/* * 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 "../../lib/GameConstants.h" #include "../../lib/Rect.h" struct SDL_Window; struct SDL_Renderer; struct SDL_Texture; struct SDL_Surface; struct SDL_Color; extern SDL_Window * mainWindow; extern SDL_Renderer * mainRenderer; extern SDL_Texture * screenTexture; extern SDL_Surface * screen, *screen2, *screenBuf; VCMI_LIB_NAMESPACE_BEGIN class Rect; class Point; VCMI_LIB_NAMESPACE_END /** * 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; /// Selected creature card static const SDL_Color RED; /// Minimap border static const SDL_Color PURPLE; static const SDL_Color BLACK; static const SDL_Color TRANSPARENCY; }; namespace CSDL_Ext { /// creates Point using provided event Point fromSDL(const SDL_MouseMotionEvent & motion); /// creates Rect using provided rect Rect fromSDL(const SDL_Rect & rect); /// creates SDL_Rect using provided rect SDL_Rect toSDL(const Rect & rect); void setColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors); void warpMouse(int x, int y); bool isCtrlKeyDown(); bool isAltKeyDown(); bool isShiftKeyDown(); void setAlpha(SDL_Surface * bg, int value); 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; } Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy); 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); void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen); void blitAt(SDL_Surface * src, const Rect & pos, SDL_Surface * dst=screen); void setClipRect(SDL_Surface * src, const Rect & other); void getClipRect(SDL_Surface * src, Rect & other); void blitSurface(SDL_Surface * src, const Rect & srcRect, SDL_Surface * dst, const Point & dest); void blitSurface(SDL_Surface * src, SDL_Surface * dst, const Point & dest); void fillSurface(SDL_Surface *dst, const SDL_Color & color); void fillRect(SDL_Surface *dst, const Rect & dstrect, const SDL_Color & color); //fill dest image with source texture. void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture); void updateRect(SDL_Surface *surface, const Rect & rect); void putPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); void 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 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 Rect & srcRect, SDL_Surface * dst, const Point & dstPoint); //blits 8 bpp surface with alpha channel to 24 bpp surface int blit8bppAlphaTo24bpp(const SDL_Surface * src, const Rect & srcRect, SDL_Surface * dst, const Point & dstPoint); //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 SDL_Color &color); void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color); void drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &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 Rect & rect, int mode ); void applyEffect(SDL_Surface * surf, const Rect & rect, int mode); //mode: 0 - sepia, 1 - grayscale void startTextInput(const 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); /// helper that will safely set and un-set ClipRect for SDL_Surface class CClipRectGuard { SDL_Surface * surf; Rect oldRect; public: CClipRectGuard(SDL_Surface * surface, const Rect & rect): surf(surface) { CSDL_Ext::getClipRect(surf, oldRect); CSDL_Ext::setClipRect(surf, rect); } ~CClipRectGuard() { CSDL_Ext::setClipRect(surf, oldRect); } }; }