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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 "../../lib/GameConstants.h"
- #include "../../lib/Rect.h"
- #include "../../lib/Color.h"
- struct SDL_Rect;
- struct SDL_Window;
- struct SDL_Renderer;
- struct SDL_Texture;
- struct SDL_Surface;
- struct SDL_Color;
- extern SDL_Window * mainWindow;
- extern SDL_Renderer * mainRenderer;
- extern SDL_Texture * screenTexture;
- extern SDL_Surface * screen, *screen2, *screenBuf;
- VCMI_LIB_NAMESPACE_BEGIN
- class Rect;
- class Point;
- VCMI_LIB_NAMESPACE_END
- /**
- * 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;
- /// Selected creature card
- static const SDL_Color RED;
- /// Minimap border
- static const SDL_Color PURPLE;
- static const SDL_Color BLACK;
- static const SDL_Color TRANSPARENCY;
- };
- namespace CSDL_Ext
- {
- /// creates Rect using provided rect
- Rect fromSDL(const SDL_Rect & rect);
- /// creates SDL_Rect using provided rect
- SDL_Rect toSDL(const Rect & rect);
- /// creates Color using provided SDL_Color
- ColorRGBA fromSDL(const SDL_Color & color);
- /// creates SDL_Color using provided Color
- SDL_Color toSDL(const ColorRGBA & color);
- void setColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors);
- void setAlpha(SDL_Surface * bg, int value);
- 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;
- }
- Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy);
- typedef void (*TColorPutter)(uint8_t *&ptr, const uint8_t & R, const uint8_t & G, const uint8_t & B);
- typedef void (*TColorPutterAlpha)(uint8_t *&ptr, const uint8_t & R, const uint8_t & G, const uint8_t & B, const uint8_t & A);
- void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
- void blitAt(SDL_Surface * src, const Rect & pos, SDL_Surface * dst=screen);
- void setClipRect(SDL_Surface * src, const Rect & other);
- void getClipRect(SDL_Surface * src, Rect & other);
- void blitSurface(SDL_Surface * src, const Rect & srcRect, SDL_Surface * dst, const Point & dest);
- void blitSurface(SDL_Surface * src, SDL_Surface * dst, const Point & dest);
- void fillSurface(SDL_Surface *dst, const SDL_Color & color);
- void fillRect(SDL_Surface *dst, const Rect & dstrect, const SDL_Color & color);
- void updateRect(SDL_Surface *surface, const Rect & rect);
- void putPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const uint8_t & R, const uint8_t & G, const uint8_t & B, uint8_t A = 255);
- void putPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const uint8_t & R, const uint8_t & G, const uint8_t & B, uint8_t A = 255);
- SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
- SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
- uint32_t getPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
- bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
- bool isTransparent(SDL_Surface * srf, const Point & position); //checks if surface is transparent at given position
- uint8_t *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 Rect & srcRect, SDL_Surface * dst, const Point & dstPoint); //blits 8 bpp surface with alpha channel to 24 bpp surface
- int blit8bppAlphaTo24bpp(const SDL_Surface * src, const Rect & srcRect, SDL_Surface * dst, const Point & dstPoint); //blits 8 bpp surface with alpha channel to 24 bpp surface
- uint32_t colorTouint32_t(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 SDL_Color &color, int depth = 1);
- void drawBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &color, int depth = 1);
- void drawDashedBorder(SDL_Surface * sur, const Rect &r, const SDL_Color &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 Rect & rect, int mode );
- void applyEffect(SDL_Surface * surf, const Rect & rect, int mode); //mode: 0 - sepia, 1 - grayscale
- 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);
- /// helper that will safely set and un-set ClipRect for SDL_Surface
- class CClipRectGuard
- {
- SDL_Surface * surf;
- Rect oldRect;
- public:
- CClipRectGuard(SDL_Surface * surface, const Rect & rect):
- surf(surface)
- {
- CSDL_Ext::getClipRect(surf, oldRect);
- CSDL_Ext::setClipRect(surf, rect);
- }
- ~CClipRectGuard()
- {
- CSDL_Ext::setClipRect(surf, oldRect);
- }
- };
- }
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