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vcmi/SDL_Extensions.h

25 lines
1.4 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 ;
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
Uint32 colorToUint32(const SDL_Color * color); //little endian only
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
};
#endif // SDL_EXTENSIONS_H