/* * 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 #include #include #include #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 boost::enable_if_c::type, T>::type abs(T arg) { return arg; } template 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(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(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 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 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 & 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 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 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); }