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vcmi/SDL_Extensions.h
2007-09-17 17:36:20 +00:00

39 lines
2.7 KiB
C++

#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 ;
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<std::string> & tor); //replaces %s in string
};
#endif // SDL_EXTENSIONS_H