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vcmi/client/gui/SDL_Extensions.h
Michał W. Urbańczyk 516684aaab Visual 2012 compile fixes.
Unfortunately no C99 math nor uniform initialization till VS 2013.
2013-07-07 08:27:27 +00:00

197 lines
9.5 KiB
C++

#pragma once
#include <SDL_video.h>
#include <SDL_ttf.h>
#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);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = 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 T>
typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
{
return arg;
}
template<typename IntType>
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<std::string>(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<std::string>(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<int bpp, int incrementPtr>
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 * 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);
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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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<int bpp> 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 bpp>
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<std::string> & 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<int bpp>
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<int bpp>
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
}