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vcmi/client/gui/SDL_Extensions.h

202 lines
7.4 KiB
C++

/*
* 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 <SDL_render.h>
#include <SDL_events.h>
#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 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<typename IntType>
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<std::string>(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<std::string>(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
bool isTransparent(SDL_Surface * srf, const Point & position); //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 bpp>
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<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 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);
}
};
}