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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 <SDL_version.h>
- #include <SDL_render.h>
- #include <SDL_video.h>
- #include <SDL_events.h>
- #include "../../lib/int3.h"
- #include "Geometries.h"
- #include "../../lib/GameConstants.h"
- extern SDL_Window * mainWindow;
- extern SDL_Renderer * mainRenderer;
- extern SDL_Texture * screenTexture;
- inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
- {
- SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
- }
- inline void SDL_WarpMouse(int x, int y)
- {
- SDL_WarpMouseInWindow(mainWindow,x,y);
- }
- void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
- inline bool isCtrlKeyDown()
- {
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
- }
- inline bool isAltKeyDown()
- {
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
- }
- inline bool isShiftKeyDown()
- {
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
- }
- namespace CSDL_Ext
- {
- //todo: should this better be assignment operator?
- STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
- {
- dest.r = source.r;
- dest.g = source.g;
- dest.b = source.b;
- dest.a = source.a;
- }
- inline void setAlpha(SDL_Surface * bg, int value)
- {
- SDL_SetSurfaceAlphaMod(bg, value);
- }
- }
- struct Rect;
- extern SDL_Surface * screen, *screen2, *screenBuf;
- void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
- void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
- bool isItIn(const SDL_Rect * rect, int x, int y);
- bool isItInOrLowerBounds(const SDL_Rect * rect, int x, int y);
- /**
- * 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;
- /** default key color for all 8 & 24 bit graphics */
- static const SDL_Color DEFAULT_KEY_COLOR;
- };
- //MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
- template<typename T>
- typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
- {
- return arg;
- }
- 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;
- }
- typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
- typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
- inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
- {
- SDL_Rect ret;
- ret.h=hh;
- ret.w=ww;
- ret.x=xx;
- ret.y=yy;
- return ret;
- }
- template<int bpp, int incrementPtr>
- struct ColorPutter
- {
- static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
- static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
- static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
- static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
- static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
- static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
- };
- typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
- namespace CSDL_Ext
- {
- /// helper that will safely set and un-set ClipRect for SDL_Surface
- class CClipRectGuard
- {
- SDL_Surface * surf;
- SDL_Rect oldRect;
- public:
- CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
- surf(surface)
- {
- SDL_GetClipRect(surf, &oldRect);
- SDL_SetClipRect(surf, &rect);
- }
- ~CClipRectGuard()
- {
- SDL_SetClipRect(surf, &oldRect);
- }
- };
- void blitSurface(SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
- void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
- void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
- //fill dest image with source texture.
- void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
- void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
- void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
- SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
- SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
- Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
- void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
- bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
- Uint8 *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 SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
- 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
- Uint32 colorToUint32(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 drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
- void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
- void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &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 SDL_Rect * rect, int mode );
- void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
- void startTextInput(SDL_Rect * where);
- void stopTextInput();
- 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);
- }
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