#pragma once #include #include #include "../../lib/int3.h" #include "../Graphics.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); bool isItIn(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; }; //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) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k) { if (abs(number) < 1000) return boost::lexical_cast(number); std::string symbols = "kMGTPE"; auto iter = symbols.begin(); while (number >= 1000) { 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); 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, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color); //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); 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); TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1 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 SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a); 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, 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 }