SDL_Extensions.h 10 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. #include <SDL_render.h>
  13. #include <SDL_video.h>
  14. #include <SDL_events.h>
  15. #include "../../lib/int3.h"
  16. #include "Geometries.h"
  17. #include "../../lib/GameConstants.h"
  18. extern SDL_Window * mainWindow;
  19. extern SDL_Renderer * mainRenderer;
  20. extern SDL_Texture * screenTexture;
  21. inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
  22. {
  23. SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
  24. }
  25. inline void SDL_WarpMouse(int x, int y)
  26. {
  27. SDL_WarpMouseInWindow(mainWindow,x,y);
  28. }
  29. void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
  30. inline bool isCtrlKeyDown()
  31. {
  32. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
  33. }
  34. inline bool isAltKeyDown()
  35. {
  36. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
  37. }
  38. inline bool isShiftKeyDown()
  39. {
  40. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
  41. }
  42. namespace CSDL_Ext
  43. {
  44. //todo: should this better be assignment operator?
  45. STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
  46. {
  47. dest.r = source.r;
  48. dest.g = source.g;
  49. dest.b = source.b;
  50. dest.a = source.a;
  51. }
  52. inline void setAlpha(SDL_Surface * bg, int value)
  53. {
  54. SDL_SetSurfaceAlphaMod(bg, value);
  55. }
  56. }
  57. struct Rect;
  58. extern SDL_Surface * screen, *screen2, *screenBuf;
  59. void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
  60. void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
  61. bool isItIn(const SDL_Rect * rect, int x, int y);
  62. bool isItInOrLowerBounds(const SDL_Rect * rect, int x, int y);
  63. /**
  64. * The colors class defines color constants of type SDL_Color.
  65. */
  66. class Colors
  67. {
  68. public:
  69. /** the h3 yellow color, typically used for headlines */
  70. static const SDL_Color YELLOW;
  71. /** the standard h3 white color */
  72. static const SDL_Color WHITE;
  73. /** the metallic gold color used mostly as a border around buttons */
  74. static const SDL_Color METALLIC_GOLD;
  75. /** green color used for in-game console */
  76. static const SDL_Color GREEN;
  77. /** the h3 orange color, used for blocked buttons */
  78. static const SDL_Color ORANGE;
  79. /** the h3 bright yellow color, used for selection border */
  80. static const SDL_Color BRIGHT_YELLOW;
  81. /** default key color for all 8 & 24 bit graphics */
  82. static const SDL_Color DEFAULT_KEY_COLOR;
  83. };
  84. //MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
  85. template<typename T>
  86. typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
  87. {
  88. return arg;
  89. }
  90. template<typename IntType>
  91. 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)
  92. {
  93. IntType max = pow(10, maxLength);
  94. if (std::abs(number) < max)
  95. return boost::lexical_cast<std::string>(number);
  96. std::string symbols = " kMGTPE";
  97. auto iter = symbols.begin();
  98. while (number >= max)
  99. {
  100. number /= 1000;
  101. iter++;
  102. assert(iter != symbols.end());//should be enough even for int64
  103. }
  104. return boost::lexical_cast<std::string>(number) + *iter;
  105. }
  106. typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  107. typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  108. inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
  109. {
  110. SDL_Rect ret;
  111. ret.h=hh;
  112. ret.w=ww;
  113. ret.x=xx;
  114. ret.y=yy;
  115. return ret;
  116. }
  117. template<int bpp, int incrementPtr>
  118. struct ColorPutter
  119. {
  120. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  121. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  122. static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  123. static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
  124. static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
  125. static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
  126. };
  127. typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
  128. class ColorShifter
  129. {
  130. public:
  131. ~ColorShifter() = default;
  132. virtual SDL_Color shiftColor(SDL_Color input) const = 0;
  133. };
  134. class ColorShifterAddMul : public ColorShifter
  135. {
  136. SDL_Color add;
  137. SDL_Color mul;
  138. public:
  139. static ColorShifterAddMul deepBlue()
  140. {
  141. return ColorShifterAddMul({0, 0, 255, 0}, {255, 255, 0, 255});
  142. }
  143. ColorShifterAddMul(SDL_Color add, SDL_Color mul) :
  144. add(add),
  145. mul(mul)
  146. {}
  147. SDL_Color shiftColor(SDL_Color input) const override
  148. {
  149. return {
  150. uint8_t(std::min(255.f, std::round(input.r * float(mul.r) / 255 + add.r))),
  151. uint8_t(std::min(255.f, std::round(input.g * float(mul.g) / 255 + add.g))),
  152. uint8_t(std::min(255.f, std::round(input.b * float(mul.b) / 255 + add.b))),
  153. uint8_t(std::min(255.f, std::round(input.a * float(mul.a) / 255 + add.a))),
  154. };
  155. }
  156. };
  157. class ColorShifterAddMulExcept : public ColorShifterAddMul
  158. {
  159. SDL_Color ignored;
  160. public:
  161. ColorShifterAddMulExcept(SDL_Color add, SDL_Color mul, SDL_Color ignored) :
  162. ColorShifterAddMul(add, mul)
  163. {}
  164. SDL_Color shiftColor(SDL_Color input) const override
  165. {
  166. if ( input.r == ignored.r && input.g == ignored.g && input.b == ignored.b && input.a == ignored.a)
  167. return input;
  168. return ColorShifterAddMul::shiftColor(input);
  169. }
  170. };
  171. namespace CSDL_Ext
  172. {
  173. /// helper that will safely set and un-set ClipRect for SDL_Surface
  174. class CClipRectGuard
  175. {
  176. SDL_Surface * surf;
  177. SDL_Rect oldRect;
  178. public:
  179. CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
  180. surf(surface)
  181. {
  182. SDL_GetClipRect(surf, &oldRect);
  183. SDL_SetClipRect(surf, &rect);
  184. }
  185. ~CClipRectGuard()
  186. {
  187. SDL_SetClipRect(surf, &oldRect);
  188. }
  189. };
  190. void blitSurface(SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
  191. void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
  192. void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
  193. //fill dest image with source texture.
  194. void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
  195. void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  196. void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  197. SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
  198. SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
  199. Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
  200. void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
  201. bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
  202. Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
  203. TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  204. TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  205. template<int bpp>
  206. 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
  207. 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
  208. Uint32 colorToUint32(const SDL_Color * color); //little endian only
  209. SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
  210. void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
  211. void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
  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. }