Explorar el Código

changing colors on surfaces (currently advanced version works only with 8 bit surfaces)

mateuszb hace 18 años
padre
commit
bcc3b16f80
Se han modificado 4 ficheros con 117 adiciones y 16 borrados
  1. 4 0
      CGameInfo.h
  2. 25 16
      CMT.cpp
  3. 86 0
      SDL_Extensions.cpp
  4. 2 0
      SDL_Extensions.h

+ 4 - 0
CGameInfo.h

@@ -14,6 +14,8 @@
 #include "CDefObjInfoHandler.h"
 #include "CLodHandler.h"
 #include "CGeneralTextHandler.h"
+#include "SDL.h"
+#include <vector>
 
 /*
 	CGameInfo class
@@ -37,6 +39,8 @@ public:
 	CLodHandler * spriteh;
 	CLodHandler * bitmaph;
 	CGeneralTextHandler * generaltexth;
+	std::vector<SDL_Color> playerColors;
+	SDL_Color neutralColor;
 };
 
 #endif //CGAMEINFO_H

+ 25 - 16
CMT.cpp

@@ -230,22 +230,7 @@ int _tmain(int argc, _TCHAR* argv[])
 
 		screen = SDL_SetVideoMode(800,600,24,SDL_SWSURFACE|SDL_DOUBLEBUF/*|SDL_FULLSCREEN*/);
 		ekran = screen;
-		//FILE * zr = fopen("mal.txt","r");
-		//FILE * ko = fopen("wyn.txt","w");
-		//FILE * kodd = fopen("kod.txt","r");
-		//FILE * deko = fopen("dekod.txt","w");
-		//def(zr,ko,1);
-		//inf(kodd, deko);
-		//fclose(ko);fclose(zr);
-		//for (int i=0;i<=20;i++)
-		//{
-		//	zr = fopen("kod2.txt","r");
-		//	char c [200];
-		//	sprintf(c,"wyn%d.txt",i);
-		//	ko = fopen(c,"w");
-		//	def(zr,ko,i);
-		//	fclose(ko);fclose(zr);
-		//}
+
 		SDL_WM_SetCaption(NAME,""); //set window title
 		CGameInfo * cgi = new CGameInfo; //contains all global informations about game (texts, lodHandlers, map handler itp.)
 		CGameInfo::mainObj = cgi;
@@ -255,6 +240,30 @@ int _tmain(int argc, _TCHAR* argv[])
 		cgi->spriteh->init(std::string("newH3sprite.lod"));
 		cgi->bitmaph = new CLodHandler;
 		cgi->bitmaph->init(std::string("newH3bitmap.lod"));
+
+		//colors initialization
+		SDL_Color p;
+		p.unused = 0;
+		p.r = 0xff; p.g = 0x0; p.b = 0x0; //red
+		cgi->playerColors.push_back(p); //red
+		p.r = 0x31; p.g = 0x52; p.b = 0xff; //blue
+		cgi->playerColors.push_back(p); //blue
+		p.r = 0x9c; p.g = 0x73; p.b = 0x52;//tan
+		cgi->playerColors.push_back(p);//tan
+		p.r = 0x42; p.g = 0x94; p.b = 0x29; //green
+		cgi->playerColors.push_back(p); //green
+		p.r = 0xff; p.g = 0x84; p.b = 0x0; //orange
+		cgi->playerColors.push_back(p); //orange
+		p.r = 0x8c; p.g = 0x29; p.b = 0xa5; //purple
+		cgi->playerColors.push_back(p); //purple
+		p.r = 0x09; p.g = 0x9c; p.b = 0xa5;//teal
+		cgi->playerColors.push_back(p);//teal
+		p.r = 0xc6; p.g = 0x7b; p.b = 0x8c;//pink
+		cgi->playerColors.push_back(p);//pink
+		p.r = 0x84; p.g = 0x84; p.b = 0x84;//gray
+		cgi->neutralColor = p;//gray
+		//colors initialized
+
 		THC std::cout<<"Loading .lods: "<<tmh.getDif()<<std::endl;
 		CPreGame * cpg = new CPreGame(); //main menu and submenus
 		THC std::cout<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;

+ 86 - 0
SDL_Extensions.cpp

@@ -1,7 +1,10 @@
 #include "stdafx.h"
 #include "SDL_Extensions.h"
 #include "SDL_TTF.h"
+#include "CGameInfo.h"
 #include <iostream>
+#include <utility>
+#include <algorithm>
 
 bool isItIn(const SDL_Rect * rect, int x, int y)
 {
@@ -438,3 +441,86 @@ void CSDL_Ext::update(SDL_Surface * what)
 {
 	SDL_UpdateRect(what, 0, 0, what->w, what->h);
 }
+
+void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
+{
+	if(sur->format->BitsPerPixel == 8)
+	{
+		for(int i=0; i<sur->format->palette->ncolors; ++i)
+		{
+			SDL_Color * cc = sur->format->palette->colors+i;
+			if(cc->r==0 && cc->g==0 && cc->b==255)
+			{
+				cc->r = CGameInfo::mainObj->playerColors[player].r;
+				cc->g = CGameInfo::mainObj->playerColors[player].g;
+				cc->b = CGameInfo::mainObj->playerColors[player].b;
+			}
+		}
+	}
+	else if(sur->format->BitsPerPixel == 24)
+	{
+		for(int y=0; y<sur->h; ++y)
+		{
+			for(int x=0; x<sur->w; ++x)
+			{
+				Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
+				if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
+				{
+					if(cp[0]==0 && cp[1]==0 && cp[2]==255)
+					{
+						cp[0] = CGameInfo::mainObj->playerColors[player].r;
+						cp[1] = CGameInfo::mainObj->playerColors[player].g;
+						cp[2] = CGameInfo::mainObj->playerColors[player].b;
+					}
+				}
+				else
+				{
+					
+					if(cp[0]==255 && cp[1]==0 && cp[2]==0)
+					{
+						cp[0] = CGameInfo::mainObj->playerColors[player].b;
+						cp[1] = CGameInfo::mainObj->playerColors[player].g;
+						cp[2] = CGameInfo::mainObj->playerColors[player].r;
+					}
+				}
+			}
+		}
+	}
+}
+
+void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player)
+{
+	if(sur->format->BitsPerPixel == 8)
+	{
+		for(int i=0; i<sur->format->palette->ncolors; ++i)
+		{
+			SDL_Color * cc = sur->format->palette->colors+i;
+			if(cc->b>cc->g && cc->b>cc->r)
+			{
+				std::vector<long long int> sort1;
+				sort1.push_back(cc->r);
+				sort1.push_back(cc->g);
+				sort1.push_back(cc->b);
+				std::vector< std::pair<long long int, Uint8*> > sort2;
+				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
+				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
+				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
+				std::sort(sort1.begin(), sort1.end());
+				if(sort2[0].first>sort2[1].first)
+					std::swap(sort2[0], sort2[1]);
+				if(sort2[1].first>sort2[2].first)
+					std::swap(sort2[1], sort2[2]);
+				if(sort2[0].first>sort2[1].first)
+					std::swap(sort2[0], sort2[1]);
+				for(int hh=0; hh<3; ++hh)
+				{
+					(*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2;
+				}
+			}
+		}
+	}
+	else if(sur->format->BitsPerPixel == 24)
+	{
+	}
+}
+

+ 2 - 0
SDL_Extensions.h

@@ -22,6 +22,8 @@ namespace CSDL_Ext
 	void printAtMiddle(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
 	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
 	void update(SDL_Surface * what = ekran); //updates whole surface (default - main screen)
+	void blueToPlayers(SDL_Surface * sur, int player); //simple color substitution
+	void blueToPlayersAdv(SDL_Surface * sur, int player); //substitute blue color by another one, makes it nicer keeping nuances
 };
 
 #endif // SDL_EXTENSIONS_H