ptr -= 2; Uint16 * const px = (Uint16*)ptr; *px = (B>>3) + ((G>>2) << 5) + ((R>>3) << 11); //drop least significant bits of 24 bpp encoded color if(incrementPtr == 1) ptr += 2; //bpp } template STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A) { switch (A) { case 255: ptr += 2 * incrementPtr; return; case 0: PutColor(ptr, R, G, B); return; default: PutColor(ptr, R, G, B, A); return; } } template STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A) { const int rbit = 5, gbit = 6, bbit = 5; //bits per color const int rmask = 0xF800, gmask = 0x7E0, bmask = 0x1F; const int rshift = 11, gshift = 5, bshift = 0; const Uint8 r5 = (*((Uint16 *)ptr) & rmask) >> rshift, b5 = (*((Uint16 *)ptr) & bmask) >> bshift, g5 = (*((Uint16 *)ptr) & gmask) >> gshift; const Uint32 r8 = (r5 << (8 - rbit)) | (r5 >> (2*rbit - 8)), g8 = (g5 << (8 - gbit)) | (g5 >> (2*gbit - 8)), b8 = (b5 << (8 - bbit)) | (b5 >> (2*bbit - 8)); PutColor(ptr, (((r8-R)*A) >> 8) + R, (((g8-G)*A) >> 8) + G, (((b8-B)*A) >> 8) + B); } template STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color) { PutColor(ptr, Color.r, Color.g, Color.b, Color.unused); } template STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColor(Uint8 *&ptr, const SDL_Color & Color) { PutColor(ptr, Color.r, Color.g, Color.b); } template STRONG_INLINE void ColorPutter<2, incrementPtr>::PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count) { //drop least significant bits of 24 bpp encoded color Uint16 pixel = (Color.b>>3) + ((Color.g>>2) << 5) + ((Color.r>>3) << 11); for (size_t i=0; i