SDL_Extensions.cpp 20 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. 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. {
  145. p[0] = R;
  146. p[1] = G;
  147. p[2] = B;
  148. }
  149. else
  150. {
  151. p[0] = B;
  152. p[1] = G;
  153. p[2] = R;
  154. }
  155. SDL_UpdateRect(ekran, x, y, 1, 1);
  156. }
  157. ///**************/
  158. ///Reverses the toRot surface by the vertical axis
  159. ///**************/
  160. SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
  161. {
  162. 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);
  163. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  164. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  165. if(toRot->format->BytesPerPixel!=1)
  166. {
  167. for(int i=0; i<ret->w; ++i)
  168. {
  169. for(int j=0; j<ret->h; ++j)
  170. {
  171. {
  172. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  173. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  174. {
  175. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
  176. }
  177. else
  178. {
  179. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
  180. }
  181. }
  182. }
  183. }
  184. }
  185. else
  186. {
  187. for(int i=0; i<ret->w; ++i)
  188. {
  189. for(int j=0; j<ret->h; ++j)
  190. {
  191. {
  192. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  193. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  194. }
  195. }
  196. }
  197. }
  198. SDL_FreeSurface(first);
  199. return ret;
  200. }
  201. SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
  202. {
  203. 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);
  204. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  205. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  206. if(ret->format->BytesPerPixel!=1)
  207. {
  208. for(int i=0; i<ret->w; ++i)
  209. {
  210. for(int j=0; j<ret->h; ++j)
  211. {
  212. {
  213. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel-2;
  214. int k=2;
  215. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  216. {
  217. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], k);
  218. }
  219. else
  220. {
  221. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], k);
  222. }
  223. }
  224. }
  225. }
  226. }
  227. else
  228. {
  229. for(int i=0; i<ret->w; ++i)
  230. {
  231. for(int j=0; j<ret->h; ++j)
  232. {
  233. {
  234. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
  235. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  236. }
  237. }
  238. }
  239. }
  240. SDL_FreeSurface(first);
  241. return ret;
  242. };
  243. ///**************/
  244. ///Rotates toRot surface by 90 degrees left
  245. ///**************/
  246. SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
  247. {
  248. 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);
  249. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  250. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  251. for(int i=0; i<ret->w; ++i)
  252. {
  253. for(int j=0; j<ret->h; ++j)
  254. {
  255. {
  256. Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
  257. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  258. {
  259. SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
  260. }
  261. else
  262. {
  263. SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
  264. }
  265. }
  266. }
  267. }
  268. SDL_FreeSurface(first);
  269. return ret;
  270. }
  271. ///*************/
  272. ///Rotates toRot surface by 180 degrees
  273. ///*************/
  274. SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
  275. {
  276. 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);
  277. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  278. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  279. if(ret->format->BytesPerPixel!=1)
  280. {
  281. for(int i=0; i<ret->w; ++i)
  282. {
  283. for(int j=0; j<ret->h; ++j)
  284. {
  285. {
  286. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
  287. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  288. {
  289. SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
  290. }
  291. else
  292. {
  293. SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
  294. }
  295. }
  296. }
  297. }
  298. }
  299. else
  300. {
  301. for(int i=0; i<ret->w; ++i)
  302. {
  303. for(int j=0; j<ret->h; ++j)
  304. {
  305. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  306. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  307. }
  308. }
  309. }
  310. SDL_FreeSurface(first);
  311. return ret;
  312. }
  313. //converts surface to cursor
  314. SDL_Cursor * CSDL_Ext::SurfaceToCursor(SDL_Surface *image, int hx, int hy)
  315. {
  316. int w, x, y;
  317. Uint8 *data, *mask, *d, *m, r, g, b;
  318. Uint32 color;
  319. SDL_Cursor *cursor;
  320. w = (image->w + 7) / 8;
  321. data = (Uint8 *)alloca(w * image->h * 2);
  322. if (data == NULL)
  323. return NULL;
  324. memset(data, 0, w * image->h * 2);
  325. mask = data + w * image->h;
  326. if (SDL_MUSTLOCK(image))
  327. SDL_LockSurface(image);
  328. for (y = 0; y < image->h; y++)
  329. {
  330. d = data + y * w;
  331. m = mask + y * w;
  332. for (x = 0; x < image->w; x++)
  333. {
  334. color = CSDL_Ext::SDL_GetPixel(image, x, y);
  335. if ((image->flags & SDL_SRCCOLORKEY) == 0 || color != image->format->colorkey)
  336. {
  337. SDL_GetRGB(color, image->format, &r, &g, &b);
  338. color = (r + g + b) / 3;
  339. m[x / 8] |= 128 >> (x & 7);
  340. if (color < 128)
  341. d[x / 8] |= 128 >> (x & 7);
  342. }
  343. }
  344. }
  345. if (SDL_MUSTLOCK(image))
  346. SDL_UnlockSurface(image);
  347. cursor = SDL_CreateCursor(data, mask, w, image->h, hx, hy);
  348. return cursor;
  349. }
  350. Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, int x, int y, bool colorByte)
  351. {
  352. int bpp = surface->format->BytesPerPixel;
  353. /* Here p is the address to the pixel we want to retrieve */
  354. Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
  355. switch(bpp) {
  356. case 1:
  357. if(colorByte)
  358. {
  359. return colorToUint32(surface->format->palette->colors+(*p));
  360. }
  361. else
  362. return *p;
  363. case 2:
  364. return *(Uint16 *)p;
  365. case 3:
  366. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  367. return p[0] << 16 | p[1] << 8 | p[2];
  368. else
  369. return p[0] | p[1] << 8 | p[2] << 16;
  370. case 4:
  371. return *(Uint32 *)p;
  372. default:
  373. return 0; /* shouldn't happen, but avoids warnings */
  374. }
  375. }
  376. SDL_Surface * CSDL_Ext::alphaTransform(SDL_Surface *src)
  377. {
  378. Uint32 trans = SDL_MapRGBA(src->format, 0, 255, 255, 255);
  379. SDL_SetColorKey(src, 0, trans);
  380. src->flags|=SDL_SRCALPHA;
  381. if(src->format->BitsPerPixel == 8)
  382. {
  383. for(int yy=0; yy<src->format->palette->ncolors; ++yy)
  384. {
  385. SDL_Color cur = *(src->format->palette->colors+yy);
  386. //if(cur.r == 255 && cur.b == 255)
  387. if(yy==1 || yy==2 || yy==3 || yy==4 || yy==8)
  388. {
  389. SDL_Color shadow;
  390. shadow.b = shadow.g = shadow.r = 0;
  391. switch(cur.g) //change this values; make diffrerent for objects and shadows (?)
  392. {
  393. case 0:
  394. shadow.unused = 128;
  395. break;
  396. case 50:
  397. shadow.unused = 50+32;
  398. break;
  399. case 100:
  400. shadow.unused = 100+64;
  401. break;
  402. case 128:
  403. shadow.unused = 128+64;
  404. break;
  405. case 150:
  406. shadow.unused = 150+64;
  407. break;
  408. default:
  409. shadow.unused = 255;
  410. break;
  411. }
  412. SDL_SetColors(src, &shadow, yy, 1);
  413. }
  414. if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))
  415. {
  416. SDL_Color transp;
  417. transp.b = transp.g = transp.r = 0;
  418. transp.unused = 255;
  419. SDL_SetColors(src, &transp, yy, 1);
  420. }
  421. }
  422. }
  423. SDL_UpdateRect(src, 0, 0, src->w, src->h);
  424. return src;
  425. }
  426. SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha)
  427. {
  428. Uint32 pompom[256][256];
  429. for(int i=0; i<src->w; ++i)
  430. {
  431. for(int j=0; j<src->h; ++j)
  432. {
  433. pompom[i][j] = 0xffffffff - (SDL_GetPixel(src, i, j, true) & 0xff000000);
  434. }
  435. }
  436. Uint32 pompom2[256][256];
  437. for(int i=0; i<src->w; ++i)
  438. {
  439. for(int j=0; j<src->h; ++j)
  440. {
  441. pompom2[i][j] = pompom[i][j]>>24;
  442. }
  443. }
  444. SDL_Surface * hide2 = SDL_ConvertSurface(src, alpha->format, SDL_SWSURFACE);
  445. for(int i=0; i<hide2->w; ++i)
  446. {
  447. for(int j=0; j<hide2->h; ++j)
  448. {
  449. Uint32 * place = (Uint32*)( (Uint8*)hide2->pixels + j * hide2->pitch + i * hide2->format->BytesPerPixel);
  450. (*place)&=pompom[i][j];
  451. int ffgg=0;
  452. }
  453. }
  454. return hide2;
  455. }
  456. Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color)
  457. {
  458. Uint32 ret = 0;
  459. ret+=color->unused;
  460. ret*=256;
  461. ret+=color->b;
  462. ret*=256;
  463. ret+=color->g;
  464. ret*=256;
  465. ret+=color->r;
  466. return ret;
  467. }
  468. void CSDL_Ext::update(SDL_Surface * what)
  469. {
  470. if(what)
  471. SDL_UpdateRect(what, 0, 0, what->w, what->h);
  472. }
  473. void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
  474. {
  475. if(sur->format->BitsPerPixel == 8)
  476. {
  477. for(int i=0; i<sur->format->palette->ncolors; ++i)
  478. {
  479. SDL_Color * cc = sur->format->palette->colors+i;
  480. if(cc->r==0 && cc->g==0 && cc->b==255)
  481. {
  482. cc->r = CGameInfo::mainObj->playerColors[player].r;
  483. cc->g = CGameInfo::mainObj->playerColors[player].g;
  484. cc->b = CGameInfo::mainObj->playerColors[player].b;
  485. }
  486. }
  487. }
  488. else if(sur->format->BitsPerPixel == 24)
  489. {
  490. for(int y=0; y<sur->h; ++y)
  491. {
  492. for(int x=0; x<sur->w; ++x)
  493. {
  494. Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
  495. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  496. {
  497. if(cp[0]==0 && cp[1]==0 && cp[2]==255)
  498. {
  499. cp[0] = CGameInfo::mainObj->playerColors[player].r;
  500. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  501. cp[2] = CGameInfo::mainObj->playerColors[player].b;
  502. }
  503. }
  504. else
  505. {
  506. if(cp[0]==255 && cp[1]==0 && cp[2]==0)
  507. {
  508. cp[0] = CGameInfo::mainObj->playerColors[player].b;
  509. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  510. cp[2] = CGameInfo::mainObj->playerColors[player].r;
  511. }
  512. }
  513. }
  514. }
  515. }
  516. }
  517. void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player)
  518. {
  519. if(player==1) //it is actually blue...
  520. return;
  521. if(sur->format->BitsPerPixel == 8)
  522. {
  523. for(int i=0; i<sur->format->palette->ncolors; ++i)
  524. {
  525. SDL_Color * cc = sur->format->palette->colors+i;
  526. if(cc->b>cc->g && cc->b>cc->r)
  527. {
  528. std::vector<long long int> sort1;
  529. sort1.push_back(cc->r);
  530. sort1.push_back(cc->g);
  531. sort1.push_back(cc->b);
  532. std::vector< std::pair<long long int, Uint8*> > sort2;
  533. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
  534. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
  535. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
  536. std::sort(sort1.begin(), sort1.end());
  537. if(sort2[0].first>sort2[1].first)
  538. std::swap(sort2[0], sort2[1]);
  539. if(sort2[1].first>sort2[2].first)
  540. std::swap(sort2[1], sort2[2]);
  541. if(sort2[0].first>sort2[1].first)
  542. std::swap(sort2[0], sort2[1]);
  543. for(int hh=0; hh<3; ++hh)
  544. {
  545. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  546. }
  547. }
  548. }
  549. }
  550. else if(sur->format->BitsPerPixel == 24)
  551. {
  552. for(int y=0; y<sur->h; ++y)
  553. {
  554. for(int x=0; x<sur->w; ++x)
  555. {
  556. Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
  557. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  558. {
  559. if(cp[2]>cp[1] && cp[2]>cp[0])
  560. {
  561. std::vector<long long int> sort1;
  562. sort1.push_back(cp[0]);
  563. sort1.push_back(cp[1]);
  564. sort1.push_back(cp[2]);
  565. std::vector< std::pair<long long int, Uint8*> > sort2;
  566. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));
  567. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  568. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));
  569. std::sort(sort1.begin(), sort1.end());
  570. if(sort2[0].first>sort2[1].first)
  571. std::swap(sort2[0], sort2[1]);
  572. if(sort2[1].first>sort2[2].first)
  573. std::swap(sort2[1], sort2[2]);
  574. if(sort2[0].first>sort2[1].first)
  575. std::swap(sort2[0], sort2[1]);
  576. for(int hh=0; hh<3; ++hh)
  577. {
  578. (*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;
  579. }
  580. }
  581. }
  582. else
  583. {
  584. if(cp[0]>cp[1] && cp[0]>cp[2])
  585. {
  586. std::vector<long long int> sort1;
  587. sort1.push_back(cp[2]);
  588. sort1.push_back(cp[1]);
  589. sort1.push_back(cp[0]);
  590. std::vector< std::pair<long long int, Uint8*> > sort2;
  591. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));
  592. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  593. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));
  594. std::sort(sort1.begin(), sort1.end());
  595. if(sort2[0].first>sort2[1].first)
  596. std::swap(sort2[0], sort2[1]);
  597. if(sort2[1].first>sort2[2].first)
  598. std::swap(sort2[1], sort2[2]);
  599. if(sort2[0].first>sort2[1].first)
  600. std::swap(sort2[0], sort2[1]);
  601. for(int hh=0; hh<3; ++hh)
  602. {
  603. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  604. }
  605. }
  606. }
  607. }
  608. }
  609. }
  610. }
  611. void CSDL_Ext::blueToPlayersNice(SDL_Surface * sur, int player) //incomplete, TODO: finish
  612. {
  613. if(sur->format->BitsPerPixel==8)
  614. {
  615. for(int a=0; a<sur->format->palette->ncolors; ++a)
  616. {
  617. for(int s=0; s<CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->ncolors; ++s)
  618. {
  619. if(abs((sur->format->palette->colors+a)->b - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->b) < 5
  620. && abs((sur->format->palette->colors+a)->g - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->g) < 5
  621. && abs((sur->format->palette->colors+a)->r - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->r) < 5
  622. )
  623. {
  624. (sur->format->palette->colors+a)->b = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->b;
  625. (sur->format->palette->colors+a)->r = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->g;
  626. (sur->format->palette->colors+a)->g = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->r;
  627. break;
  628. }
  629. }
  630. }
  631. }
  632. }
  633. void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player)
  634. {
  635. if(player==254)
  636. return;
  637. if(sur->format->BitsPerPixel==8)
  638. {
  639. if(player != 255)
  640. *(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];
  641. else
  642. *(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;
  643. }
  644. }
  645. int readNormalNr (std::istream &in, int bytCon)
  646. {
  647. int ret=0;
  648. int amp=1;
  649. unsigned char byte;
  650. if (in.good())
  651. {
  652. for (int i=0; i<bytCon; i++)
  653. {
  654. in.read((char*)&byte,1);
  655. ret+=byte*amp;
  656. amp*=256;
  657. }
  658. }
  659. else return -1;
  660. return ret;
  661. }
  662. void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src)
  663. {
  664. #if SDL_BYTEORDER == SDL_BIG_ENDIAN
  665. int rmask = 0xff000000;
  666. int gmask = 0x00ff0000;
  667. int bmask = 0x0000ff00;
  668. int amask = 0x000000ff;
  669. #else
  670. int rmask = 0x000000ff;
  671. int gmask = 0x0000ff00;
  672. int bmask = 0x00ff0000;
  673. int amask = 0xff000000;
  674. #endif
  675. src = alphaTransform(src);
  676. SDL_Surface * hlp1, * hlp2;
  677. hlp1 = SDL_CreateRGBSurface(SDL_SWSURFACE, src->w, src->h, 32, rmask, gmask, bmask, amask);
  678. hlp2 = secondAlphaTransform(src, hlp1);
  679. SDL_FreeSurface(src);
  680. SDL_FreeSurface(hlp1);
  681. src = hlp2;
  682. }
  683. std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor)
  684. {
  685. for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)
  686. {
  687. boost::replace_first(str,"%s",tor[i]);
  688. }
  689. return str;
  690. }