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							- /*
 
-  * 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
 
- {
 
- 	template<typename Int>
 
- 	Int lerp(Int a, Int b, float f)
 
- 	{
 
- 		return a + std::round((b - a) * f);
 
- 	}
 
- 	//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;
 
- 	/** the h3 orange color, used for blocked buttons */
 
- 	static const SDL_Color ORANGE;
 
- 	/** the h3 bright yellow color, used for selection border */
 
- 	static const SDL_Color BRIGHT_YELLOW;
 
- 	/** 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);
 
- class ColorShifter
 
- {
 
- public:
 
- 	~ColorShifter() = default;
 
- 	virtual SDL_Color shiftColor(SDL_Color input) const = 0;
 
- };
 
- class ColorShifterAddMul : public ColorShifter
 
- {
 
- 	SDL_Color add;
 
- 	SDL_Color mul;
 
- public:
 
- 	static ColorShifterAddMul deepBlue()
 
- 	{
 
- 		return ColorShifterAddMul({0, 0, 255, 0}, {255, 255, 0, 255});
 
- 	}
 
- 	ColorShifterAddMul(SDL_Color add, SDL_Color mul) :
 
- 		add(add),
 
- 		mul(mul)
 
- 	{}
 
- 	SDL_Color shiftColor(SDL_Color input) const override
 
- 	{
 
- 		return {
 
- 			uint8_t(std::min(255.f, std::round(input.r * float(mul.r) / 255 + add.r))),
 
- 			uint8_t(std::min(255.f, std::round(input.g * float(mul.g) / 255 + add.g))),
 
- 			uint8_t(std::min(255.f, std::round(input.b * float(mul.b) / 255 + add.b))),
 
- 			uint8_t(std::min(255.f, std::round(input.a * float(mul.a) / 255 + add.a))),
 
- 		};
 
- 	}
 
- };
 
- class ColorShifterAddMulExcept : public ColorShifterAddMul
 
- {
 
- 	SDL_Color ignored;
 
- public:
 
- 	ColorShifterAddMulExcept(SDL_Color add, SDL_Color mul, SDL_Color ignored) :
 
- 		ColorShifterAddMul(add, mul)
 
- 	{}
 
- 	SDL_Color shiftColor(SDL_Color input) const override
 
- 	{
 
- 		if ( input.r == ignored.r && input.g == ignored.g && input.b == ignored.b && input.a == ignored.a)
 
- 			return input;
 
- 		return ColorShifterAddMul::shiftColor(input);
 
- 	}
 
- };
 
- 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 drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
 
- 	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);
 
- }
 
 
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