mirror of
https://github.com/vcmi/vcmi.git
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b5ebf443fc
- common base class for H3 bmp and ttf fonts - replaced fonts.txt with fonts.json
197 lines
9.6 KiB
C++
197 lines
9.6 KiB
C++
#pragma once
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#include <SDL_video.h>
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#include <SDL_ttf.h>
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#include "../../lib/int3.h"
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#include "../Graphics.h"
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#include "Geometries.h"
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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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//A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
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#ifdef _MSC_VER
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#define STRONG_INLINE __forceinline
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#elif __GNUC__
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#define STRONG_INLINE inline __attribute__((always_inline))
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#else
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#define STRONG_INLINE inline
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#endif
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#if SDL_VERSION_ATLEAST(1,3,0)
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#define SDL_GetKeyState SDL_GetKeyboardState
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#endif
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struct Rect;
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extern SDL_Surface * screen, *screen2, *screenBuf;
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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 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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/**
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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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};
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//MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
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template<typename T>
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typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
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{
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return arg;
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}
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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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if (abs(number) < 1000)
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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 >= 1000)
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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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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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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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template<int bpp, int incrementPtr>
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struct ColorPutter
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{
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
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static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
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static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
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};
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typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
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namespace CSDL_Ext
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{
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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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SDL_Rect oldRect;
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public:
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CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
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surf(surface)
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{
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SDL_GetClipRect(surf, &oldRect);
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SDL_SetClipRect(surf, &rect);
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}
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~CClipRectGuard()
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{
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SDL_SetClipRect(surf, &oldRect);
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}
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};
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void blitSurface(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
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void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 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 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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void SDL_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 * 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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bool isTransparent(SDL_Surface * srf, int x, int y); //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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BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
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BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
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template<int bpp> void blitWithRotateClip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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template<int bpp> void blitWithRotateClipVal(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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template<int bpp> void blitWithRotateClipWithAlpha(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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template<int bpp> void blitWithRotateClipValWithAlpha(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
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template<int bpp> 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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template<int bpp> 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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template<int bpp> 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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template<int bpp> void blitWithRotate1WithAlpha(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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template<int bpp> void blitWithRotate2WithAlpha(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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template<int bpp> void blitWithRotate3WithAlpha(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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template<int bpp>
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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
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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 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, const int3 &color);
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void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
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void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color);
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void setPlayerColor(SDL_Surface * sur, ui8 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 SDL_Rect * rect, int mode );
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void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
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}
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