SDL_Extensions.h 11 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. //A macro to force inlining some of our functions. Compiler (at least MSVC) is not so smart here-> without that displaying is MUCH slower
  19. #ifdef _MSC_VER
  20. #define STRONG_INLINE __forceinline
  21. #elif __GNUC__
  22. #define STRONG_INLINE inline __attribute__((always_inline))
  23. #else
  24. #define STRONG_INLINE inline
  25. #endif
  26. extern SDL_Window * mainWindow;
  27. extern SDL_Renderer * mainRenderer;
  28. extern SDL_Texture * screenTexture;
  29. inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
  30. {
  31. SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
  32. }
  33. inline void SDL_WarpMouse(int x, int y)
  34. {
  35. SDL_WarpMouseInWindow(mainWindow,x,y);
  36. }
  37. void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
  38. inline bool isCtrlKeyDown()
  39. {
  40. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
  41. }
  42. inline bool isAltKeyDown()
  43. {
  44. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
  45. }
  46. inline bool isShiftKeyDown()
  47. {
  48. return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
  49. }
  50. namespace CSDL_Ext
  51. {
  52. //todo: should this better be assignment operator?
  53. STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
  54. {
  55. dest.r = source.r;
  56. dest.g = source.g;
  57. dest.b = source.b;
  58. dest.a = source.a;
  59. }
  60. inline void setAlpha(SDL_Surface * bg, int value)
  61. {
  62. SDL_SetSurfaceAlphaMod(bg, value);
  63. }
  64. }
  65. struct Rect;
  66. extern SDL_Surface * screen, *screen2, *screenBuf;
  67. void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
  68. void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
  69. bool isItIn(const SDL_Rect * rect, int x, int y);
  70. /**
  71. * The colors class defines color constants of type SDL_Color.
  72. */
  73. class Colors
  74. {
  75. public:
  76. /** the h3 yellow color, typically used for headlines */
  77. static const SDL_Color YELLOW;
  78. /** the standard h3 white color */
  79. static const SDL_Color WHITE;
  80. /** the metallic gold color used mostly as a border around buttons */
  81. static const SDL_Color METALLIC_GOLD;
  82. /** green color used for in-game console */
  83. static const SDL_Color GREEN;
  84. /** default key color for all 8 & 24 bit graphics */
  85. static const SDL_Color DEFAULT_KEY_COLOR;
  86. };
  87. //MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
  88. template<typename T>
  89. typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
  90. {
  91. return arg;
  92. }
  93. template<typename IntType>
  94. 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)
  95. {
  96. IntType max = pow(10, maxLength);
  97. if (std::abs(number) < max)
  98. return boost::lexical_cast<std::string>(number);
  99. std::string symbols = " kMGTPE";
  100. auto iter = symbols.begin();
  101. while (number >= max)
  102. {
  103. number /= 1000;
  104. iter++;
  105. assert(iter != symbols.end());//should be enough even for int64
  106. }
  107. return boost::lexical_cast<std::string>(number) + *iter;
  108. }
  109. typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  110. typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  111. inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
  112. {
  113. SDL_Rect ret;
  114. ret.h=hh;
  115. ret.w=ww;
  116. ret.x=xx;
  117. ret.y=yy;
  118. return ret;
  119. }
  120. template<int bpp, int incrementPtr>
  121. struct ColorPutter
  122. {
  123. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
  124. static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  125. static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
  126. static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
  127. static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
  128. static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
  129. };
  130. typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
  131. namespace CSDL_Ext
  132. {
  133. /// helper that will safely set and un-set ClipRect for SDL_Surface
  134. class CClipRectGuard
  135. {
  136. SDL_Surface * surf;
  137. SDL_Rect oldRect;
  138. public:
  139. CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
  140. surf(surface)
  141. {
  142. SDL_GetClipRect(surf, &oldRect);
  143. SDL_SetClipRect(surf, &rect);
  144. }
  145. ~CClipRectGuard()
  146. {
  147. SDL_SetClipRect(surf, &oldRect);
  148. }
  149. };
  150. void blitSurface(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
  151. void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
  152. void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
  153. //fill dest image with source texture.
  154. void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
  155. void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  156. void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
  157. SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
  158. SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
  159. Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
  160. void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
  161. bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
  162. Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
  163. TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  164. TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
  165. BlitterWithRotationVal getBlitterWithRotation(SDL_Surface *dest);
  166. BlitterWithRotationVal getBlitterWithRotationAndAlpha(SDL_Surface *dest);
  167. template<int bpp> void blitWithRotateClip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
  168. template<int bpp> void blitWithRotateClipVal(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
  169. template<int bpp> void blitWithRotateClipWithAlpha(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
  170. template<int bpp> void blitWithRotateClipValWithAlpha(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
  171. template<int bpp> void blitWithRotate1(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  172. template<int bpp> void blitWithRotate2(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  173. template<int bpp> void blitWithRotate3(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  174. template<int bpp> void blitWithRotate1WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  175. template<int bpp> void blitWithRotate2WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  176. template<int bpp> void blitWithRotate3WithAlpha(const SDL_Surface *src, const SDL_Rect * srcRect, SDL_Surface * dst, const SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
  177. template<int bpp>
  178. 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
  179. 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
  180. Uint32 colorToUint32(const SDL_Color * color); //little endian only
  181. SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
  182. void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
  183. void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
  184. void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
  185. void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color);
  186. void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
  187. std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
  188. SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
  189. SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
  190. template<int bpp>
  191. SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
  192. void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
  193. //scale surface to required size.
  194. //nearest neighbour algorithm
  195. SDL_Surface * scaleSurfaceFast(SDL_Surface *surf, int width, int height);
  196. // bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces
  197. SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height);
  198. template<int bpp>
  199. void applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mode );
  200. void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
  201. void startTextInput(SDL_Rect * where);
  202. void stopTextInput();
  203. void setColorKey(SDL_Surface * surface, SDL_Color color);
  204. ///set key-color to 0,255,255
  205. void setDefaultColorKey(SDL_Surface * surface);
  206. ///set key-color to 0,255,255 only if it exactly mapped
  207. void setDefaultColorKeyPresize(SDL_Surface * surface);
  208. }