#ifndef SDL_EXTENSIONS_H #define SDL_EXTENSIONS_H #include "SDL.h" #include "SDL_ttf.h" extern SDL_Surface * ekran; extern SDL_Color tytulowy, tlo, zwykly ; extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM; void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran); void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran); void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran); bool isItIn(const SDL_Rect * rect, int x, int y); SDL_Rect genRect(int hh, int ww, int xx, int yy); namespace CSDL_Ext { void SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC=0, Uint8 A = 255); //myC influences the start of reading pixels SDL_Surface * rotate01(SDL_Surface * toRot, int myC = 2); //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); Uint32 SDL_GetPixel(SDL_Surface *surface, int x, int y, bool colorByte = false); SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details) SDL_Surface * secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha); //alpha is a surface we want to blit src to void fullAlphaTransform(SDL_Surface *& src); //performs first and second alpha transform Uint32 colorToUint32(const SDL_Color * color); //little endian only void printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest void printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran); void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest void update(SDL_Surface * what = ekran); //updates whole surface (default - main screen) void blueToPlayers(SDL_Surface * sur, int player); //simple color substitution void blueToPlayersAdv(SDL_Surface * sur, int player); //substitute blue color by another one, makes it nicer keeping nuances void blueToPlayersNice(SDL_Surface * sur, int player); //uses interface gems to substitute colours void setPlayerColor(SDL_Surface * sur, int 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=ekran); //creates new surface, with flags/format same as in surface given SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface }; #endif // SDL_EXTENSIONS_H