SDL_Extensions.h 3.7 KB

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  1. #ifndef SDL_EXTENSIONS_H
  2. #define SDL_EXTENSIONS_H
  3. #include "SDL.h"
  4. #include "SDL_ttf.h"
  5. extern SDL_Surface * ekran;
  6. extern SDL_Color tytulowy, tlo, zwykly ;
  7. extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
  8. void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
  9. void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
  10. void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=ekran);
  11. void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=ekran);
  12. void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
  13. bool isItIn(const SDL_Rect * rect, int x, int y);
  14. SDL_Rect genRect(int hh, int ww, int xx, int yy);
  15. namespace CSDL_Ext
  16. {
  17. void SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC=0, Uint8 A = 255); //myC influences the start of reading pixels
  18. void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC=0, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
  19. SDL_Surface * rotate01(SDL_Surface * toRot, int myC = 2); //vertical flip
  20. SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
  21. SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
  22. SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
  23. SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy);
  24. Uint32 SDL_GetPixel(SDL_Surface *surface, int x, int y, bool colorByte = false);
  25. SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y);
  26. SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
  27. SDL_Surface * secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha); //alpha is a surface we want to blit src to
  28. void fullAlphaTransform(SDL_Surface *& src); //performs first and second alpha transform
  29. Uint32 colorToUint32(const SDL_Color * color); //little endian only
  30. void printTo(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
  31. 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
  32. void printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
  33. 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
  34. void update(SDL_Surface * what = ekran); //updates whole surface (default - main screen)
  35. void blueToPlayers(SDL_Surface * sur, int player); //simple color substitution
  36. void blueToPlayersAdv(SDL_Surface * sur, int player, int mode=0, void* additionalInfo=NULL); //substitute blue color by another one, makes it nicer keeping nuances
  37. //mode 1 is calibrated for hero infobox
  38. //mode 2 is calibrated for resbar and gets in additionalInfo a pointer to the set of (SDL_Color) which shouldn't be replaced
  39. void blueToPlayersNice(SDL_Surface * sur, int player); //uses interface gems to substitute colours
  40. void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral
  41. std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
  42. SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=ekran); //creates new surface, with flags/format same as in surface given
  43. SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
  44. };
  45. #endif // SDL_EXTENSIONS_H