mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
226 lines
8.6 KiB
C++
226 lines
8.6 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_version.h>
|
|
#include <SDL_render.h>
|
|
#include <SDL_video.h>
|
|
#include <SDL_events.h>
|
|
#include "../../lib/int3.h"
|
|
#include "Geometries.h"
|
|
#include "../../lib/GameConstants.h"
|
|
|
|
|
|
extern SDL_Window * mainWindow;
|
|
extern SDL_Renderer * mainRenderer;
|
|
extern SDL_Texture * screenTexture;
|
|
|
|
inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
|
|
{
|
|
SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
|
|
}
|
|
|
|
inline void SDL_WarpMouse(int x, int y)
|
|
{
|
|
SDL_WarpMouseInWindow(mainWindow,x,y);
|
|
}
|
|
|
|
void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
|
|
|
|
inline bool isCtrlKeyDown()
|
|
{
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
|
|
}
|
|
|
|
inline bool isAltKeyDown()
|
|
{
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
|
|
}
|
|
|
|
inline bool isShiftKeyDown()
|
|
{
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
|
|
}
|
|
namespace CSDL_Ext
|
|
{
|
|
//todo: should this better be assignment operator?
|
|
STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
|
|
{
|
|
dest.r = source.r;
|
|
dest.g = source.g;
|
|
dest.b = source.b;
|
|
dest.a = source.a;
|
|
}
|
|
|
|
inline void setAlpha(SDL_Surface * bg, int value)
|
|
{
|
|
SDL_SetSurfaceAlphaMod(bg, value);
|
|
}
|
|
}
|
|
struct Rect;
|
|
|
|
extern SDL_Surface * screen, *screen2, *screenBuf;
|
|
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
|
|
void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
|
|
bool isItIn(const SDL_Rect * rect, int x, int y);
|
|
bool isItInOrLowerBounds(const SDL_Rect * rect, int x, int y);
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/** default key color for all 8 & 24 bit graphics */
|
|
static const SDL_Color DEFAULT_KEY_COLOR;
|
|
};
|
|
|
|
//MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
|
|
template<typename T>
|
|
typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
|
|
{
|
|
return arg;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
|
|
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
|
|
{
|
|
SDL_Rect ret;
|
|
ret.h=hh;
|
|
ret.w=ww;
|
|
ret.x=xx;
|
|
ret.y=yy;
|
|
return ret;
|
|
}
|
|
|
|
template<int bpp, int incrementPtr>
|
|
struct ColorPutter
|
|
{
|
|
static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
|
|
static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
|
|
static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
|
|
static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
|
|
static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
|
|
static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
|
|
};
|
|
|
|
typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
|
|
|
|
namespace CSDL_Ext
|
|
{
|
|
/// helper that will safely set and un-set ClipRect for SDL_Surface
|
|
class CClipRectGuard
|
|
{
|
|
SDL_Surface * surf;
|
|
SDL_Rect oldRect;
|
|
public:
|
|
CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
|
|
surf(surface)
|
|
{
|
|
SDL_GetClipRect(surf, &oldRect);
|
|
SDL_SetClipRect(surf, &rect);
|
|
}
|
|
|
|
~CClipRectGuard()
|
|
{
|
|
SDL_SetClipRect(surf, &oldRect);
|
|
}
|
|
};
|
|
|
|
void blitSurface(SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
|
|
void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
|
|
void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
|
|
//fill dest image with source texture.
|
|
void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
|
|
|
|
void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
|
|
void SDL_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 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
|
|
void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
|
|
bool isTransparent(SDL_Surface * srf, int x, int y); //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 SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
|
|
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
|
|
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 drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
|
|
void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
|
|
void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &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 SDL_Rect * rect, int mode );
|
|
void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
|
|
|
|
void startTextInput(SDL_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);
|
|
}
|