mirror of
https://github.com/vcmi/vcmi.git
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202 lines
7.4 KiB
C++
202 lines
7.4 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 <SDL_render.h>
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#include <SDL_events.h>
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#include "../../lib/GameConstants.h"
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#include "../../lib/Rect.h"
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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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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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extern SDL_Texture * screenTexture;
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extern SDL_Surface * screen, *screen2, *screenBuf;
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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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/**
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* The colors class defines color constants of type SDL_Color.
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*/
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class Colors
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{
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public:
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/** the h3 yellow color, typically used for headlines */
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static const SDL_Color YELLOW;
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/** the standard h3 white color */
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static const SDL_Color WHITE;
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/** the metallic gold color used mostly as a border around buttons */
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static const SDL_Color METALLIC_GOLD;
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/** green color used for in-game console */
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static const SDL_Color GREEN;
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/** the h3 orange color, used for blocked buttons */
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static const SDL_Color ORANGE;
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/** the h3 bright yellow color, used for selection border */
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static const SDL_Color BRIGHT_YELLOW;
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/** default key color for all 8 & 24 bit graphics */
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static const SDL_Color DEFAULT_KEY_COLOR;
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/// Selected creature card
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static const SDL_Color RED;
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/// Minimap border
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static const SDL_Color PURPLE;
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static const SDL_Color BLACK;
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static const SDL_Color TRANSPARENCY;
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};
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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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void setColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors);
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void warpMouse(int x, int y);
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bool isCtrlKeyDown();
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bool isAltKeyDown();
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bool isShiftKeyDown();
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void setAlpha(SDL_Surface * bg, int value);
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template<typename IntType>
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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)
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{
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IntType max = pow(10, maxLength);
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if (std::abs(number) < max)
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return boost::lexical_cast<std::string>(number);
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std::string symbols = " kMGTPE";
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auto iter = symbols.begin();
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while (number >= max)
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{
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number /= 1000;
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iter++;
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assert(iter != symbols.end());//should be enough even for int64
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}
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return boost::lexical_cast<std::string>(number) + *iter;
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}
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Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy);
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typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
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typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
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void blitAt(SDL_Surface * src, const Rect & pos, SDL_Surface * dst=screen);
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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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//fill dest image with source texture.
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void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
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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 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
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void putPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 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 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 *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 colorToUint32(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 update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
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void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const SDL_Color &color);
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void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
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void drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color);
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void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
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std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
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SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
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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 applyEffectBpp( SDL_Surface * surf, const Rect & rect, int mode );
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void applyEffect(SDL_Surface * surf, const Rect & rect, int mode); //mode: 0 - sepia, 1 - grayscale
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void startTextInput(const Rect & where);
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void stopTextInput();
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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
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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):
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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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