mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
156aa6e4d9
* Renamed color constants * Renamed class AdventureMapButton to CAdventureMapButton * Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses * Moved new creature window from GuiClasses to CCreatureWindow
190 lines
10 KiB
C++
190 lines
10 KiB
C++
#pragma once
|
|
|
|
#include <SDL_video.h>
|
|
#include <SDL_ttf.h>
|
|
#include "../../lib/int3.h"
|
|
#include "../FontBase.h"
|
|
#include "Geometries.h"
|
|
|
|
/*
|
|
* 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
|
|
*
|
|
*/
|
|
|
|
|
|
//A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
|
|
#ifdef _MSC_VER
|
|
#define STRONG_INLINE __forceinline
|
|
#elif __GNUC__
|
|
#define STRONG_INLINE __attribute__((always_inline))
|
|
#else
|
|
#define STRONG_INLINE inline
|
|
#endif
|
|
|
|
#if SDL_VERSION_ATLEAST(1,3,0)
|
|
#define SDL_GetKeyState SDL_GetKeyboardState
|
|
#endif
|
|
|
|
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);
|
|
void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
|
|
bool isItIn(const SDL_Rect * rect, int x, int y);
|
|
|
|
namespace Colors
|
|
{
|
|
SDL_Color createColor(int r, int g, int b, int a = 0);
|
|
|
|
const SDL_Color Jasmine = createColor(229, 215, 123, 0); // http://en.wikipedia.org/wiki/Jasmine_%28color%29
|
|
const SDL_Color Cornsilk = createColor(255, 243, 222, 0); // http://en.wikipedia.org/wiki/Shades_of_white
|
|
const SDL_Color MetallicGold = createColor(173, 142, 66); // http://en.wikipedia.org/wiki/Gold_%28color%29
|
|
const SDL_Color Maize = createColor(242, 226, 110); // http://en.wikipedia.org/wiki/Maize_%28color%29
|
|
}
|
|
|
|
template<typename IntType>
|
|
std::string makeNumberShort(IntType number) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k)
|
|
{
|
|
int initialLength;
|
|
bool negative = (number < 0);
|
|
std::ostringstream ost, rets;
|
|
ost<<number;
|
|
initialLength = ost.str().size();
|
|
|
|
if(negative)
|
|
{
|
|
if(initialLength <= 4)
|
|
return ost.str();
|
|
}
|
|
else
|
|
{
|
|
if(initialLength <= 5)
|
|
return ost.str();
|
|
}
|
|
|
|
//make the number int
|
|
char symbol[] = {'G', 'M', 'k'};
|
|
|
|
if(negative) number = (-number); //absolute value
|
|
|
|
for(int divisor = 1000000000, it = 0; divisor > 1; divisor /= 1000, ++it)
|
|
{
|
|
if(number >= divisor)
|
|
{
|
|
if(negative) rets <<'-';
|
|
rets << (number / divisor) << symbol[it];
|
|
return rets.str();
|
|
}
|
|
}
|
|
|
|
throw std::string("We shouldn't be here - makeNumberShort");
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
//TODO: inlining will work only if functions are defined in each compilation unit (like placing them in headers)
|
|
//however here PutColor defined in SDL_Extensions.cpp, but used in CAnimation.cpp and CCreatureAnimation.cpp
|
|
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);
|
|
};
|
|
|
|
template <int incrementPtr>
|
|
struct ColorPutter<2, incrementPtr>
|
|
{
|
|
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
|
|
{
|
|
void blitSurface(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
|
|
void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
|
|
extern SDL_Surface * std32bppSurface;
|
|
|
|
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 * rotate01(SDL_Surface * toRot); //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); //creates cursor from bitmap
|
|
Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
|
|
SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); //returns color of pixel at given position
|
|
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);
|
|
const TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
|
|
const TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
|
|
BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
|
|
BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
|
|
|
|
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
|
|
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
|
|
|
|
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
|
|
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
|
|
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
|
|
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
|
|
|
|
void printAtWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen);
|
|
void printAt(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen);
|
|
void printTo(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen);
|
|
void printAtMiddle(const std::string & text, int x, int y, EFonts font, SDL_Color kolor=Colors::Cornsilk, SDL_Surface * dst=screen);
|
|
void printAtMiddleWB(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor=Colors::Jasmine, SDL_Surface * dst=screen);
|
|
|
|
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, ui8 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
|
|
void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
|
|
void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
|
|
};
|