SDL_Extensions.cpp 21 KB

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  1. #include "stdafx.h"
  2. #include "SDL_Extensions.h"
  3. #include "SDL_TTF.h"
  4. #include "CGameInfo.h"
  5. #include <iostream>
  6. #include <utility>
  7. #include <algorithm>
  8. #include "CMessage.h"
  9. #include <boost/algorithm/string.hpp>
  10. #include "hch\CDefHandler.h"
  11. SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given
  12. {
  13. return SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);
  14. }
  15. SDL_Surface * CSDL_Ext::copySurface(SDL_Surface * mod) //returns copy of given surface
  16. {
  17. return SDL_DisplayFormat(mod);
  18. }
  19. bool isItIn(const SDL_Rect * rect, int x, int y)
  20. {
  21. if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))
  22. return true;
  23. else return false;
  24. }
  25. inline SDL_Rect genRect(int hh, int ww, int xx, int yy)
  26. {
  27. SDL_Rect ret;
  28. ret.h=hh;
  29. ret.w=ww;
  30. ret.x=xx;
  31. ret.y=yy;
  32. return ret;
  33. }
  34. void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst)
  35. {
  36. SDL_Rect pom = genRect(src->h,src->w,x,y);
  37. SDL_BlitSurface(src,NULL,dst,&pom);
  38. SDL_UpdateRect(dst,x,y,src->w,src->h);
  39. }
  40. void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst)
  41. {
  42. SDL_Rect pom = genRect(src->h,src->w,x,y);
  43. SDL_BlitSurface(src,NULL,dst,&pom);
  44. }
  45. SDL_Color genRGB(int r, int g, int b, int a=0)
  46. {
  47. SDL_Color ret;
  48. ret.b=b;
  49. ret.g=g;
  50. ret.r=r;
  51. ret.unused=a;
  52. return ret;
  53. }
  54. void updateRect (SDL_Rect * rect, SDL_Surface * scr)
  55. {
  56. SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
  57. }
  58. void CSDL_Ext::printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor, SDL_Surface * dst)
  59. {
  60. std::vector<std::string> * ws = CMessage::breakText(text,charpr);
  61. std::vector<SDL_Surface*> wesu;
  62. wesu.resize(ws->size());
  63. for (int i=0;i<wesu.size();i++)
  64. wesu[i]=TTF_RenderText_Blended(font,(*ws)[i].c_str(),kolor);
  65. int tox=0, toy=0;
  66. for (int i=0;i<wesu.size();i++)
  67. {
  68. toy+=wesu[i]->h;
  69. if (tox < wesu[i]->w)
  70. tox=wesu[i]->w;
  71. }
  72. int evx, evy = y - (toy/2);
  73. for (int i=0;i<wesu.size();i++)
  74. {
  75. evx = (x - (tox/2)) + ((tox-wesu[i]->w)/2);
  76. blitAt(wesu[i],evx,evy);
  77. evy+=wesu[i]->h;
  78. }
  79. for (int i=0;i<wesu.size();i++)
  80. SDL_FreeSurface(wesu[i]);
  81. delete ws;
  82. }
  83. void CSDL_Ext::printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  84. {
  85. if(text.length()==0) return;
  86. SDL_Surface * temp;
  87. switch (quality)
  88. {
  89. case 0:
  90. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  91. break;
  92. case 1:
  93. SDL_Color tem;
  94. tem.b = 0xff-kolor.b;
  95. tem.g = 0xff-kolor.g;
  96. tem.r = 0xff-kolor.r;
  97. tem.unused = 0xff-kolor.unused;
  98. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  99. break;
  100. case 2:
  101. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  102. break;
  103. default:
  104. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  105. break;
  106. }
  107. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-(temp->w/2),y-(temp->h/2)));
  108. SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);
  109. SDL_FreeSurface(temp);
  110. }
  111. void CSDL_Ext::printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  112. {
  113. if (text.length()==0)
  114. return;
  115. SDL_Surface * temp;
  116. switch (quality)
  117. {
  118. case 0:
  119. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  120. break;
  121. case 1:
  122. SDL_Color tem;
  123. tem.b = 0xff-kolor.b;
  124. tem.g = 0xff-kolor.g;
  125. tem.r = 0xff-kolor.r;
  126. tem.unused = 0xff-kolor.unused;
  127. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  128. break;
  129. case 2:
  130. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  131. break;
  132. default:
  133. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  134. break;
  135. }
  136. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
  137. SDL_UpdateRect(dst,x,y,temp->w,temp->h);
  138. SDL_FreeSurface(temp);
  139. }
  140. void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  141. {
  142. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  143. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  144. p[0] = R;
  145. p[1] = G;
  146. p[2] = B;
  147. #else
  148. p[0] = B;
  149. p[1] = G;
  150. p[2] = R;
  151. if(ekran->format->BytesPerPixel==4)
  152. p[3] = A;
  153. #endif
  154. SDL_UpdateRect(ekran, x, y, 1, 1);
  155. }
  156. void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  157. {
  158. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  159. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  160. p[0] = B;
  161. p[1] = G;
  162. p[2] = R;
  163. #else
  164. p[0] = R;
  165. p[1] = G;
  166. p[2] = B;
  167. if(ekran->format->BytesPerPixel==4)
  168. p[3] = A;
  169. #endif
  170. }
  171. ///**************/
  172. ///Reverses the toRot surface by the vertical axis
  173. ///**************/
  174. SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
  175. {
  176. SDL_Surface * first = SDL_CreateRGBSurface(toRot->flags, toRot->w, toRot->h, toRot->format->BitsPerPixel, toRot->format->Rmask, toRot->format->Gmask, toRot->format->Bmask, toRot->format->Amask);
  177. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  178. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  179. if(toRot->format->BytesPerPixel!=1)
  180. {
  181. for(int i=0; i<ret->w; ++i)
  182. {
  183. for(int j=0; j<ret->h; ++j)
  184. {
  185. {
  186. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  187. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  188. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
  189. #else
  190. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
  191. #endif
  192. }
  193. }
  194. }
  195. }
  196. else
  197. {
  198. for(int i=0; i<ret->w; ++i)
  199. {
  200. for(int j=0; j<ret->h; ++j)
  201. {
  202. {
  203. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  204. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  205. }
  206. }
  207. }
  208. }
  209. SDL_FreeSurface(first);
  210. return ret;
  211. }
  212. SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
  213. {
  214. SDL_Surface * first = SDL_CreateRGBSurface(toRot->flags, toRot->w, toRot->h, toRot->format->BitsPerPixel, toRot->format->Rmask, toRot->format->Gmask, toRot->format->Bmask, toRot->format->Amask);
  215. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  216. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  217. if(ret->format->BytesPerPixel!=1)
  218. {
  219. for(int i=0; i<ret->w; ++i)
  220. {
  221. for(int j=0; j<ret->h; ++j)
  222. {
  223. {
  224. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel-2;
  225. int k=2;
  226. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  227. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], k);
  228. #else
  229. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], k);
  230. #endif
  231. }
  232. }
  233. }
  234. }
  235. else
  236. {
  237. for(int i=0; i<ret->w; ++i)
  238. {
  239. for(int j=0; j<ret->h; ++j)
  240. {
  241. {
  242. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
  243. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  244. }
  245. }
  246. }
  247. }
  248. SDL_FreeSurface(first);
  249. return ret;
  250. };
  251. ///**************/
  252. ///Rotates toRot surface by 90 degrees left
  253. ///**************/
  254. SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
  255. {
  256. SDL_Surface * first = SDL_CreateRGBSurface(toRot->flags, toRot->h, toRot->w, toRot->format->BitsPerPixel, toRot->format->Rmask, toRot->format->Gmask, toRot->format->Bmask, toRot->format->Amask);
  257. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  258. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  259. for(int i=0; i<ret->w; ++i)
  260. {
  261. for(int j=0; j<ret->h; ++j)
  262. {
  263. {
  264. Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
  265. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  266. SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
  267. #else
  268. SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
  269. #endif
  270. }
  271. }
  272. }
  273. SDL_FreeSurface(first);
  274. return ret;
  275. }
  276. ///*************/
  277. ///Rotates toRot surface by 180 degrees
  278. ///*************/
  279. SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
  280. {
  281. SDL_Surface * first = SDL_CreateRGBSurface(toRot->flags, toRot->w, toRot->h, toRot->format->BitsPerPixel, toRot->format->Rmask, toRot->format->Gmask, toRot->format->Bmask, toRot->format->Amask);
  282. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  283. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  284. if(ret->format->BytesPerPixel!=1)
  285. {
  286. for(int i=0; i<ret->w; ++i)
  287. {
  288. for(int j=0; j<ret->h; ++j)
  289. {
  290. {
  291. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
  292. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  293. SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
  294. #else
  295. SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
  296. #endif
  297. }
  298. }
  299. }
  300. }
  301. else
  302. {
  303. for(int i=0; i<ret->w; ++i)
  304. {
  305. for(int j=0; j<ret->h; ++j)
  306. {
  307. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  308. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  309. }
  310. }
  311. }
  312. SDL_FreeSurface(first);
  313. return ret;
  314. }
  315. //converts surface to cursor
  316. SDL_Cursor * CSDL_Ext::SurfaceToCursor(SDL_Surface *image, int hx, int hy)
  317. {
  318. int w, x, y;
  319. Uint8 *data, *mask, *d, *m, r, g, b;
  320. Uint32 color;
  321. SDL_Cursor *cursor;
  322. w = (image->w + 7) / 8;
  323. data = (Uint8 *)alloca(w * image->h * 2);
  324. if (data == NULL)
  325. return NULL;
  326. memset(data, 0, w * image->h * 2);
  327. mask = data + w * image->h;
  328. if (SDL_MUSTLOCK(image))
  329. SDL_LockSurface(image);
  330. for (y = 0; y < image->h; y++)
  331. {
  332. d = data + y * w;
  333. m = mask + y * w;
  334. for (x = 0; x < image->w; x++)
  335. {
  336. color = CSDL_Ext::SDL_GetPixel(image, x, y);
  337. if ((image->flags & SDL_SRCCOLORKEY) == 0 || color != image->format->colorkey)
  338. {
  339. SDL_GetRGB(color, image->format, &r, &g, &b);
  340. color = (r + g + b) / 3;
  341. m[x / 8] |= 128 >> (x & 7);
  342. if (color < 128)
  343. d[x / 8] |= 128 >> (x & 7);
  344. }
  345. }
  346. }
  347. if (SDL_MUSTLOCK(image))
  348. SDL_UnlockSurface(image);
  349. cursor = SDL_CreateCursor(data, mask, w, image->h, hx, hy);
  350. return cursor;
  351. }
  352. Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, int x, int y, bool colorByte)
  353. {
  354. int bpp = surface->format->BytesPerPixel;
  355. /* Here p is the address to the pixel we want to retrieve */
  356. Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
  357. switch(bpp) {
  358. case 1:
  359. if(colorByte)
  360. {
  361. return colorToUint32(surface->format->palette->colors+(*p));
  362. }
  363. else
  364. return *p;
  365. case 2:
  366. return *(Uint16 *)p;
  367. case 3:
  368. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  369. return p[0] << 16 | p[1] << 8 | p[2];
  370. #else
  371. return p[0] | p[1] << 8 | p[2] << 16;
  372. #endif
  373. case 4:
  374. return *(Uint32 *)p;
  375. default:
  376. return 0; /* shouldn't happen, but avoids warnings */
  377. }
  378. }
  379. SDL_Surface * CSDL_Ext::alphaTransform(SDL_Surface *src)
  380. {
  381. Uint32 trans = SDL_MapRGBA(src->format, 0, 255, 255, 255);
  382. SDL_SetColorKey(src, 0, trans);
  383. src->flags|=SDL_SRCALPHA;
  384. SDL_Color transp;
  385. transp.b = transp.g = transp.r = 0;
  386. transp.unused = 255;
  387. if(src->format->BitsPerPixel == 8)
  388. {
  389. for(int yy=0; yy<src->format->palette->ncolors; ++yy)
  390. {
  391. SDL_Color cur = *(src->format->palette->colors+yy);
  392. //if(cur.r == 255 && cur.b == 255)
  393. if(yy==1 || yy==2 || yy==3 || yy==4 || yy==8)
  394. {
  395. SDL_Color shadow;
  396. shadow.b = shadow.g = shadow.r = 0;
  397. switch(cur.g) //change this values; make diffrerent for objects and shadows (?)
  398. {
  399. case 0:
  400. shadow.unused = 128;
  401. break;
  402. case 50:
  403. shadow.unused = 50+32;
  404. break;
  405. case 100:
  406. shadow.unused = 100+64;
  407. break;
  408. case 128:
  409. shadow.unused = 128+64;
  410. break;
  411. case 150:
  412. shadow.unused = 150+64;
  413. break;
  414. default:
  415. shadow.unused = 255;
  416. break;
  417. }
  418. SDL_SetColors(src, &shadow, yy, 1);
  419. }
  420. if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))
  421. {
  422. SDL_SetColors(src, &transp, yy, 1);
  423. }
  424. }
  425. }
  426. SDL_UpdateRect(src, 0, 0, src->w, src->h);
  427. return src;
  428. }
  429. SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha)
  430. {
  431. Uint32 pompom[256][256];
  432. for(int i=0; i<src->w; ++i)
  433. {
  434. for(int j=0; j<src->h; ++j)
  435. {
  436. pompom[i][j] = 0xffffffff - (SDL_GetPixel(src, i, j, true) & 0xff000000);
  437. }
  438. }
  439. SDL_Surface * hide2 = SDL_ConvertSurface(src, alpha->format, SDL_SWSURFACE);
  440. for(int i=0; i<hide2->w; ++i)
  441. {
  442. for(int j=0; j<hide2->h; ++j)
  443. {
  444. Uint32 * place = (Uint32*)( (Uint8*)hide2->pixels + j * hide2->pitch + i * hide2->format->BytesPerPixel);
  445. (*place)&=pompom[i][j];
  446. }
  447. }
  448. return hide2;
  449. }
  450. Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color)
  451. {
  452. Uint32 ret = 0;
  453. ret+=color->unused;
  454. ret*=256;
  455. ret+=color->b;
  456. ret*=256;
  457. ret+=color->g;
  458. ret*=256;
  459. ret+=color->r;
  460. return ret;
  461. }
  462. void CSDL_Ext::update(SDL_Surface * what)
  463. {
  464. if(what)
  465. SDL_UpdateRect(what, 0, 0, what->w, what->h);
  466. }
  467. void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
  468. {
  469. if(sur->format->BitsPerPixel == 8)
  470. {
  471. for(int i=0; i<sur->format->palette->ncolors; ++i)
  472. {
  473. SDL_Color * cc = sur->format->palette->colors+i;
  474. if(cc->r==0 && cc->g==0 && cc->b==255)
  475. {
  476. cc->r = CGameInfo::mainObj->playerColors[player].r;
  477. cc->g = CGameInfo::mainObj->playerColors[player].g;
  478. cc->b = CGameInfo::mainObj->playerColors[player].b;
  479. }
  480. }
  481. }
  482. else if(sur->format->BitsPerPixel == 24)
  483. {
  484. for(int y=0; y<sur->h; ++y)
  485. {
  486. for(int x=0; x<sur->w; ++x)
  487. {
  488. Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
  489. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  490. {
  491. if(cp[0]==0 && cp[1]==0 && cp[2]==255)
  492. {
  493. cp[0] = CGameInfo::mainObj->playerColors[player].r;
  494. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  495. cp[2] = CGameInfo::mainObj->playerColors[player].b;
  496. }
  497. }
  498. else
  499. {
  500. if(cp[0]==255 && cp[1]==0 && cp[2]==0)
  501. {
  502. cp[0] = CGameInfo::mainObj->playerColors[player].b;
  503. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  504. cp[2] = CGameInfo::mainObj->playerColors[player].r;
  505. }
  506. }
  507. }
  508. }
  509. }
  510. }
  511. void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player, int mode, void* additionalInfo)
  512. {
  513. if(player==1) //it is actually blue...
  514. return;
  515. if(sur->format->BitsPerPixel == 8)
  516. {
  517. for(int i=0; i<sur->format->palette->ncolors; ++i) //message, button, avmap, resbar
  518. {
  519. SDL_Color * cc = sur->format->palette->colors+i;
  520. if(
  521. ((mode==0) && (cc->b>cc->g) && (cc->b>cc->r)) ||
  522. ((mode==1) && (cc->r<45) && (cc->b>80) && (cc->g<70) && ((cc->b-cc->r)>40)) ||
  523. ((mode==2) && (cc->r<110) && (cc->b>63) && (cc->g<122) && ((cc->b-cc->r)>44) && ((cc->b-cc->g)>32))
  524. )
  525. {
  526. if ((mode==2) && additionalInfo)
  527. {
  528. for (int vi=0; vi<((std::vector<SDL_Color>*)additionalInfo)->size(); vi++)
  529. {
  530. if
  531. (
  532. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].r==cc->r) &&
  533. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].g==cc->g) &&
  534. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].b==cc->b)
  535. )
  536. goto main8bitloopend;
  537. }
  538. }
  539. std::vector<long long int> sort1;
  540. sort1.push_back(cc->r);
  541. sort1.push_back(cc->g);
  542. sort1.push_back(cc->b);
  543. std::vector< std::pair<long long int, Uint8*> > sort2;
  544. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
  545. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
  546. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
  547. std::sort(sort1.begin(), sort1.end());
  548. if(sort2[0].first>sort2[1].first)
  549. std::swap(sort2[0], sort2[1]);
  550. if(sort2[1].first>sort2[2].first)
  551. std::swap(sort2[1], sort2[2]);
  552. if(sort2[0].first>sort2[1].first)
  553. std::swap(sort2[0], sort2[1]);
  554. for(int hh=0; hh<3; ++hh)
  555. {
  556. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  557. }
  558. }
  559. main8bitloopend:
  560. ;
  561. }
  562. }
  563. else if(sur->format->BitsPerPixel == 24)
  564. {
  565. for(int y=0; y<sur->h; ++y)
  566. {
  567. for(int x=0; x<sur->w; ++x)
  568. {
  569. Uint8* cp = (Uint8*)sur->pixels + y*sur->pitch + x*3;
  570. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  571. {
  572. if(cp[2]>cp[1] && cp[2]>cp[0])
  573. {
  574. std::vector<long long int> sort1;
  575. sort1.push_back(cp[0]);
  576. sort1.push_back(cp[1]);
  577. sort1.push_back(cp[2]);
  578. std::vector< std::pair<long long int, Uint8*> > sort2;
  579. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));
  580. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  581. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));
  582. std::sort(sort1.begin(), sort1.end());
  583. if(sort2[0].first>sort2[1].first)
  584. std::swap(sort2[0], sort2[1]);
  585. if(sort2[1].first>sort2[2].first)
  586. std::swap(sort2[1], sort2[2]);
  587. if(sort2[0].first>sort2[1].first)
  588. std::swap(sort2[0], sort2[1]);
  589. for(int hh=0; hh<3; ++hh)
  590. {
  591. (*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;
  592. }
  593. }
  594. }
  595. else
  596. {
  597. if(
  598. ((mode==0) && (cp[0]>cp[1]) && (cp[0]>cp[2])) ||
  599. ((mode==1) && (cp[2]<45) && (cp[0]>80) && (cp[1]<70) && ((cp[0]-cp[1])>40))
  600. )
  601. {
  602. std::vector<long long int> sort1;
  603. sort1.push_back(cp[2]);
  604. sort1.push_back(cp[1]);
  605. sort1.push_back(cp[0]);
  606. std::vector< std::pair<long long int, Uint8*> > sort2;
  607. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));
  608. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  609. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));
  610. std::sort(sort1.begin(), sort1.end());
  611. if(sort2[0].first>sort2[1].first)
  612. std::swap(sort2[0], sort2[1]);
  613. if(sort2[1].first>sort2[2].first)
  614. std::swap(sort2[1], sort2[2]);
  615. if(sort2[0].first>sort2[1].first)
  616. std::swap(sort2[0], sort2[1]);
  617. for(int hh=0; hh<3; ++hh)
  618. {
  619. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  620. }
  621. }
  622. }
  623. }
  624. }
  625. }
  626. }
  627. void CSDL_Ext::blueToPlayersNice(SDL_Surface * sur, int player) //incomplete, TODO: finish
  628. {
  629. if(sur->format->BitsPerPixel==8)
  630. {
  631. for(int a=0; a<sur->format->palette->ncolors; ++a)
  632. {
  633. for(int s=0; s<CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->ncolors; ++s)
  634. {
  635. if(abs((sur->format->palette->colors+a)->b - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->b) < 5
  636. && abs((sur->format->palette->colors+a)->g - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->g) < 5
  637. && abs((sur->format->palette->colors+a)->r - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->r) < 5
  638. )
  639. {
  640. (sur->format->palette->colors+a)->b = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->b;
  641. (sur->format->palette->colors+a)->r = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->g;
  642. (sur->format->palette->colors+a)->g = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->r;
  643. break;
  644. }
  645. }
  646. }
  647. }
  648. }
  649. void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player)
  650. {
  651. if(player==254)
  652. return;
  653. if(sur->format->BitsPerPixel==8)
  654. {
  655. if(player != 255)
  656. *(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];
  657. else
  658. *(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;
  659. }
  660. }
  661. int readNormalNr (std::istream &in, int bytCon)
  662. {
  663. int ret=0;
  664. int amp=1;
  665. unsigned char byte;
  666. if (in.good())
  667. {
  668. for (int i=0; i<bytCon; i++)
  669. {
  670. in.read((char*)&byte,1);
  671. ret+=byte*amp;
  672. amp*=256;
  673. }
  674. }
  675. else return -1;
  676. return ret;
  677. }
  678. void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src)
  679. {
  680. #if SDL_BYTEORDER == SDL_BIG_ENDIAN
  681. int rmask = 0xff000000;
  682. int gmask = 0x00ff0000;
  683. int bmask = 0x0000ff00;
  684. int amask = 0x000000ff;
  685. #else
  686. int rmask = 0x000000ff;
  687. int gmask = 0x0000ff00;
  688. int bmask = 0x00ff0000;
  689. int amask = 0xff000000;
  690. #endif
  691. src = alphaTransform(src);
  692. SDL_Surface * hlp1, * hlp2;
  693. hlp1 = SDL_CreateRGBSurface(SDL_SWSURFACE, src->w, src->h, 32, rmask, gmask, bmask, amask);
  694. hlp2 = secondAlphaTransform(src, hlp1);
  695. SDL_FreeSurface(src);
  696. SDL_FreeSurface(hlp1);
  697. src = hlp2;
  698. }
  699. std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor)
  700. {
  701. for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)
  702. {
  703. boost::replace_first(str,"%s",tor[i]);
  704. }
  705. return str;
  706. }