SDL_Extensions.cpp 22 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,dst);
  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::printTo(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality)
  141. {
  142. if (text.length()==0)
  143. return;
  144. SDL_Surface * temp;
  145. switch (quality)
  146. {
  147. case 0:
  148. temp = TTF_RenderText_Solid(font,text.c_str(),kolor);
  149. break;
  150. case 1:
  151. SDL_Color tem;
  152. tem.b = 0xff-kolor.b;
  153. tem.g = 0xff-kolor.g;
  154. tem.r = 0xff-kolor.r;
  155. tem.unused = 0xff-kolor.unused;
  156. temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);
  157. break;
  158. case 2:
  159. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  160. break;
  161. default:
  162. temp = TTF_RenderText_Blended(font,text.c_str(),kolor);
  163. break;
  164. }
  165. SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-temp->w,y-temp->h));
  166. SDL_UpdateRect(dst,x-temp->w,y-temp->h,temp->w,temp->h);
  167. SDL_FreeSurface(temp);
  168. }
  169. void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  170. {
  171. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  172. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  173. p[0] = R;
  174. p[1] = G;
  175. p[2] = B;
  176. #else
  177. p[0] = B;
  178. p[1] = G;
  179. p[2] = R;
  180. if(ekran->format->BytesPerPixel==4)
  181. p[3] = A;
  182. #endif
  183. SDL_UpdateRect(ekran, x, y, 1, 1);
  184. }
  185. void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
  186. {
  187. Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
  188. #if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
  189. p[0] = B;
  190. p[1] = G;
  191. p[2] = R;
  192. #else
  193. p[0] = R;
  194. p[1] = G;
  195. p[2] = B;
  196. if(ekran->format->BytesPerPixel==4)
  197. p[3] = A;
  198. #endif
  199. }
  200. ///**************/
  201. ///Reverses the toRot surface by the vertical axis
  202. ///**************/
  203. SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
  204. {
  205. 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);
  206. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  207. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  208. if(toRot->format->BytesPerPixel!=1)
  209. {
  210. for(int i=0; i<ret->w; ++i)
  211. {
  212. for(int j=0; j<ret->h; ++j)
  213. {
  214. {
  215. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  216. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  217. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
  218. #else
  219. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
  220. #endif
  221. }
  222. }
  223. }
  224. }
  225. else
  226. {
  227. for(int i=0; i<ret->w; ++i)
  228. {
  229. for(int j=0; j<ret->h; ++j)
  230. {
  231. {
  232. Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  233. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  234. }
  235. }
  236. }
  237. }
  238. SDL_FreeSurface(first);
  239. return ret;
  240. }
  241. SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
  242. {
  243. 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);
  244. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  245. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  246. if(ret->format->BytesPerPixel!=1)
  247. {
  248. for(int i=0; i<ret->w; ++i)
  249. {
  250. for(int j=0; j<ret->h; ++j)
  251. {
  252. {
  253. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel-2;
  254. int k=2;
  255. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  256. CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], k);
  257. #else
  258. CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], k);
  259. #endif
  260. }
  261. }
  262. }
  263. }
  264. else
  265. {
  266. for(int i=0; i<ret->w; ++i)
  267. {
  268. for(int j=0; j<ret->h; ++j)
  269. {
  270. {
  271. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;
  272. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  273. }
  274. }
  275. }
  276. }
  277. SDL_FreeSurface(first);
  278. return ret;
  279. };
  280. ///**************/
  281. ///Rotates toRot surface by 90 degrees left
  282. ///**************/
  283. SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
  284. {
  285. 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);
  286. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  287. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  288. for(int i=0; i<ret->w; ++i)
  289. {
  290. for(int j=0; j<ret->h; ++j)
  291. {
  292. {
  293. Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
  294. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  295. SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
  296. #else
  297. SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
  298. #endif
  299. }
  300. }
  301. }
  302. SDL_FreeSurface(first);
  303. return ret;
  304. }
  305. ///*************/
  306. ///Rotates toRot surface by 180 degrees
  307. ///*************/
  308. SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
  309. {
  310. 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);
  311. SDL_Surface * ret = SDL_ConvertSurface(first, toRot->format, toRot->flags);
  312. //SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);
  313. if(ret->format->BytesPerPixel!=1)
  314. {
  315. for(int i=0; i<ret->w; ++i)
  316. {
  317. for(int j=0; j<ret->h; ++j)
  318. {
  319. {
  320. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
  321. #if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  322. SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
  323. #else
  324. SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
  325. #endif
  326. }
  327. }
  328. }
  329. }
  330. else
  331. {
  332. for(int i=0; i<ret->w; ++i)
  333. {
  334. for(int j=0; j<ret->h; ++j)
  335. {
  336. Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
  337. (*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;
  338. }
  339. }
  340. }
  341. SDL_FreeSurface(first);
  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, int x, 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 128:
  438. shadow.unused = 128+64;
  439. break;
  440. case 150:
  441. shadow.unused = 150+64;
  442. break;
  443. default:
  444. shadow.unused = 255;
  445. break;
  446. }
  447. SDL_SetColors(src, &shadow, yy, 1);
  448. }
  449. if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))
  450. {
  451. SDL_SetColors(src, &transp, yy, 1);
  452. }
  453. }
  454. }
  455. SDL_UpdateRect(src, 0, 0, src->w, src->h);
  456. return src;
  457. }
  458. SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha)
  459. {
  460. Uint32 pompom[256][256];
  461. for(int i=0; i<src->w; ++i)
  462. {
  463. for(int j=0; j<src->h; ++j)
  464. {
  465. pompom[i][j] = 0xffffffff - (SDL_GetPixel(src, i, j, true) & 0xff000000);
  466. }
  467. }
  468. SDL_Surface * hide2 = SDL_ConvertSurface(src, alpha->format, SDL_SWSURFACE);
  469. for(int i=0; i<hide2->w; ++i)
  470. {
  471. for(int j=0; j<hide2->h; ++j)
  472. {
  473. Uint32 * place = (Uint32*)( (Uint8*)hide2->pixels + j * hide2->pitch + i * hide2->format->BytesPerPixel);
  474. (*place)&=pompom[i][j];
  475. }
  476. }
  477. return hide2;
  478. }
  479. Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color)
  480. {
  481. Uint32 ret = 0;
  482. ret+=color->unused;
  483. ret*=256;
  484. ret+=color->b;
  485. ret*=256;
  486. ret+=color->g;
  487. ret*=256;
  488. ret+=color->r;
  489. return ret;
  490. }
  491. void CSDL_Ext::update(SDL_Surface * what)
  492. {
  493. if(what)
  494. SDL_UpdateRect(what, 0, 0, what->w, what->h);
  495. }
  496. void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player)
  497. {
  498. if(sur->format->BitsPerPixel == 8)
  499. {
  500. for(int i=0; i<sur->format->palette->ncolors; ++i)
  501. {
  502. SDL_Color * cc = sur->format->palette->colors+i;
  503. if(cc->r==0 && cc->g==0 && cc->b==255)
  504. {
  505. cc->r = CGameInfo::mainObj->playerColors[player].r;
  506. cc->g = CGameInfo::mainObj->playerColors[player].g;
  507. cc->b = CGameInfo::mainObj->playerColors[player].b;
  508. }
  509. }
  510. }
  511. else if(sur->format->BitsPerPixel == 24)
  512. {
  513. for(int y=0; y<sur->h; ++y)
  514. {
  515. for(int x=0; x<sur->w; ++x)
  516. {
  517. Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;
  518. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  519. {
  520. if(cp[0]==0 && cp[1]==0 && cp[2]==255)
  521. {
  522. cp[0] = CGameInfo::mainObj->playerColors[player].r;
  523. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  524. cp[2] = CGameInfo::mainObj->playerColors[player].b;
  525. }
  526. }
  527. else
  528. {
  529. if(cp[0]==255 && cp[1]==0 && cp[2]==0)
  530. {
  531. cp[0] = CGameInfo::mainObj->playerColors[player].b;
  532. cp[1] = CGameInfo::mainObj->playerColors[player].g;
  533. cp[2] = CGameInfo::mainObj->playerColors[player].r;
  534. }
  535. }
  536. }
  537. }
  538. }
  539. }
  540. void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player, int mode, void* additionalInfo)
  541. {
  542. if(player==1) //it is actually blue...
  543. return;
  544. if(sur->format->BitsPerPixel == 8)
  545. {
  546. for(int i=0; i<sur->format->palette->ncolors; ++i) //message, button, avmap, resbar
  547. {
  548. SDL_Color * cc = sur->format->palette->colors+i;
  549. if(
  550. ((mode==0) && (cc->b>cc->g) && (cc->b>cc->r)) ||
  551. ((mode==1) && (cc->r<45) && (cc->b>80) && (cc->g<70) && ((cc->b-cc->r)>40)) ||
  552. ((mode==2) && (cc->r<110) && (cc->b>63) && (cc->g<122) && ((cc->b-cc->r)>44) && ((cc->b-cc->g)>32))
  553. )
  554. {
  555. if ((mode==2) && additionalInfo)
  556. {
  557. for (int vi=0; vi<((std::vector<SDL_Color>*)additionalInfo)->size(); vi++)
  558. {
  559. if
  560. (
  561. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].r==cc->r) &&
  562. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].g==cc->g) &&
  563. ((*((std::vector<SDL_Color>*)additionalInfo))[vi].b==cc->b)
  564. )
  565. goto main8bitloopend;
  566. }
  567. }
  568. std::vector<long long int> sort1;
  569. sort1.push_back(cc->r);
  570. sort1.push_back(cc->g);
  571. sort1.push_back(cc->b);
  572. std::vector< std::pair<long long int, Uint8*> > sort2;
  573. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));
  574. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));
  575. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));
  576. std::sort(sort1.begin(), sort1.end());
  577. if(sort2[0].first>sort2[1].first)
  578. std::swap(sort2[0], sort2[1]);
  579. if(sort2[1].first>sort2[2].first)
  580. std::swap(sort2[1], sort2[2]);
  581. if(sort2[0].first>sort2[1].first)
  582. std::swap(sort2[0], sort2[1]);
  583. for(int hh=0; hh<3; ++hh)
  584. {
  585. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  586. }
  587. }
  588. main8bitloopend:
  589. ;
  590. }
  591. }
  592. else if(sur->format->BitsPerPixel == 24)
  593. {
  594. for(int y=0; y<sur->h; ++y)
  595. {
  596. for(int x=0; x<sur->w; ++x)
  597. {
  598. Uint8* cp = (Uint8*)sur->pixels + y*sur->pitch + x*3;
  599. if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
  600. {
  601. if(cp[2]>cp[1] && cp[2]>cp[0])
  602. {
  603. std::vector<long long int> sort1;
  604. sort1.push_back(cp[0]);
  605. sort1.push_back(cp[1]);
  606. sort1.push_back(cp[2]);
  607. std::vector< std::pair<long long int, Uint8*> > sort2;
  608. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));
  609. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  610. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));
  611. std::sort(sort1.begin(), sort1.end());
  612. if(sort2[0].first>sort2[1].first)
  613. std::swap(sort2[0], sort2[1]);
  614. if(sort2[1].first>sort2[2].first)
  615. std::swap(sort2[1], sort2[2]);
  616. if(sort2[0].first>sort2[1].first)
  617. std::swap(sort2[0], sort2[1]);
  618. for(int hh=0; hh<3; ++hh)
  619. {
  620. (*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;
  621. }
  622. }
  623. }
  624. else
  625. {
  626. if(
  627. ((mode==0) && (cp[0]>cp[1]) && (cp[0]>cp[2])) ||
  628. ((mode==1) && (cp[2]<45) && (cp[0]>80) && (cp[1]<70) && ((cp[0]-cp[1])>40))
  629. )
  630. {
  631. std::vector<long long int> sort1;
  632. sort1.push_back(cp[2]);
  633. sort1.push_back(cp[1]);
  634. sort1.push_back(cp[0]);
  635. std::vector< std::pair<long long int, Uint8*> > sort2;
  636. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));
  637. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));
  638. sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));
  639. std::sort(sort1.begin(), sort1.end());
  640. if(sort2[0].first>sort2[1].first)
  641. std::swap(sort2[0], sort2[1]);
  642. if(sort2[1].first>sort2[2].first)
  643. std::swap(sort2[1], sort2[2]);
  644. if(sort2[0].first>sort2[1].first)
  645. std::swap(sort2[0], sort2[1]);
  646. for(int hh=0; hh<3; ++hh)
  647. {
  648. (*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;
  649. }
  650. }
  651. }
  652. }
  653. }
  654. }
  655. }
  656. void CSDL_Ext::blueToPlayersNice(SDL_Surface * sur, int player) //incomplete, TODO: finish
  657. {
  658. if(sur->format->BitsPerPixel==8)
  659. {
  660. for(int a=0; a<sur->format->palette->ncolors; ++a)
  661. {
  662. for(int s=0; s<CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->ncolors; ++s)
  663. {
  664. if(abs((sur->format->palette->colors+a)->b - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->b) < 5
  665. && abs((sur->format->palette->colors+a)->g - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->g) < 5
  666. && abs((sur->format->palette->colors+a)->r - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->r) < 5
  667. )
  668. {
  669. (sur->format->palette->colors+a)->b = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->b;
  670. (sur->format->palette->colors+a)->r = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->g;
  671. (sur->format->palette->colors+a)->g = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->r;
  672. break;
  673. }
  674. }
  675. }
  676. }
  677. }
  678. void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player)
  679. {
  680. if(player==254)
  681. return;
  682. if(sur->format->BitsPerPixel==8)
  683. {
  684. if(player != 255)
  685. *(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];
  686. else
  687. *(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;
  688. }
  689. }
  690. int readNormalNr (std::istream &in, int bytCon)
  691. {
  692. int ret=0;
  693. int amp=1;
  694. unsigned char byte;
  695. if (in.good())
  696. {
  697. for (int i=0; i<bytCon; i++)
  698. {
  699. in.read((char*)&byte,1);
  700. ret+=byte*amp;
  701. amp*=256;
  702. }
  703. }
  704. else return -1;
  705. return ret;
  706. }
  707. void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src)
  708. {
  709. #if SDL_BYTEORDER == SDL_BIG_ENDIAN
  710. int rmask = 0xff000000;
  711. int gmask = 0x00ff0000;
  712. int bmask = 0x0000ff00;
  713. int amask = 0x000000ff;
  714. #else
  715. int rmask = 0x000000ff;
  716. int gmask = 0x0000ff00;
  717. int bmask = 0x00ff0000;
  718. int amask = 0xff000000;
  719. #endif
  720. src = alphaTransform(src);
  721. SDL_Surface * hlp1, * hlp2;
  722. hlp1 = SDL_CreateRGBSurface(SDL_SWSURFACE, src->w, src->h, 32, rmask, gmask, bmask, amask);
  723. hlp2 = secondAlphaTransform(src, hlp1);
  724. SDL_FreeSurface(src);
  725. SDL_FreeSurface(hlp1);
  726. src = hlp2;
  727. }
  728. std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor)
  729. {
  730. for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)
  731. {
  732. boost::replace_first(str,"%s",tor[i]);
  733. }
  734. return str;
  735. }