mirror of
https://github.com/vcmi/vcmi.git
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134 lines
5.6 KiB
C++
134 lines
5.6 KiB
C++
/*
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* SDL_Extensions.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/GameConstants.h"
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#include "../../lib/Rect.h"
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#include "../../lib/Color.h"
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struct SDL_Rect;
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struct SDL_Window;
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struct SDL_Renderer;
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struct SDL_Texture;
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struct SDL_Surface;
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struct SDL_Color;
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VCMI_LIB_NAMESPACE_BEGIN
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class Rect;
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class Point;
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VCMI_LIB_NAMESPACE_END
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namespace CSDL_Ext
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{
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/// creates Rect using provided rect
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Rect fromSDL(const SDL_Rect & rect);
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/// creates SDL_Rect using provided rect
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SDL_Rect toSDL(const Rect & rect);
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/// creates Color using provided SDL_Color
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ColorRGBA fromSDL(const SDL_Color & color);
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/// creates SDL_Color using provided Color
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SDL_Color toSDL(const ColorRGBA & color);
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void setColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors);
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void setAlpha(SDL_Surface * bg, int value);
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using TColorPutter = void (*)(uint8_t *&, const uint8_t &, const uint8_t &, const uint8_t &);
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using TColorPutterAlpha = void (*)(uint8_t *&, const uint8_t &, const uint8_t &, const uint8_t &, const uint8_t &);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst);
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void blitAt(SDL_Surface * src, const Rect & pos, SDL_Surface * dst);
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void setClipRect(SDL_Surface * src, const Rect & other);
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void getClipRect(SDL_Surface * src, Rect & other);
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void blitSurface(SDL_Surface * src, const Rect & srcRect, SDL_Surface * dst, const Point & dest);
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void blitSurface(SDL_Surface * src, SDL_Surface * dst, const Point & dest);
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void fillSurface(SDL_Surface * dst, const SDL_Color & color);
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void fillRect(SDL_Surface * dst, const Rect & dstrect, const SDL_Color & color);
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void updateRect(SDL_Surface * surface, const Rect & rect);
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void putPixelWithoutRefresh(SDL_Surface * ekran, const int & x, const int & y, const uint8_t & R, const uint8_t & G, const uint8_t & B, uint8_t A = 255);
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void putPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const uint8_t & R, const uint8_t & G, const uint8_t & B, uint8_t A = 255);
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SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
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SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
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uint32_t getPixel(SDL_Surface * surface, const int & x, const int & y, bool colorByte = false);
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bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
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bool isTransparent(SDL_Surface * srf, const Point & position); //checks if surface is transparent at given position
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uint8_t * getPxPtr(const SDL_Surface * const & srf, const int x, const int y);
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TColorPutter getPutterFor(SDL_Surface * const & dest, int incrementing); //incrementing: -1, 0, 1
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TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const & dest, int incrementing); //incrementing: -1, 0, 1
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template<int bpp>
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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
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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
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uint32_t colorTouint32_t(const SDL_Color * color); //little endian only
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SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
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void drawLine(SDL_Surface * sur, const Point & from, const Point & dest, const SDL_Color & color1, const SDL_Color & color2);
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void drawLineDashed(SDL_Surface * sur, const Point & from, const Point & dest, const SDL_Color & color);
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color & color, int depth = 1);
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void drawBorder(SDL_Surface * sur, const Rect & r, const SDL_Color & color, int depth = 1);
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void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
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SDL_Surface * newSurface(int w, int h, SDL_Surface * mod); //creates new surface, with flags/format same as in surface given
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SDL_Surface * newSurface(int w, int h); //creates new surface, with flags/format same as in screen surface
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SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
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template<int bpp>
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SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
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void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
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//scale surface to required size.
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//nearest neighbour algorithm
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SDL_Surface * scaleSurfaceFast(SDL_Surface * surf, int width, int height);
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// bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces
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SDL_Surface * scaleSurface(SDL_Surface * surf, int width, int height);
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template<int bpp>
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void convertToGrayscaleBpp(SDL_Surface * surf, const Rect & rect);
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void convertToGrayscale(SDL_Surface * surf, const Rect & rect);
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void setColorKey(SDL_Surface * surface, SDL_Color color);
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///set key-color to 0,255,255
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void setDefaultColorKey(SDL_Surface * surface);
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///set key-color to 0,255,255 only if it exactly mapped
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void setDefaultColorKeyPresize(SDL_Surface * surface);
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/// helper that will safely set and un-set ClipRect for SDL_Surface
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class CClipRectGuard: boost::noncopyable
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{
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SDL_Surface * surf;
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Rect oldRect;
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public:
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CClipRectGuard(SDL_Surface * surface, const Rect & rect): surf(surface)
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{
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CSDL_Ext::getClipRect(surf, oldRect);
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CSDL_Ext::setClipRect(surf, rect);
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}
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~CClipRectGuard()
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{
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CSDL_Ext::setClipRect(surf, oldRect);
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}
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};
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}
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