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https://github.com/vcmi/vcmi.git
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1cac083239
* number of units in stack in battle should now fit the box * non-living and undead creatures have now always 0 morale
128 lines
7.0 KiB
C++
128 lines
7.0 KiB
C++
#ifndef __SDL_EXTENSIONS_H__
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#define __SDL_EXTENSIONS_H__
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#include "SDL.h"
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#include "SDL_ttf.h"
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#include <string>
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#include "../int3.h"
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#include <vector>
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#include <sstream>
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/*
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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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extern SDL_Surface * screen, *screen2, *screenBuf;
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extern SDL_Color tytulowy, tlo, zwykly ;
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extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
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void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
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void blitAtWR(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
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void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
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void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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template<typename IntType>
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std::string makeNumberShort(IntType number) //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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int initialLength;
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bool negative = (number < 0);
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std::ostringstream ost, rets;
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ost<<number;
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initialLength = ost.str().size();
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if(negative)
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{
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if(initialLength <= 4)
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return ost.str();
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}
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else
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{
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if(initialLength <= 5)
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return ost.str();
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}
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//make the number short
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char symbol[] = {'G', 'M', 'k'};
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if(negative) number = (-number); //absolute value
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for(int divisor = 1000000000, it = 0; divisor > 1; divisor /= 1000, ++it)
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{
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if(number >= divisor)
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{
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if(negative) rets <<'-';
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rets << (number / divisor) << symbol[it];
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return rets.str();
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}
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}
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throw std::string("We shouldn't be here - makeNumberShort");
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}
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inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
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{
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SDL_Rect ret;
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ret.h=hh;
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ret.w=ww;
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ret.x=xx;
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ret.y=yy;
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return ret;
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}
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namespace CSDL_Ext
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{
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extern SDL_Surface * std32bppSurface;
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void SDL_PutPixel(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels
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//inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
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inline void SDL_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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{
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Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
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p[0] = B;
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p[1] = G;
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p[2] = R;
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if(ekran->format->BytesPerPixel==4)
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p[3] = A;
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}
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SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip
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SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
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SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
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SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
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SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); //creates cursor from bitmap
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Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
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SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); //returns color of pixel at given position
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void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
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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
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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
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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
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void blitWithRotate1clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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void blitWithRotate2clip(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 preserving clip_rect
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void blitWithRotate3clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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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
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Uint32 colorToUint32(const SDL_Color * color); //little endian only
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void printTo(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
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void printToWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
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void printAtMiddle(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
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void printAtMiddleWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
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void printAtWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
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void printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
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void printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
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void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color);
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void setPlayerColor(SDL_Surface * sur, unsigned char 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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};
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#endif // __SDL_EXTENSIONS_H__
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