SDL_Extensions.h 12 KB

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  1. /*
  2. * SDL_Extensions.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <SDL_version.h>
  12. #ifndef VCMI_SDL1
  13. #include <SDL_render.h>
  14. #endif
  15. #include <SDL_video.h>
  16. #include <SDL_events.h>
  17. #include "../../lib/int3.h"
  18. //#include "../Graphics.h"
  19. #include "Geometries.h"
  20. #include "../../lib/GameConstants.h"
  21. //A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
  22. #ifdef _MSC_VER
  23. #define STRONG_INLINE __forceinline
  24. #elif __GNUC__
  25. #define STRONG_INLINE inline __attribute__((always_inline))
  26. #else
  27. #define STRONG_INLINE inline
  28. #endif
  29. #if SDL_VERSION_ATLEAST(1,3,0)
  30. #define SDL_GetKeyState SDL_GetKeyboardState
  31. #endif
  32. //SDL2 support
  33. #if (SDL_MAJOR_VERSION == 2)
  34. extern SDL_Window * mainWindow;
  35. extern SDL_Renderer * mainRenderer;
  36. extern SDL_Texture * screenTexture;
  37. inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
  38. {
  39. SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
  40. }
  41. inline void SDL_WarpMouse(int x, int y)
  42. {
  43. SDL_WarpMouseInWindow(mainWindow,x,y);
  44. }
  45. void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
  46. #endif
  47. inline bool isCtrlKeyDown()
  48. {
  49. #ifdef VCMI_SDL1
  50. return SDL_GetKeyState(nullptr)[SDLK_LCTRL] || SDL_GetKeyState(nullptr)[SDLK_RCTRL];
  51. #else
  52. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
  53. #endif
  54. }
  55. inline bool isAltKeyDown()
  56. {
  57. #ifdef VCMI_SDL1
  58. return SDL_GetKeyState(nullptr)[SDLK_LALT] || SDL_GetKeyState(nullptr)[SDLK_RALT];
  59. #else
  60. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
  61. #endif
  62. }
  63. inline bool isShiftKeyDown()
  64. {
  65. #ifdef VCMI_SDL1
  66. return SDL_GetKeyState(nullptr)[SDLK_LSHIFT] || SDL_GetKeyState(nullptr)[SDLK_RSHIFT];
  67. #else
  68. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
  69. #endif
  70. }
  71. namespace CSDL_Ext
  72. {
  73. STRONG_INLINE void colorSetAlpha(SDL_Color & color, Uint8 alpha)
  74. {
  75. #ifdef VCMI_SDL1
  76. color.unused = alpha;
  77. #else
  78. color.a = alpha;
  79. #endif
  80. }
  81. //todo: should this better be assignment operator?
  82. STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
  83. {
  84. dest.r = source.r;
  85. dest.g = source.g;
  86. dest.b = source.b;
  87. #ifdef VCMI_SDL1
  88. dest.unused = source.unused;
  89. #else
  90. dest.a = source.a;
  91. #endif
  92. }
  93. }
  94. struct Rect;
  95. extern SDL_Surface * screen, *screen2, *screenBuf;
  96. void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
  97. void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
  98. bool isItIn(const SDL_Rect * rect, int x, int y);
  99. /**
  100. * The colors class defines color constants of type SDL_Color.
  101. */
  102. class Colors
  103. {
  104. public:
  105. /** the h3 yellow color, typically used for headlines */
  106. static const SDL_Color YELLOW;
  107. /** the standard h3 white color */
  108. static const SDL_Color WHITE;
  109. /** the metallic gold color used mostly as a border around buttons */
  110. static const SDL_Color METALLIC_GOLD;
  111. /** green color used for in-game console */
  112. static const SDL_Color GREEN;
  113. /** default key color for all 8 & 24 bit graphics */
  114. static const SDL_Color DEFAULT_KEY_COLOR;
  115. };
  116. //MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
  117. template<typename T>
  118. typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
  119. {
  120. return arg;
  121. }
  122. template<typename IntType>
  123. 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)
  124. {
  125. IntType max = pow(10, maxLength);
  126. if (abs(number) < max)
  127. return boost::lexical_cast<std::string>(number);
  128. std::string symbols = " kMGTPE";
  129. auto iter = symbols.begin();
  130. while (number >= max)
  131. {
  132. number /= 1000;
  133. iter++;
  134. assert(iter != symbols.end());//should be enough even for int64
  135. }
  136. return boost::lexical_cast<std::string>(number) + *iter;
  137. }
  138. typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  139. typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  140. inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
  141. {
  142. SDL_Rect ret;
  143. ret.h=hh;
  144. ret.w=ww;
  145. ret.x=xx;
  146. ret.y=yy;
  147. return ret;
  148. }
  149. template<int bpp, int incrementPtr>
  150. struct ColorPutter
  151. {
  152. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  153. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  154. static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  155. static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
  156. static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
  157. static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
  158. };
  159. typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
  160. namespace CSDL_Ext
  161. {
  162. /// helper that will safely set and un-set ClipRect for SDL_Surface
  163. class CClipRectGuard
  164. {
  165. SDL_Surface * surf;
  166. SDL_Rect oldRect;
  167. public:
  168. CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
  169. surf(surface)
  170. {
  171. SDL_GetClipRect(surf, &oldRect);
  172. SDL_SetClipRect(surf, &rect);
  173. }
  174. ~CClipRectGuard()
  175. {
  176. SDL_SetClipRect(surf, &oldRect);
  177. }
  178. };
  179. void blitSurface(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
  180. void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
  181. void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
  182. //fill dest image with source texture.
  183. void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
  184. void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  185. void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  186. SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
  187. SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
  188. Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
  189. void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
  190. bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
  191. Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
  192. TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  193. TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  194. BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
  195. BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
  196. 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
  197. 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
  198. 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
  199. 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
  200. 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
  201. 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
  202. 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
  203. 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
  204. 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
  205. 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
  206. template<int bpp>
  207. 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
  208. 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
  209. Uint32 colorToUint32(const SDL_Color * color); //little endian only
  210. SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
  211. void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
  212. void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
  213. void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
  214. void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color);
  215. void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
  216. std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
  217. SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
  218. SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
  219. template<int bpp>
  220. SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
  221. void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
  222. //scale surface to required size.
  223. //nearest neighbour algorithm
  224. SDL_Surface * scaleSurfaceFast(SDL_Surface *surf, int width, int height);
  225. // bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces
  226. SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height);
  227. template<int bpp>
  228. void applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mode );
  229. void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
  230. void startTextInput(SDL_Rect * where);
  231. void stopTextInput();
  232. void setColorKey(SDL_Surface * surface, SDL_Color color);
  233. ///set key-color to 0,255,255
  234. void setDefaultColorKey(SDL_Surface * surface);
  235. ///set key-color to 0,255,255 only if it exactly mapped
  236. void setDefaultColorKeyPresize(SDL_Surface * surface);
  237. }