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. void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
  46. {
  47. blitAtWR(src,pos.x,pos.y,dst);
  48. }
  49. void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst)
  50. {
  51. blitAt(src,pos.x,pos.y,dst);
  52. }
  53. SDL_Color genRGB(int r, int g, int b, int a=0)
  54. {
  55. SDL_Color ret;
  56. ret.b=b;
  57. ret.g=g;
  58. ret.r=r;
  59. ret.unused=a;
  60. return ret;
  61. }
  62. void updateRect (SDL_Rect * rect, SDL_Surface * scr)
  63. {
  64. SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);
  65. }
  66. void CSDL_Ext::printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor, SDL_Surface * dst)
  67. {
  68. std::vector<std::string> * ws = CMessage::breakText(text,charpr);
  69. std::vector<SDL_Surface*> wesu;
  70. wesu.resize(ws->size());
  71. for (int i=0;i<wesu.size();i++)
  72. wesu[i]=TTF_RenderText_Blended(font,(*ws)[i].c_str(),kolor);
  73. int tox=0, toy=0;
  74. for (int i=0;i<wesu.size();i++)
  75. {
  76. toy+=wesu[i]->h;
  77. if (tox < wesu[i]->w)
  78. tox=wesu[i]->w;
  79. }
  80. int evx, evy = y - (toy/2);
  81. for (int i=0;i<wesu.size();i++)
  82. {
  83. evx = (x - (tox/2)) + ((tox-wesu[i]->w)/2);
  84. blitAt(wesu[i],evx,evy,dst);
  85. evy+=wesu[i]->h;
  86. }
  87. for (int i=0;i<wesu.size();i++)
  88. SDL_FreeSurface(wesu[i]);
  89. delete ws;
  90. }
  91. void CSDL_Ext::printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  92. {
  93. if(text.length()==0) return;
  94. SDL_Surface * temp;
  95. switch (quality)
  96. {
  97. case 0:
  98. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  99. break;
  100. case 1:
  101. SDL_Color tem;
  102. tem.b = 0xff-kolor.b;
  103. tem.g = 0xff-kolor.g;
  104. tem.r = 0xff-kolor.r;
  105. tem.unused = 0xff-kolor.unused;
  106. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  107. break;
  108. case 2:
  109. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  110. break;
  111. default:
  112. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  113. break;
  114. }
  115. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-(temp->w/2),y-(temp->h/2)));
  116. SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);
  117. SDL_FreeSurface(temp);
  118. }
  119. void CSDL_Ext::printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  120. {
  121. if (text.length()==0)
  122. return;
  123. SDL_Surface * temp;
  124. switch (quality)
  125. {
  126. case 0:
  127. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  128. break;
  129. case 1:
  130. SDL_Color tem;
  131. tem.b = 0xff-kolor.b;
  132. tem.g = 0xff-kolor.g;
  133. tem.r = 0xff-kolor.r;
  134. tem.unused = 0xff-kolor.unused;
  135. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  136. break;
  137. case 2:
  138. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  139. break;
  140. default:
  141. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  142. break;
  143. }
  144. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));
  145. SDL_UpdateRect(dst,x,y,temp->w,temp->h);
  146. SDL_FreeSurface(temp);
  147. }
  148. void CSDL_Ext::printTo(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  149. {
  150. if (text.length()==0)
  151. return;
  152. SDL_Surface * temp;
  153. switch (quality)
  154. {
  155. case 0:
  156. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  157. break;
  158. case 1:
  159. SDL_Color tem;
  160. tem.b = 0xff-kolor.b;
  161. tem.g = 0xff-kolor.g;
  162. tem.r = 0xff-kolor.r;
  163. tem.unused = 0xff-kolor.unused;
  164. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  165. break;
  166. case 2:
  167. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  168. break;
  169. default:
  170. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  171. break;
  172. }
  173. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-temp->w,y-temp->h));
  174. SDL_UpdateRect(dst,x-temp->w,y-temp->h,temp->w,temp->h);
  175. SDL_FreeSurface(temp);
  176. }
  177. void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  178. {
  179. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  180. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  181. p[0] = R;
  182. p[1] = G;
  183. p[2] = B;
  184. #else
  185. p[0] = B;
  186. p[1] = G;
  187. p[2] = R;
  188. if(ekran->format->BytesPerPixel==4)
  189. p[3] = A;
  190. #endif
  191. SDL_UpdateRect(ekran, x, y, 1, 1);
  192. }
  193. void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  194. {
  195. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  196. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  197. p[0] = B;
  198. p[1] = G;
  199. p[2] = R;
  200. #else
  201. p[0] = R;
  202. p[1] = G;
  203. p[2] = B;
  204. if(ekran->format->BytesPerPixel==4)
  205. p[3] = A;
  206. #endif
  207. }
  208. ///**************/
  209. ///Reverses the toRot surface by the vertical axis
  210. ///**************/
  211. SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
  212. {
  213. SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
  214. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  215. if(toRot->format->BytesPerPixel!=1)
  216. {
  217. for(int i=0; i<ret->w; ++i)
  218. {
  219. for(int j=0; j<ret->h; ++j)
  220. {
  221. {
  222. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  223. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  224. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
  225. #else
  226. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
  227. #endif
  228. }
  229. }
  230. }
  231. }
  232. else
  233. {
  234. for(int i=0; i<ret->w; ++i)
  235. {
  236. for(int j=0; j<ret->h; ++j)
  237. {
  238. {
  239. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  240. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  241. }
  242. }
  243. }
  244. }
  245. return ret;
  246. }
  247. SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
  248. {
  249. SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
  250. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  251. if(ret->format->BytesPerPixel!=1)
  252. {
  253. for(int i=0; i<ret->w; ++i)
  254. {
  255. for(int j=0; j<ret->h; ++j)
  256. {
  257. {
  258. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
  259. //int k=2;
  260. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  261. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
  262. #else
  263. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
  264. #endif
  265. }
  266. }
  267. }
  268. }
  269. else
  270. {
  271. for(int i=0; i<ret->w; ++i)
  272. {
  273. for(int j=0; j<ret->h; ++j)
  274. {
  275. {
  276. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
  277. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  278. }
  279. }
  280. }
  281. }
  282. return ret;
  283. };
  284. ///**************/
  285. ///Rotates toRot surface by 90 degrees left
  286. ///**************/
  287. SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
  288. {
  289. SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
  290. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  291. for(int i=0; i<ret->w; ++i)
  292. {
  293. for(int j=0; j<ret->h; ++j)
  294. {
  295. {
  296. Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
  297. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  298. SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
  299. #else
  300. SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
  301. #endif
  302. }
  303. }
  304. }
  305. return ret;
  306. }
  307. ///*************/
  308. ///Rotates toRot surface by 180 degrees
  309. ///*************/
  310. SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
  311. {
  312. SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);
  313. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  314. if(ret->format->BytesPerPixel!=1)
  315. {
  316. for(int i=0; i<ret->w; ++i)
  317. {
  318. for(int j=0; j<ret->h; ++j)
  319. {
  320. {
  321. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
  322. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  323. SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
  324. #else
  325. SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
  326. #endif
  327. }
  328. }
  329. }
  330. }
  331. else
  332. {
  333. for(int i=0; i<ret->w; ++i)
  334. {
  335. for(int j=0; j<ret->h; ++j)
  336. {
  337. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  338. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  339. }
  340. }
  341. }
  342. return ret;
  343. }
  344. //converts surface to cursor
  345. SDL_Cursor * CSDL_Ext::SurfaceToCursor(SDL_Surface *image, int hx, int hy)
  346. {
  347. int w, x, y;
  348. Uint8 *data, *mask, *d, *m, r, g, b;
  349. Uint32 color;
  350. SDL_Cursor *cursor;
  351. w = (image->w + 7) / 8;
  352. data = (Uint8 *)alloca(w * image->h * 2);
  353. if (data == NULL)
  354. return NULL;
  355. memset(data, 0, w * image->h * 2);
  356. mask = data + w * image->h;
  357. if (SDL_MUSTLOCK(image))
  358. SDL_LockSurface(image);
  359. for (y = 0; y < image->h; y++)
  360. {
  361. d = data + y * w;
  362. m = mask + y * w;
  363. for (x = 0; x < image->w; x++)
  364. {
  365. color = CSDL_Ext::SDL_GetPixel(image, x, y);
  366. if ((image->flags & SDL_SRCCOLORKEY) == 0 || color != image->format->colorkey)
  367. {
  368. SDL_GetRGB(color, image->format, &r, &g, &b);
  369. color = (r + g + b) / 3;
  370. m[x / 8] |= 128 >> (x & 7);
  371. if (color < 128)
  372. d[x / 8] |= 128 >> (x & 7);
  373. }
  374. }
  375. }
  376. if (SDL_MUSTLOCK(image))
  377. SDL_UnlockSurface(image);
  378. cursor = SDL_CreateCursor(data, mask, w, image->h, hx, hy);
  379. return cursor;
  380. }
  381. Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte)
  382. {
  383. int bpp = surface->format->BytesPerPixel;
  384. /* Here p is the address to the pixel we want to retrieve */
  385. Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
  386. switch(bpp) {
  387. case 1:
  388. if(colorByte)
  389. {
  390. return colorToUint32(surface->format->palette->colors+(*p));
  391. }
  392. else
  393. return *p;
  394. case 2:
  395. return *(Uint16 *)p;
  396. case 3:
  397. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  398. return p[0] << 16 | p[1] << 8 | p[2];
  399. #else
  400. return p[0] | p[1] << 8 | p[2] << 16;
  401. #endif
  402. case 4:
  403. return *(Uint32 *)p;
  404. default:
  405. return 0; /* shouldn't happen, but avoids warnings */
  406. }
  407. }
  408. SDL_Surface * CSDL_Ext::alphaTransform(SDL_Surface *src)
  409. {
  410. Uint32 trans = SDL_MapRGBA(src->format, 0, 255, 255, 255);
  411. SDL_SetColorKey(src, 0, trans);
  412. src->flags|=SDL_SRCALPHA;
  413. SDL_Color transp;
  414. transp.b = transp.g = transp.r = 0;
  415. transp.unused = 255;
  416. if(src->format->BitsPerPixel == 8)
  417. {
  418. for(int yy=0; yy<src->format->palette->ncolors; ++yy)
  419. {
  420. SDL_Color cur = *(src->format->palette->colors+yy);
  421. //if(cur.r == 255 && cur.b == 255)
  422. if(yy==1 || yy==2 || yy==3 || yy==4 || yy==8)
  423. {
  424. SDL_Color shadow;
  425. shadow.b = shadow.g = shadow.r = 0;
  426. switch(cur.g) //change this values; make diffrerent for objects and shadows (?)
  427. {
  428. case 0:
  429. shadow.unused = 128;
  430. break;
  431. case 50:
  432. shadow.unused = 50+32;
  433. break;
  434. case 100:
  435. shadow.unused = 100+64;
  436. break;
  437. case 125:
  438. shadow.unused = 125+64;
  439. break;
  440. case 128:
  441. shadow.unused = 128+64;
  442. break;
  443. case 150:
  444. shadow.unused = 150+64;
  445. break;
  446. default:
  447. shadow.unused = 255;
  448. break;
  449. }
  450. SDL_SetColors(src, &shadow, yy, 1);
  451. }
  452. if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))
  453. {
  454. SDL_SetColors(src, &transp, yy, 1);
  455. }
  456. }
  457. }
  458. SDL_UpdateRect(src, 0, 0, src->w, src->h);
  459. return src;
  460. }
  461. SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha)
  462. {
  463. SDL_Surface * hide2 = SDL_ConvertSurface(src, alpha->format, SDL_SWSURFACE);
  464. for(int i=0; i<hide2->w; ++i)
  465. {
  466. for(int j=0; j<hide2->h; ++j)
  467. {
  468. Uint32 * place = (Uint32*)( (Uint8*)hide2->pixels + j * hide2->pitch + i * hide2->format->BytesPerPixel);
  469. (*place) &= 0xffffffff - (SDL_GetPixel(src, i, j, true) & 0xff000000);
  470. }
  471. }
  472. return hide2;
  473. }
  474. Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color)
  475. {
  476. Uint32 ret = 0;
  477. ret+=color->unused;
  478. ret<<=8; //*=256
  479. ret+=color->b;
  480. ret<<=8; //*=256
  481. ret+=color->g;
  482. ret<<=8; //*=256
  483. ret+=color->r;
  484. return ret;
  485. }
  486. void CSDL_Ext::update(SDL_Surface * what)
  487. {
  488. if(what)
  489. SDL_UpdateRect(what, 0, 0, what->w, what->h);
  490. }
  491. void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
  492. {
  493. if(sur->format->BitsPerPixel == 8)
  494. {
  495. for(int i=0; i<sur->format->palette->ncolors; ++i)
  496. {
  497. SDL_Color * cc = sur->format->palette->colors+i;
  498. if(cc->r==0 && cc->g==0 && cc->b==255)
  499. {
  500. cc->r = CGameInfo::mainObj->playerColors[player].r;
  501. cc->g = CGameInfo::mainObj->playerColors[player].g;
  502. cc->b = CGameInfo::mainObj->playerColors[player].b;
  503. }
  504. }
  505. }
  506. else if(sur->format->BitsPerPixel == 24)
  507. {
  508. for(int y=0; y<sur->h; ++y)
  509. {
  510. for(int x=0; x<sur->w; ++x)
  511. {
  512. Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
  513. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  514. {
  515. if(cp[0]==0 && cp[1]==0 && cp[2]==255)
  516. {
  517. cp[0] = CGameInfo::mainObj->playerColors[player].r;
  518. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  519. cp[2] = CGameInfo::mainObj->playerColors[player].b;
  520. }
  521. }
  522. else
  523. {
  524. if(cp[0]==255 && cp[1]==0 && cp[2]==0)
  525. {
  526. cp[0] = CGameInfo::mainObj->playerColors[player].b;
  527. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  528. cp[2] = CGameInfo::mainObj->playerColors[player].r;
  529. }
  530. }
  531. }
  532. }
  533. }
  534. }
  535. void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player, int mode, void* additionalInfo)
  536. {
  537. if(player==1) //it is actually blue...
  538. return;
  539. if(sur->format->BitsPerPixel == 8)
  540. {
  541. for(int i=0; i<sur->format->palette->ncolors; ++i) //message, button, avmap, resbar
  542. {
  543. SDL_Color * cc = sur->format->palette->colors+i;
  544. if(
  545. ((mode==0) && (cc->b>cc->g) && (cc->b>cc->r)) ||
  546. ((mode==1) && (cc->r<45) && (cc->b>80) && (cc->g<70) && ((cc->b-cc->r)>40)) ||
  547. ((mode==2) && (cc->r<110) && (cc->b>63) && (cc->g<122) && ((cc->b-cc->r)>44) && ((cc->b-cc->g)>32))
  548. )
  549. {
  550. if ((mode==2) && additionalInfo)
  551. {
  552. for (int vi=0; vi<((std::vector<SDL_Color>*)additionalInfo)->size(); vi++)
  553. {
  554. if
  555. (
  556. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].r==cc->r) &&
  557. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].g==cc->g) &&
  558. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].b==cc->b)
  559. )
  560. goto main8bitloopend;
  561. }
  562. }
  563. std::vector<long long int> sort1;
  564. sort1.push_back(cc->r);
  565. sort1.push_back(cc->g);
  566. sort1.push_back(cc->b);
  567. std::vector< std::pair<long long int, Uint8*> > sort2;
  568. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
  569. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
  570. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
  571. std::sort(sort1.begin(), sort1.end());
  572. if(sort2[0].first>sort2[1].first)
  573. std::swap(sort2[0], sort2[1]);
  574. if(sort2[1].first>sort2[2].first)
  575. std::swap(sort2[1], sort2[2]);
  576. if(sort2[0].first>sort2[1].first)
  577. std::swap(sort2[0], sort2[1]);
  578. for(int hh=0; hh<3; ++hh)
  579. {
  580. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  581. }
  582. }
  583. main8bitloopend:
  584. ;
  585. }
  586. }
  587. else if(sur->format->BitsPerPixel == 24)
  588. {
  589. for(int y=0; y<sur->h; ++y)
  590. {
  591. for(int x=0; x<sur->w; ++x)
  592. {
  593. Uint8* cp = (Uint8*)sur->pixels + y*sur->pitch + x*3;
  594. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  595. {
  596. if(cp[2]>cp[1] && cp[2]>cp[0])
  597. {
  598. std::vector<long long int> sort1;
  599. sort1.push_back(cp[0]);
  600. sort1.push_back(cp[1]);
  601. sort1.push_back(cp[2]);
  602. std::vector< std::pair<long long int, Uint8*> > sort2;
  603. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));
  604. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  605. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));
  606. std::sort(sort1.begin(), sort1.end());
  607. if(sort2[0].first>sort2[1].first)
  608. std::swap(sort2[0], sort2[1]);
  609. if(sort2[1].first>sort2[2].first)
  610. std::swap(sort2[1], sort2[2]);
  611. if(sort2[0].first>sort2[1].first)
  612. std::swap(sort2[0], sort2[1]);
  613. for(int hh=0; hh<3; ++hh)
  614. {
  615. (*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;
  616. }
  617. }
  618. }
  619. else
  620. {
  621. if(
  622. ((mode==0) && (cp[0]>cp[1]) && (cp[0]>cp[2])) ||
  623. ((mode==1) && (cp[2]<45) && (cp[0]>80) && (cp[1]<70) && ((cp[0]-cp[1])>40))
  624. )
  625. {
  626. std::vector<long long int> sort1;
  627. sort1.push_back(cp[2]);
  628. sort1.push_back(cp[1]);
  629. sort1.push_back(cp[0]);
  630. std::vector< std::pair<long long int, Uint8*> > sort2;
  631. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));
  632. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  633. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));
  634. std::sort(sort1.begin(), sort1.end());
  635. if(sort2[0].first>sort2[1].first)
  636. std::swap(sort2[0], sort2[1]);
  637. if(sort2[1].first>sort2[2].first)
  638. std::swap(sort2[1], sort2[2]);
  639. if(sort2[0].first>sort2[1].first)
  640. std::swap(sort2[0], sort2[1]);
  641. for(int hh=0; hh<3; ++hh)
  642. {
  643. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  644. }
  645. }
  646. }
  647. }
  648. }
  649. }
  650. }
  651. void CSDL_Ext::blueToPlayersNice(SDL_Surface * sur, int player) //incomplete, TODO: finish
  652. {
  653. if(sur->format->BitsPerPixel==8)
  654. {
  655. for(int a=0; a<sur->format->palette->ncolors; ++a)
  656. {
  657. for(int s=0; s<CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->ncolors; ++s)
  658. {
  659. if(abs((sur->format->palette->colors+a)->b - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->b) < 5
  660. && abs((sur->format->palette->colors+a)->g - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->g) < 5
  661. && abs((sur->format->palette->colors+a)->r - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->r) < 5
  662. )
  663. {
  664. (sur->format->palette->colors+a)->b = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->b;
  665. (sur->format->palette->colors+a)->r = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->g;
  666. (sur->format->palette->colors+a)->g = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->r;
  667. break;
  668. }
  669. }
  670. }
  671. }
  672. }
  673. void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player)
  674. {
  675. if(player==254)
  676. return;
  677. if(sur->format->BitsPerPixel==8)
  678. {
  679. if(player != 255)
  680. *(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];
  681. else
  682. *(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;
  683. }
  684. }
  685. int readNormalNr (std::istream &in, int bytCon)
  686. {
  687. int ret=0;
  688. int amp=1;
  689. unsigned char byte;
  690. if (in.good())
  691. {
  692. for (int i=0; i<bytCon; i++)
  693. {
  694. in.read((char*)&byte,1);
  695. ret+=byte*amp;
  696. amp<<=8;
  697. }
  698. }
  699. else return -1;
  700. return ret;
  701. }
  702. void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src)
  703. {
  704. src = alphaTransform(src);
  705. SDL_Surface * hlp2;
  706. hlp2 = secondAlphaTransform(src, std32bppSurface);
  707. SDL_FreeSurface(src);
  708. src = hlp2;
  709. }
  710. std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor)
  711. {
  712. for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)
  713. {
  714. boost::replace_first(str,"%s",tor[i]);
  715. }
  716. return str;
  717. }
  718. SDL_Surface * CSDL_Ext::std32bppSurface = NULL;