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Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Ville Lindholm
2026-05-28 16:35:31 +03:00
co-authored by Claude
commit dbc223eb84
308 changed files with 81555 additions and 0 deletions
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gfxengine.cpp window.cpp sofont.cpp \
display.cpp toolkit.cpp vidmodes.c \
region.c
EXTRA_DIST = *.h
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/*(LGPL)
* Project Spitfire sprites + scrolling engine for SDL
----------------------------------------------------------------------
cs.c - Simplistic Control System
----------------------------------------------------------------------
* Copyright (C) 2001, 2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#define DBG(x)
#include "cs.h"
#include "logger.h"
#include <stdio.h>
#include <math.h>
#include <string.h>
/*#define ABS(x) (((x)>=0) ? (x) : (-(x)))*/
#define ABS(x) labs(x)
static inline void __wrap_point(cs_point_t *p, int wx, int wy)
{
if(wx)
{
if(p->gx < 0)
p->gx += (-p->gx / wx + 1) * wx;
p->gx %= wx;
}
if(wy)
{
if(p->gy < 0)
p->gy += (-p->gy / wy + 1) * wy;
p->gy %= wy;
}
}
/*
* Make one point do it's thing...
*/
static inline void __move_point(cs_point_t *p, int wx, int wy)
{
/*
* Push filter
*/
p->ox = p->v.x;
p->oy = p->v.y;
/*
* Update position and speed
*/
p->v.x += p->v.xv;
p->v.y += p->v.yv;
p->v.xv += p->v.xa;
p->v.yv += p->v.ya;
__wrap_point(p, wx, wy);
}
/*
* Update the motion filtered output of a point.
*/
static inline void __update_point_f(cs_point_t *p, int ff, int wx, int wy)
{
int ogx = p->gx;
int ogy = p->gy;
int ox = p->ox;
int oy = p->oy;
/* Unwrap filter for correct interpolation */
if(wx | wy)
{
if((ox - p->v.x) > (wx >> 1))
ox -= wx;
else if((p->v.x - ox) > (wx >> 1))
ox += wx;
if((oy - p->v.y) > (wy >> 1))
oy -= wy;
else if((p->v.y - oy) > (wy >> 1))
oy += wy;
}
/*
* Interpolate output graphics coordinate
*/
p->gx = (ff * p->v.x + (256 - ff) * ox) >> 8;
p->gy = (ff * p->v.y + (256 - ff) * oy) >> 8;
/*
* Wrap interpolated output
*/
if(wx)
{
while(p->gx < 0)
p->gx += wx;
p->gx %= wx;
}
if(wy)
{
while(p->gy < 0)
p->gy += wy;
p->gy %= wy;
}
/*
* Generate "changed" flag mask.
*/
p->changed = (ogx ^ p->gx) | (ogy ^ p->gy);
}
static inline void __update_point(cs_point_t *p, int ff)
{
int ogx = p->gx;
int ogy = p->gy;
/*
* Interpolate output graphics coordinate
*/
p->gx = p->v.x;
p->gy = p->v.y;
/*
* Generate "changed" flag mask.
*/
p->changed = (ogx ^ p->gx) | (ogy ^ p->gy);
}
/*
----------------------------------------------------------------------
* cs_obj_t
----------------------------------------------------------------------
*/
/*
* Final adjustment of interpolated graphics coords to deal
* with the display window wrapping over the edge of the world.
*/
static inline void __fix_wrap(cs_engine_t *e, cs_obj_t *o)
{
if(o->point.gx + (o->w << __CS_SHIFT) < 0)
o->point.gx += e->wx;
else if(o->point.gx > (e->w << __CS_SHIFT))
o->point.gx -= e->wx;
if(o->point.gy + (o->h << __CS_SHIFT) < 0)
o->point.gy += e->wy;
else if(o->point.gy > (e->h << __CS_SHIFT))
o->point.gy -= e->wy;
}
static inline int __onscreen(cs_engine_t *e, cs_obj_t *o)
{
int gx = CS2PIXEL(o->point.gx);
int gy = CS2PIXEL(o->point.gy);
if((gx + o->w < 0) || (gx > e->w))
return 0;
if((gy + o->h < 0) || (gy > e->h))
return 0;
return 1;
}
static inline void __obj_set_layer(cs_obj_t *o, unsigned int layer)
{
if(o->layer < 0)
o->layer = CS_DEFAULT_LAYER;
if(layer >= CS_LAYERS)
layer = CS_LAYERS - 1;
o->layer = layer;
}
/*
* Add object *first*, ie with lowest priority.
* (Hmmm... Isn't that how some h/w sprite generators do it,
* if you allocate in increasing channel order?)
*/
static inline void __obj_attach(cs_obj_t *o)
{
if(o->head || o->next || o->prev)
{
log_printf(ELOG, "cs: HEEEELP! Someone's trying"
" to short-circuit my guts!\n");
return;
}
if(o->layer < 0)
o->layer = CS_DEFAULT_LAYER;
o->next = o->owner->objects[o->layer];
o->head = &o->owner->objects[o->layer];
if(o->next)
o->next->prev = o;
o->owner->objects[o->layer] = o;
}
/*
* BEWARE! There's a nasty hack in here; these objects need to
* keep track of the addresses of their list heads in order to
* remove themselves properly!
*/
static inline void __obj_detach(cs_obj_t *o)
{
/* "Bypass" */
if(o->next)
o->next->prev = o->prev;
if(o->prev)
o->prev->next = o->next;
/* In case we're the first object in the list... */
if(o->head)
if(*(o->head) == o)
*(o->head) = o->next;
o->head = NULL;
o->next = NULL;
o->prev = NULL;
}
void cs_obj_layer(cs_obj_t *o, unsigned int layer)
{
if(layer == o->layer)
return;
__obj_set_layer(o, layer);
if(o->flags | CS_OBJ_ACTIVE)
{
__obj_detach(o);
__obj_attach(o);
}
}
void cs_obj_activate(cs_obj_t *o)
{
if(o->flags | CS_OBJ_ACTIVE)
{
DBG(log_printf(DLOG, "cs: Tried to activate active object!\n");)
return;
}
__obj_attach(o);
o->flags |= CS_OBJ_ACTIVE;
}
void cs_obj_deactivate(cs_obj_t *o)
{
if(!(o->flags | CS_OBJ_ACTIVE))
{
DBG(log_printf(DLOG, "cs: Tried to deactivate passive object!\n");)
return;
}
__obj_detach(o);
o->flags &= ~CS_OBJ_ACTIVE;
}
/* Basic methods */
void cs_obj_pos(cs_obj_t *o, int x, int y)
{
o->point.v.x = PIXEL2CS(x);
o->point.v.y = PIXEL2CS(y);
}
void cs_obj_vel(cs_obj_t *o, int xs, int ys)
{
o->point.v.xv = xs;
o->point.v.yv = ys;
}
/*Set movement acceleration*/
void cs_obj_acc(cs_obj_t *o, int xa, int ya)
{
o->point.v.xa = xa;
o->point.v.ya = ya;
}
/*Disable display*/
void cs_obj_hide(cs_obj_t *o)
{
o->flags &= ~CS_OBJ_VISIBLE;
}
/*Enable display*/
void cs_obj_show(cs_obj_t *o)
{
if(o->flags & CS_OBJ_VISIBLE)
return;
o->flags |= CS_OBJ_VISIBLE;
/*
* Kludge? I'm not sure this is really the right place...
*/
cs_point_force(&o->point);
}
/*
* Remove and throw back in the pool
*/
void cs_obj_free(cs_obj_t *o)
{
if(o->head == &o->owner->pool)
{
DBG(log_printf(DLOG, "cs: Tried to free free object %p!\n",
o);)
return;
}
cs_obj_deactivate(o);
if(o->on_free)
o->on_free(o);
cs_obj_clear(o);
/* Set up head pointer for error checking. */
o->head = &o->owner->pool;
/* Link to pool; singly only */
o->next = o->owner->pool;
o->owner->pool = o;
++o->owner->pool_free;
}
void cs_obj_clear(cs_obj_t *o)
{
o->flags = 0;
o->layer = -1;
o->fire.rate = 0;
o->score = 0;
o->health = 0;
}
void cs_obj_vector(cs_obj_t *o, cs_vector_t * v)
{
if(v)
o->point.v = *v;
else
memset(&(o->point.v), 0, sizeof(o->point.v));
}
/* Animation methods */
void cs_obj_anim(cs_obj_t *o, int bank,
int first, int num, int start, int spd)
{
o->anim.bank = bank;
o->anim.frame = first;
o->anim.fframe = first;
o->anim.aframes = num;
o->anim.cframe = start << 4;
o->anim.aspeed = spd;
o->flags |= CS_OBJ_DOANIM;
}
void cs_obj_image(cs_obj_t *o, int bank, int frame)
{
o->anim.bank = bank;
o->anim.frame = frame;
o->flags &= ~CS_OBJ_DOANIM;
if((bank >= 0) && (bank < o->owner->nimageinfo))
{
o->w = o->owner->imageinfo[bank].w;
o->h = o->owner->imageinfo[bank].h;
}
else
o->w = o->h = 1;
}
/*Start death sequence*/
void cs_obj_explode(cs_obj_t *o)
{
o->flags |= CS_OBJ_DYING;
/*
FIXME: Hardcoded bank for explosion!!!
*/
cs_obj_anim(o, 4, 0, 15, 0, 12);
if(o->on_dying)
o->on_dying(o);
}
void cs_obj_shoot(cs_obj_t *o, int xo, int yo, int xs,
int ys, int rate, int delay, int ammo)
{
o->fire.v.x = xo;
o->fire.v.y = yo;
o->fire.v.xv = xs;
o->fire.v.yv = ys;
o->fire.rate = rate;
o->fire.timer = delay;
o->fire.ammo = ammo;
}
/*
* cs_engine_t
*/
static cs_obj_t *__new_obj(cs_engine_t *e)
{
cs_obj_t *o = calloc(1, sizeof(cs_obj_t));
if(!o)
return NULL;
o->owner = e;
o->prev = NULL;
o->next = NULL;
cs_obj_clear(o);
++e->pool_total;
return o;
}
cs_engine_t *cs_engine_create(int w, int h, int objects)
{
cs_engine_t *e = calloc(1, sizeof(cs_engine_t));
if(!e)
return NULL;
cs_engine_set_size(e, w, h);
cs_engine_set_wrap(e, 0, 0);
/*
* Create some objects and throw into the pool.
* Note that "pool_free" gets initialized by
* cs_obj_die(), objects are initialized and so
* on, this way - automatically!
*/
while(objects--)
{
cs_obj_t *o = __new_obj(e);
if(o)
cs_obj_free(o);
else
{
/* Oops, no memory... */
cs_engine_delete(e);
return NULL;
}
}
return e;
}
cs_obj_t *cs_engine_get_obj(cs_engine_t *e)
{
cs_obj_t *o = e->pool;
if(o)
{
e->pool = o->next;
o->head = NULL;
o->prev = NULL;
o->next = NULL;
--e->pool_free;
}
return o;
}
void cs_engine_set_size(cs_engine_t *e, int w, int h)
{
e->w = w;
e->h = h;
}
void cs_engine_set_image_size(cs_engine_t *e, int bank, int w, int h)
{
if(bank < 0)
return;
if(bank >= e->nimageinfo)
{
int nnii = bank + 16;
image_info_t *nii = realloc(e->imageinfo,
sizeof(image_info_t) * nnii);
if(!nii)
return;
e->nimageinfo = nnii;
e->imageinfo = nii;
}
e->imageinfo[bank].w = w;
e->imageinfo[bank].h = h;
}
void cs_engine_set_wrap(cs_engine_t *e, int x, int y)
{
e->wx = PIXEL2CS(x);
e->wy = PIXEL2CS(y);
}
void cs_engine_delete(cs_engine_t *e)
{
cs_obj_t *o;
/* First get all objects to the pool... */
cs_engine_reset(e);
/* ...then empty the pool. */
while((o = cs_engine_get_obj(e)))
free(o);
free(e->imageinfo);
free(e);
}
void cs_engine_reset(cs_engine_t *e)
{
int i;
for(i = 0; i < CS_LAYERS; ++i)
while(e->objects[i])
cs_obj_free(e->objects[i]);
e->time = 0.0;
}
/*
----------------------------------------------------------------------
* The actual *engine* :-)
----------------------------------------------------------------------
*/
void __enemy_fire(cs_obj_t *o)
{
log_printf(DLOG, "fire!\n");
}
void __make_move(cs_obj_t *o, int wx, int wy)
{
/*
* Movement
*/
__move_point(&o->point, wx, wy);
/*
* Animation
*/
if(o->flags & CS_OBJ_DOANIM)
{
/*
FIXME: Dirty hack here... Should play *any* death animation one-shot and then die.
*/
if((o->flags & CS_OBJ_DYING)
&& (o->anim.cframe >> 4 == 14))
cs_obj_free(o);
o->anim.cframe += o->anim.aspeed;
o->anim.cframe %= o->anim.aframes << 4;
o->anim.frame = (o->anim.cframe >> 4) + o->anim.fframe;
}
/*
* Fire / spawning
*/
if(!(o->flags & CS_OBJ_DYING) && o->fire.rate)
{
if(o->fire.timer > 0)
--o->fire.timer;
else
{
o->fire.timer = o->fire.rate;
__enemy_fire(o);
if(o->on_fire)
o->on_fire(o);
}
}
}
void __update_points(cs_engine_t *e, float frac_frame)
{
cs_obj_t *o;
int i;
int ff = frac_frame * 256.0;
if(ff < 0)
ff = 0;
else if(ff > 256)
ff = 256;
if(e->filter)
for(i = 0; i < CS_USER_POINTS; ++i)
__update_point_f(&e->points[i], ff, e->wx, e->wy);
else
for(i = 0; i < CS_USER_POINTS; ++i)
__update_point(&e->points[i], ff);
for(i = 0; i < CS_LAYERS; ++i)
{
if(e->filter)
__update_point_f(&e->offsets[i], ff, e->wx, e->wy);
else
__update_point(&e->offsets[i], ff);
e->changed[i] = 0;
o = e->objects[i];
while(o)
{
if(e->filter)
__update_point_f(&o->point, ff, e->wx,
e->wy);
else
__update_point(&o->point, ff);
o->point.gx -= e->offsets[i].gx;
o->point.gy -= e->offsets[i].gy;
e->changed[i] |= o->point.changed;
__fix_wrap(e, o);
o = o->next;
}
}
}
void __run_all(cs_engine_t *e)
{
int i;
cs_obj_t *o;
for(i = 0; i < CS_USER_POINTS; ++i)
__move_point(&e->points[i], e->wx, e->wy);
for(i = 0; i < CS_LAYERS; ++i)
{
__move_point(&e->offsets[i], e->wx, e->wy);
o = e->objects[i];
while(o)
{
__make_move(o, e->wx, e->wy);
o = o->next;
}
}
}
void __wrap_all(cs_engine_t *e)
{
int i;
cs_obj_t *o;
for(i = 0; i < CS_USER_POINTS; ++i)
__wrap_point(&e->points[i], e->wx, e->wy);
for(i = 0; i < CS_LAYERS; ++i)
{
__wrap_point(&e->offsets[i], e->wx, e->wy);
o = e->objects[i];
while(o)
{
__wrap_point(&o->point, e->wx, e->wy);
o = o->next;
}
}
}
void cs_engine_advance(cs_engine_t *e, double to_frame)
{
if(to_frame > 0)
{
int frames = floor(to_frame) - floor(e->time);
if(frames > 0)
{
while(frames--)
{
__run_all(e);
e->on_frame(e);
}
}
}
e->time = to_frame;
if(e->wx || e->wy)
__wrap_all(e);
__update_points(e, to_frame - floor(to_frame));
}
void cs_engine_render(cs_engine_t *e)
{
cs_obj_t *o;
int i;
for(i = CS_LAYERS - 1; i >= 0; --i)
{
o = e->objects[i];
while(o)
{
if(o->flags & CS_OBJ_VISIBLE)
if(o->render)
if(__onscreen(e, o))
o->render(o);
o = o->next;
}
}
}
+472
View File
@@ -0,0 +1,472 @@
/*(LGPL)
* Project Spitfire sprites + scrolling engine for SDL
----------------------------------------------------------------------
cs.h - Simplistic Control System
----------------------------------------------------------------------
* Copyright (C) 2001, 2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* Note on coordinates:
* Normally, cs assumes that the world continues
* indefinitely in every direction. (Actually,
* it wraps at 4 Gpixel intervals... :-)
*
* However, by calling cs_engine_set_wrap(x, y),
* it's possible to make the engine wrap
* automatically, to nicely support old style
* endless scrolling games. The movement system
* will automatically wrap around edges, and
* most importantly, *interpolation* will work
* correctly in conjunction with wrapping. This
* applies to all points in the system, user
* points included.
*
* Note that cs doesn't have an internal notion
* of layers when it comes to wrapping, which
* means that it's not trivial to implement
* wrapping for parallax scrolling correctly.
* All parallax layers have to be of the same
* size, as cs cannot tell which points belong
* to which layer when performing the internal
* calculations.
*
* Call cs_engine_set_wrap(0, 0); to disable
* wrapping. Wrapping can be set or disabled
* individually for each axis.
*
* Note on graphics coordinates:
* Graphics coordinates don't always wrap at the
* same time as their corresponding object
* coordinates! This is because the engine must
* consider the view rectangle and the bounding
* rectangles of objects, and adjust the wrapping
* so that all objects that should be visible
* are.
*
* Note on wrapping (with wrapping enabled only):
* When a layer is scrolled so that it's limits
* end up inside the display window, the engine
* automatically makes objects wrap around from
* the far edge, so that continuous looping is
* possible.
* However, note that this breaks if objects can
* be seen at more than one edge at a time! That
* is, (wrap size - display size) must be bigger
* than the size of the largest object.
*
* TODO:
* * Scrap the animation system and throw
* something nicer in. A primitive VM based
* "scripting" system with <frame, duration>
* commands and switches based on speed,
* direction, state etc would be incredibly
* powerful, and still not too complicated.
*
* * Implement collision detection. There should
* be flags to enable/disable it on per-layer
* as well as per-object basis.
*
* * Group all per-layer stuff into a struct,
* and then use an array of structs.
*
* * Split each layer into two lists; one for
* visible objects and one for hidden objects,
* so they can be handled more efficiently.
* (Hidden objects are skipped one by one in
* the render loop now, for example - it will
* become worse over time, I think.)
*
* * Implement some sort of zone based collision
* detection engine that scales better than
* "check everything against everything".
*/
/*
*
* BUGS:
* * There is a restriction on object movement
* speed in a wrapping world: No object must
* move more than half of the extent of the
* world on either axis in one engine cycle.
* STATUS: Who cares?
*
* * Objects that are not free or active (they
* do *not* have to be visible!) are "missing
* in action" as far as the engine is concerned.
* It won't find them unless you free them,
* or make them visible.
* STATUS: Can and should be fixed.
*/
#ifndef _CS_H_
#define _CS_H_
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define __CS_SHIFT 8
#define CS2PIXEL(x) ( (x) >> __CS_SHIFT )
#define PIXEL2CS(x) ( (x) << __CS_SHIFT )
#define CS_LAYERS 8
#define CS_DEFAULT_LAYER 1 /*0 is normally for overlays*/
#define CS_USER_POINTS 16
/*
FIXME: This fixpoint crap should probably be changed to float...
FIXME: Would break the "changed" mask bonus feature described
FIXME: below, though.
*/
typedef struct
{
/* 24:8 fixpoint values */
int x, y; /* logic position */
int xv, yv;
int xa, ya;
} cs_vector_t;
/*
* Some handy vector construction macros...
*
* NOTE: position (x,y) in integer format, not fixpoint!
*/
/* Point */
static inline cs_vector_t cs_vector_p(int x, int y)
{
cs_vector_t v;
v.x = PIXEL2CS(x);
v.y = PIXEL2CS(y);
v.xv = v.yv = v.xa = v.ya = 0;
return v;
}
/* Point + velocity */
static inline cs_vector_t cs_vector_pv(int x, int y, int xv, int yv)
{
cs_vector_t v;
v.x = PIXEL2CS(x);
v.y = PIXEL2CS(y);
v.xv = xv;
v.yv = yv;
v.xa = v.ya = 0;
return v;
}
/* Point + velocity + acceleration */
static inline cs_vector_t cs_vector_pva(int x, int y, int xv, int yv, int xa, int ya)
{
cs_vector_t v;
v.x = PIXEL2CS(x);
v.y = PIXEL2CS(y);
v.xv = xv;
v.yv = yv;
v.xa = xa;
v.ya = ya;
return v;
}
/*
* Generic coordinate + speed and acceleration type. Position filtering
* support is built-in as well, for smooth animation regardless of
* control system / video frame rate ratio.
FIXME: Interpolation can break detailed animations involving multiple
FIXME: sprites that move and animate (changing images) at the same
FIXME: time. Provide a "CS_OBJ_NO_INTERPOLATION" flag?
*/
typedef struct
{
/* 24:8 fixpoint values here as well */
cs_vector_t v;
int ox, oy; /* last position (for filtering) */
int gx, gy; /* graphic position */
/* (changed != 0) if gx or gy changed during the last update.
* This is a bit mask with the same format as the coords,
* which means that you can mask some low bits off to set
* a coarse movement sensitivity threshold.
* Ex. (changed & 0xffffff00) == "gx or gy moved to
* another pixel posn."
*/
int changed;
} cs_point_t;
/*
* Force the interpolation filter of a point to the current
* position of the vector. (This is required when activating
* new objects.)
*/
static inline void cs_point_force(cs_point_t *p)
{
p->ox = p->gx = p->v.x;
p->oy = p->gy = p->v.y;
}
/*
* This stuff is translated from Object Pascal to "Object
* Oriented Style C" with my new naming conventions...
* I don't consider this code needing advanced OO, so I
* don't want to drag C++ in.
*/
struct cs_engine_t;
struct cs_obj_t;
/*
----------------------------------------------------------------------
* cs_obj_t (used to be object + sprite)
----------------------------------------------------------------------
*
* "The Basic Move Object.
*
* This object reperesents a moving object on the screen.
* You just tell it in what direction to go, and the Game Graphics
* system will do the job."
*
* What to do in the callbacks:
* collision() Check accurately if two objects really collide.
* (The control system will ask when bounding rects
* are overlapping and the collision masks indicate
* that a collision would affect one or both objects.)
*/
typedef struct cs_obj_t
{
struct cs_engine_t *owner;
struct cs_obj_t **head;
struct cs_obj_t *next, *prev;
cs_point_t point; /* Position, speed, acceleration */
int w, h; /* Sprite bounding rect size (pixels) */
int flags;
int layer;
/* Collision filter (new) */
int group_mask; /* bit set = "belongs to group" */
int hit_mask; /* bit set = "can hit group" */
struct
{
int bank; /* Image bank */
int frame; /* Image frame */
int fframe; /* First frame (integer) */
int aframes; /* # of frames; from fframe (integer) */
int cframe; /* Current frame; from fframe (28:4 fixp) */
int aspeed; /* Frames / engine cycle (28:4 fixp) */
} anim;
struct
{
cs_vector_t v; /* weapon offset + vel + acc */
int rate; /* frames/shot */
int timer;
int ammo; /* bullet type */
} fire;
int score; /*Score for destroy*/
int health; /*Health points*/
/*
* Event callbacks
*/
int (*on_hit)(struct cs_obj_t *o); /* Ouch! */
int (*on_dying)(struct cs_obj_t *o); /* Destructing... */
int (*on_fire)(struct cs_obj_t *o); /* BOOM! */
/*
* Collision detection callbacks
* Called when bounding rect intersection is detected.
* Should return 1 if there actually is a collision.
*/
int (*collision)(struct cs_obj_t *o1, struct cs_obj_t *o2);
/*
* Rendering callback
* NOTE: Use (gx,gy) when rendering, *NOT* (x,y)!
*/
void (*render)(struct cs_obj_t *o);
/*
* User destructor; Object is freed after you return.
*/
int (*on_free)(struct cs_obj_t *o);
/* User data */
int tag; /* user ID */
void *user; /* user data */
} cs_obj_t;
/* cs_obj_t flags */
/*
* True when an object is "in the system"; ie when it's in one of
* the sprite lists, as opposed to in the free pool, or unattached.
* ("Unattached" is the state an object is in when you've just got
* it from cs_engine_get_obj().)
*/
#define CS_OBJ_ACTIVE 0x00000001
/*
* Note that an object with a 0 visible flag is still *active*! It's
* coordinates are updated, animation, collisions, spawning/shooting
* etc runs - it's just not visible. (Well, whatever is spawned is.)
*/
#define CS_OBJ_VISIBLE 0x00000002
/*
* Set by the collision detection system whenever any part of the
* object's bounding rectangle is inside the bounding rectangle
* of the screen.
*/
#define CS_OBJ_ONSCREN 0x00000004
/*
* Set whenever the cs animation system is to be used to generate
* image frame numbers for this object.
*/
#define CS_OBJ_DOANIM 0x00000008
/*
* Set while the object is marked as dying. Normally, you would
* run some animation and perhaps spawn some explosion objects,
* and then free the object.
*/
#define CS_OBJ_DYING 0x00000010
/* Basic methods */
/*
* Note: You only really need cs_obj_layer(), cs_obj_show()
* and cs_obj_free(). The others are just for more fine
* grained life cycle control.
*/
void cs_obj_layer(cs_obj_t *o, unsigned int layer);
void cs_obj_activate(cs_obj_t *o); /* Add to cs */
void cs_obj_show(cs_obj_t *o); /* Enable display */
void cs_obj_hide(cs_obj_t *o); /* Disable display */
void cs_obj_deactivate(cs_obj_t *o); /* Disengage from cs */
void cs_obj_free(cs_obj_t *o); /* Remove and throw back in the pool */
void cs_obj_pos(cs_obj_t *o, int x, int y); /* Set new position */
void cs_obj_vel(cs_obj_t *o, int xs, int ys); /* Set movement speed */
void cs_obj_acc(cs_obj_t *o, int xa, int ya); /* Set movement acceleration */
void cs_obj_vector(cs_obj_t *o, cs_vector_t *v);/* Set all */
void cs_obj_clear(cs_obj_t *o);
/* Animation methods */
void cs_obj_image(cs_obj_t *o, int bank, int frame);
void cs_obj_anim(cs_obj_t *o, int bank,
int first, int num,
int start, int spd);
void cs_obj_explode(cs_obj_t *o); /*Start death sequence*/
/* Fire/spawning control */
/* NOTE:
In the original version, spawned object speed was
absolute, while here, it's relative to object 'o'.
*/
void cs_obj_shoot(cs_obj_t *o, int xo, int yo, int xs,
int ys, int rate, int delay, int ammo);
typedef struct
{
int w, h;
} image_info_t;
/*
----------------------------------------------------------------------
* cs_engine_t (new)
----------------------------------------------------------------------
*/
typedef struct cs_engine_t
{
/* Display window size (pixels) */
int w, h;
/* Wrapping limits (pixels) */
int wx, wy;
/* Motion filtering */
int filter; /* 0: newest,
* 1: linear interpolation
*/
/* Current time in frames */
double time;
/*
* Callback that's called once per Control System
* frame from within cs_engine_advance().
*/
void (*on_frame)(struct cs_engine_t *e);
/* Active objects */
cs_obj_t *objects[CS_LAYERS];
/* Layer position/offset control */
cs_point_t offsets[CS_LAYERS];
/* Position control for custom stuff */
cs_point_t points[CS_USER_POINTS];
/*
* Combined "changed" flag masks for the object groups above.
*/
int changed[CS_LAYERS];
/* Pool of unused objects */
cs_obj_t *pool;
int pool_free; /* # of objects in here */
int pool_total; /* # of objects in system */
/* Image info table */
image_info_t *imageinfo;
int nimageinfo;
} cs_engine_t;
cs_engine_t *cs_engine_create(int w, int h, int objects);
void cs_engine_set_size(cs_engine_t *e, int w, int h);
void cs_engine_set_image_size(cs_engine_t *e, int bank, int w, int h);
void cs_engine_set_wrap(cs_engine_t *e, int x, int y);
void cs_engine_delete(cs_engine_t *e);
void cs_engine_reset(cs_engine_t *e);
void cs_engine_advance(cs_engine_t *e, double to_frame); /* 0 == reset timer*/
void cs_engine_render(cs_engine_t *e);
cs_obj_t *cs_engine_get_obj(cs_engine_t *e);
#ifdef __cplusplus
};
#endif
#endif /* _CS_H_ */
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/*(LGPL)
* Simple display for score, lives etc.
* © David Olofson, 2001-2003, 2007
*/
#define D_LINE_HEIGHT 9
#define D_LINE1_POS 1
#define D_LINE1_TXOFFS 0
#define D_LINE2_POS 9
#define D_LINE2_TXOFFS 0
#include <string.h>
#include "window.h"
#include "display.h"
display_t::display_t()
{
_on = 0;
caption("CAPTION");
text("TEXT");
on();
}
void display_t::color(Uint32 _cl)
{
_color = _cl;
if(_on)
invalidate();
}
void display_t::caption(const char *cap)
{
strncpy(_caption, cap, sizeof(_caption));
if(_on)
invalidate();
}
void display_t::text(const char *txt)
{
strncpy(_text, txt, sizeof(_text));
if(_on)
invalidate();
}
void display_t::on()
{
if(_on)
return;
_on = 1;
invalidate();
}
void display_t::off()
{
if(!_on)
return;
_on = 0;
invalidate();
}
void display_t::render_caption()
{
SDL_Rect r;
r.x = 0;
r.y = D_LINE1_POS;
r.w = width();
r.h = D_LINE_HEIGHT;
background(_color);
clear(&r);
if(_on)
center(D_LINE1_POS + D_LINE1_TXOFFS, _caption);
}
void display_t::render_text()
{
SDL_Rect r;
r.x = 0;
r.y = D_LINE2_POS;
r.w = width();
r.h = D_LINE_HEIGHT;
background(_color);
clear(&r);
if(_on)
center(D_LINE2_POS + D_LINE2_TXOFFS, _text);
}
void display_t::refresh(SDL_Rect *r)
{
render_caption();
render_text();
}
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/*(LGPL)
* Simple display for score, lives etc.
* © David Olofson, 2001
*/
#include "window.h"
class display_t : public window_t
{
char _caption[64];
char _text[64];
int _on;
Uint32 _color;
void render_caption();
void render_text();
public:
display_t();
void refresh(SDL_Rect *r);
void color(Uint32 _cl);
void caption(const char *cap);
void text(const char *txt);
void on();
void off();
};
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/*(LGPL)
----------------------------------------------------------------------
filters.h - Filters for the sprite manager
----------------------------------------------------------------------
* Copyright (C) David Olofson, 2001, 2003
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef SPRITE_FILTERS_H
#define SPRITE_FILTERS_H
#include "sprite.h"
#ifdef __cplusplus
extern "C" {
#endif
/*
* Flags (args.flags) that apply to most plugins:
*/
#define SF_CLAMP_EXTEND 0x00000001
#define SF_CLAMP_SFONT 0x00000002
/*
* Convert bank to RGBA 8:8:8:8 format.
*
* (No arguments.)
*/
int s_filter_rgba8(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Dither R, G and B channels to the specified bit depth.
*
* args.x = 1 activates 16 bit RGBA fix (assume +/-16 dither depth for RGBA)
* args.y = dither type (0 = 2x2 filter, 1 = random)
*
* args.r = red dither depth
* args.g = green dither depth
* args.b = blue dither depth
*
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*
* Note: This plugin does *not* dither the alpha channel!
*/
int s_filter_dither(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Convert bank to display format for fast rendering.
*
* args.x = 1 forces use of SDL_DisplayFormat().
* RGBA surfaces get a colorkey of <0,0,0,0>.
*/
int s_filter_displayformat(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Convert colorkey to alpha channel.
*
* The global colorkey variable is used for base colorkey value.
* args.max = colorkey detection fuzziness factor
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*/
int s_filter_key2alpha(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Adjust alpha level and contrast, and then clean out almost opaque
* and almost transparent pixels.
*
* args.fx = alpha contrast (1.0 = unchanged; 2.0 = double; scales around 128)
* args.x = alpha offset (0 = unchanged; -255 = all transp.; 255 = all opaque)
*
* args.min = min alpha passed (lower ==> 0)
* args.max = max alpha passed (higher ==> 255)
*
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*/
int s_filter_cleanalpha(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Adjust brightness and contrast.
*
* args.fx = brightness (1.0 = unchanged; 0.0 = black; 2.0 = white)
* args.fy = contrast (1.0 = unchanged; 0.5 = 50%; 2.0 = 200%)
*
* args.min = min value (clamping)
* args.max = max value (clamping)
*
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*/
int s_filter_brightness(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
/*
* Scale images by the specified factor, using the specified method.
*
* args.x = scaling mode;
* SF_SCALE_NEAREST Nearest
* SF_SCALE_BILINEAR Bilinear interpolation
* SF_SCALE_SCALE2X Scale2x (Based on an algo from AdvanceMAME)
* SF_SCALE_DIAMOND Diamond (Weighted diamond shaped core)
*
* args.fx = horizontal scale factor (1.0 ==> 1:1)
* args.fy = vertical scale factor (1.0 ==> 1:1)
*
* args.flags;
* SF_CLAMP_EXTEND Clamp at edges; image edge is extended outwards
* SF_CLAMP_SFONT SFont mode; first row is treated specially.
*
*/
#define SF_SCALE_NEAREST 0
#define SF_SCALE_BILINEAR 1
#define SF_SCALE_SCALE2X 2
#define SF_SCALE_DIAMOND 3
int s_filter_scale(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
#if 0
/*
TODO:
* Add shaded light to images.
*
* args.fx = Highlight X position ([0,1])
* args.fy = Highlight Y position ([0,1])
* args.fz = Highlight "half intensity" radius
*
* args.x = Gradient type:
* SF_LIGHT_LINEAR Linear gradient
* SF_LIGHT_CIRCULAR Circular spotlight
*
* args.z = Gradient rotation (65536 units/rotation)
*
* args.min = "Ambient light"
* args.max = Max brightness
*
* args.r = Light color, red component
* args.g = Light color, green component
* args.b = Light color, blue component
*
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*/
#define SF_LIGHT_LINEAR 0
#define SF_LIGHT_CIRCULAR 1
int s_filter_light(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
#endif
/*
* Add single colored noise to images.
*
* args.x = Pseudo-RNG seed for first frame
*
* args.min = Min brightness ([0,255])
* args.max = Max brightness ([0,255])
*
* args.r = Noise color, red component ([0,255])
* args.g = Noise color, green component ([0,255])
* args.b = Noise color, blue component ([0,255])
*
* args.flags;
* SF_CLAMP_SFONT SFont mode; first row is ignored.
*/
int s_filter_noise(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
#ifdef __cplusplus
}
#endif
#endif /* SPRITE_FILTERS_H */
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/*(LGPL)
----------------------------------------------------------------------
gfxengine.h - Graphics Engine
----------------------------------------------------------------------
* Copyright (C) 2001-2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _GFXENGINE_H_
#define _GFXENGINE_H_
#define GFX_BANKS 256
#define MAX_DIRTYRECTS 1024
#define MAX_PAGES 3
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "glSDL.h"
#include "sprite.h"
#include "cs.h"
enum gfx_drivers_t
{
GFX_DRIVER_SDL2D = 0,
GFX_DRIVER_GLSDL = 1
};
enum gfx_scalemodes_t
{
GFX_SCALE_NEAREST = 0,
GFX_SCALE_BILINEAR = 1,
GFX_SCALE_BILIN_OVER = 2,
GFX_SCALE_SCALE2X = 3,
GFX_SCALE_DIAMOND = 4
};
class window_t;
class SoFont;
class gfxengine_t
{
friend class window_t;
public:
gfxengine_t();
virtual ~gfxengine_t();
void output(window_t *outwin);
window_t *output() { return window; }
void screen(window_t *fullwin);
window_t *screen() { return fullwin; }
/*
* Initialization
*/
void size(int w, int h);
void centered(int c);
void scale(float x, float y);
void driver(gfx_drivers_t drv);
void mode(int bits, int fullscreen);
// 1: Use double buffering if possible
void doublebuffer(int use);
// -1: Use default for shadow() and doublebuffer() settings
// 0: None; assume flipping gives you a garbage buffer
// 1: Assume flipping leaves the back buffer intact
// 2: Assume two buffers that are swapped when flipping
// 3: Assume three buffers cycled when flipping
void pages(int np);
// 1: Enable vsync, if available
void vsync(int use);
// 1: Use a software shadow back buffer, if possible
void shadow(int use);
void autoinvalidate(int use);
void interpolation(int inter);
// 0 to reset internal timer
void period(float frameduration);
// 0 to disable timing, running one logic frame per rendered frame.
// 1 to disable filtering, using raw delta times for timing.
void timefilter(float coeff);
void wrap(int x, int y);
/* Info */
int doublebuffer() { return _doublebuf; }
int shadow() { return _shadow; }
int autoinvalidate() { return _autoinvalidate; }
/* Engine open/close */
int open(int objects = 1024, int extraflags = 0);
void close();
/* Data management (use while engine is open) */
void reset_filters();
void filterflags(int fgs);
void scalemode(gfx_scalemodes_t sm, int clamping = 0);
void source_scale(float x, float y);
// void colorkey(Uint8 r, Uint8 g, Uint8 b);
void clampcolor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
void dither(int type = 0, int _broken_rgba8 = 0);
void noalpha(int threshold = 128);
void brightness(float bright, float contr);
int loadimage(int bank, const char *name);
int loadtiles(int bank, int w, int h, const char *name);
int loadfont(int bank, const char *name);
int copyrect(int bank, int sbank, int sframe, SDL_Rect *r);
int is_loaded(int bank);
void reload();
void unload(int bank = -1);
/* Settings (use while engine is open) */
void title(const char *win, const char *icon);
/* Display show/hide */
int show();
void hide();
/* Main loop take-over */
void run();
/*
* Override these;
* frame() is called once per control system frame,
* after the control system has executed.
* pre_render() is called after the engine has advanced
* to the state for the current video frame
* (interpolated state is calculated), before
* the engine renders all graphics.
* post_render() is called after the engine have
* rendered all sprites, but before video the
* sync/flip/update operation.
*/
virtual void frame();
virtual void pre_render();
virtual void post_render();
/*
---------------------------------------------
* The members below this line can safely be
* called from within the frame() handler.
*/
/* Rendering */
void clear(Uint32 _color = 0x000000);
void invalidate(SDL_Rect *rect = NULL, window_t *window = NULL);
/* Screenshots */
void screenshot();
/* Control */
cs_engine_t *cs() { return csengine; }
SDL_Surface *surface();
void flip(); // Flip pages
void update(); // Full update, making current draw page visible
void stop();
cs_obj_t *get_obj(int layer);
void free_obj(cs_obj_t *obj);
void cursor(int csr);
s_sprite_t *get_sprite(unsigned bank, int _frame)
{
return s_get_sprite(gfx, bank, _frame);
}
SoFont *get_font(unsigned int f);
int set_hotspot(unsigned bank, int _frame, int x, int y)
{
return s_set_hotspot(gfx, bank, _frame, x, y);
}
void scroll_ratio(int layer, float xr, float yr);
void scroll(int xs, int ys);
void force_scroll();
int xoffs(int layer);
int yoffs(int layer);
/* Info */
int objects_in_use();
int width() { return _width; }
int height() { return _height; }
float xscale() { return xs * (1.f/256.f); }
float yscale() { return ys * (1.f/256.f); }
protected:
gfx_drivers_t _driver;
gfx_scalemodes_t _scalemode;
int _clamping;
SDL_Surface *screen_surface;
SDL_Surface *softbuf;
int backpage;
int frontpage;
int dirtyrects[MAX_PAGES];
SDL_Rect dirtytable[MAX_PAGES][MAX_DIRTYRECTS];
window_t *dirtywtable[MAX_PAGES][MAX_DIRTYRECTS];
window_t *fullwin;
window_t *window;
window_t *windows; // Linked list
int wx, wy;
int xs, ys; // fix 24:8
int sxs, sys; // fix 24:8
s_filter_t *sf1, *sf2; // Scaling filter plugins
s_filter_t *acf; // Alpha cleaning plugin
s_filter_t *bcf; // Brightness/contrast plugin
s_filter_t *df; // Dither filter plugin
s_filter_t *dsf; // Display format plugin
int xscroll, yscroll;
float xratio[CS_LAYERS];
float yratio[CS_LAYERS];
s_container_t *gfx;
SoFont *fonts[GFX_BANKS]; // Kludge.
cs_engine_t *csengine;
int xflags;
int _doublebuf;
int _pages;
int _vsync;
int _shadow;
int _fullscreen;
int _centered;
int _autoinvalidate;
int use_interpolation;
int _width, _height;
int _depth;
const char *_title;
const char *_icontitle;
int _cursor;
int _dither;
int _dither_type;
int broken_rgba8; //Klugde for OpenGL (if RGBA8 ==> RGBA4)
int alpha_threshold; //For noalpha()
float _brightness;
float _contrast;
int last_tick;
float ticks_per_frame;
float _timefilter;
int is_showing;
int is_running;
int is_open;
int screenshot_count;
void __invalidate(int page, SDL_Rect *rect = NULL,
window_t *window = NULL);
void refresh_rect(SDL_Rect *r);
static void on_frame(cs_engine_t *e);
void __frame();
void start_engine();
void stop_engine();
static void render_sprite(cs_obj_t *o);
};
extern gfxengine_t *gfxengine;
#endif
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/*(LGPL)
------------------------------------------------------------
glSDL 0.9 - SDL 2D API on top of OpenGL
------------------------------------------------------------
* Copyright (C) 2001-2004, 2006-2007 David Olofson
* This code is released under the terms of the GNU LGPL.
*/
#ifndef _GLSDL_H_
#define _GLSDL_H_
/*
* If you don't use GNU autotools or similar, uncomment this to
* compile with OpenGL enabled:
#define HAVE_OPENGL
*
* NOTE:
* See README about using this glSDL wrapper with
* SDL versions that have the glSDL backend!
*/
/* We're still using SDL datatypes here - we just add some stuff. */
#include "SDL.h"
/*
* Ignore the flag from SDL w/ glSDL backend, since we're going
* to use glSDL/wrapper by default.
*/
#ifdef SDL_GLSDL
#undef SDL_GLSDL
#endif
#ifndef HAVE_OPENGL
/* Fakes to make glSDL code compile with SDL. */
#define SDL_GLSDL 0
#define GLSDL_FIX_SURFACE(s)
#else /* HAVE_OPENGL */
#ifdef __cplusplus
extern "C" {
#endif
#if (SDL_MAJOR_VERSION <= 1) && (SDL_MINOR_VERSION <= 2) && \
(SDL_PATCHLEVEL < 5)
#warning glSDL: Using SDL version 1.2.5 or later is strongly recommended!
#endif
/*----------------------------------------------------------
SDL style API
----------------------------------------------------------*/
typedef enum glSDL_TileModes
{
GLSDL_TM_SINGLE,
GLSDL_TM_HORIZONTAL,
GLSDL_TM_VERTICAL,
GLSDL_TM_HUGE
} glSDL_TileModes;
typedef struct glSDL_TexInfo
{
int textures;
int *texture;
int texsize; /* width/height of OpenGL texture */
glSDL_TileModes tilemode;
int tilew, tileh; /* At least one must equal texsize! */
int tilespertex;
/* Area of surface to download when/after unlocking */
SDL_Rect invalid_area;
} glSDL_TexInfo;
#define GLSDL_FIX_SURFACE(s) (s)->unused1 = 0;
#define IS_GLSDL_SURFACE(s) ((s) && texinfotab && glSDL_GetTexInfo(s))
#ifdef SDL_GLSDL
#undef SDL_GLSDL /* In case SDL has the glSDL backend... */
#endif
#define SDL_GLSDL 0x00100000 /* Create an OpenGL 2D rendering context */
/*
* Wraps SDL_SetVideoMode(), and adds support for the SDL_GLSDL flag.
*
* If 'flags' contains SDL_GLSDL, glSDL_SetVideoMode() sets up a "pure"
* OpenGL rendering context for use with the glSDL_ calls.
*
* SDL can be closed as usual (using SDL_ calls), but you should call
* glSDL_Quit() (kludge) to allow glSDL to clean up it's internal stuff.
*/
SDL_Surface *glSDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
void glSDL_Quit(void);
void glSDL_QuitSubSystem(Uint32 flags);
/* Replaces SDL_Quit() entirely, when using the override defines */
void glSDL_FullQuit(void);
SDL_Surface *glSDL_GetVideoSurface(void);
void glSDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
void glSDL_UpdateRect(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h);
/*
* Works like SDL_Flip(), but may also perform enqueued blits.
* (That is, it's possible that the implementation renders
* *nothing* until glSDL_Flip() is called.)
*/
int glSDL_Flip(SDL_Surface *screen);
void glSDL_FreeSurface(SDL_Surface *surface);
int glSDL_LockSurface(SDL_Surface *surface);
void glSDL_UnlockSurface(SDL_Surface *surface);
/*
* Like the respective SDL functions, although they ignore
* SDL_RLEACCEL, as it makes no sense in this context.
*/
int glSDL_SetColorKey(SDL_Surface *surface, Uint32 flag, Uint32 key);
int glSDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);
/*
* Sets up clipping for the screen, or a SDL_Surface.
*
* Note that this function takes both SDL_Surfaces and
* glSDL_Surfaces.
*/
SDL_bool glSDL_SetClipRect(SDL_Surface *surface, SDL_Rect *rect);
int glSDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect,
SDL_Surface *dst, SDL_Rect *dstrect);
int glSDL_FillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
/*
* Convert the given surface into a SDL_Surface (if it isn't
* one already), and makes sure that the underlying SDL_Surface
* is of a pixel format suitable for fast texture downloading.
*
* Note that you *only* have to use this function if you want
* fast pixel access to surfaces (ie "procedural textures").
* Any surfaces that aren't converted will be downloaded
* automatically upon the first call to glSDL_BlitSurface(),
* but if conversion is required, it will be required for
* every glSDL_UnlockSurface() call.
*
* IMPORTANT:
* You *can* pass an SDL_Surface directly to this function,
* and it will try to deal with it nicely. However, this
* requires that a temporary SDL_Surface is created, and
* this surface is cached only until the texture memory is
* needed for new surfaces.
*/
SDL_Surface *glSDL_DisplayFormat(SDL_Surface *surface);
SDL_Surface *glSDL_DisplayFormatAlpha(SDL_Surface *surface);
SDL_Surface *glSDL_ConvertSurface
(SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);
SDL_Surface *glSDL_CreateRGBSurface
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
SDL_Surface *glSDL_CreateRGBSurfaceFrom(void *pixels,
int width, int height, int depth, int pitch,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
SDL_Surface *glSDL_LoadBMP(const char *file);
int glSDL_SaveBMP(SDL_Surface *surface, const char *file);
#ifdef __cplusplus
}
#endif
/* Some ugly "overriding"... */
#ifndef _GLSDL_NO_REDEFINES_
/*
* You *always* need to lock and unlock a glSDL surface in
* order to get glSDL to update the OpenGL texture!
*/
#undef SDL_MUSTLOCK
#define SDL_MUSTLOCK(surface) \
(surface->offset || \
((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0) || \
IS_GLSDL_SURFACE(surface))
#define SDL_SetVideoMode glSDL_SetVideoMode
#define SDL_GetVideoSurface glSDL_GetVideoSurface
#define SDL_Quit glSDL_FullQuit
#define SDL_QuitSubSystem glSDL_QuitSubSystem
#define SDL_UpdateRects glSDL_UpdateRects
#define SDL_UpdateRect glSDL_UpdateRect
#define SDL_Flip glSDL_Flip
#define SDL_FreeSurface glSDL_FreeSurface
#define SDL_LockSurface glSDL_LockSurface
#define SDL_UnlockSurface glSDL_UnlockSurface
#define SDL_SetColorKey glSDL_SetColorKey
#define SDL_SetAlpha glSDL_SetAlpha
#define SDL_SetClipRect glSDL_SetClipRect
#undef SDL_BlitSurface
#define SDL_BlitSurface glSDL_BlitSurface
#define SDL_FillRect glSDL_FillRect
#define SDL_DisplayFormat glSDL_DisplayFormat
#define SDL_DisplayFormatAlpha glSDL_DisplayFormatAlpha
#define SDL_ConvertSurface glSDL_ConvertSurface
#define SDL_CreateRGBSurface glSDL_CreateRGBSurface
#define SDL_CreateRGBSurfaceFrom glSDL_CreateRGBSurfaceFrom
#undef SDL_AllocSurface
#define SDL_AllocSurface glSDL_CreateRGBSurface
#undef SDL_LoadBMP
#define SDL_LoadBMP glSDL_LoadBMP
#undef SDL_SaveBMP
#define SDL_SaveBMP glSDL_SaveBMP
#define IMG_Load(x) glSDL_IMG_Load(x)
#endif
#endif /* HAVE_OPENGL */
#ifdef HAVE_OPENGL
/* Some extra overloading for common external lib calls... */
#include "SDL_image.h"
#ifdef __cplusplus
extern "C" {
#endif
SDL_Surface *glSDL_IMG_Load(const char *file);
#ifdef __cplusplus
}
#endif
#endif /* HAVE_OPENGL */
/*----------------------------------------------------------
glSDL API extensions, transparent
----------------------------------------------------------*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Invalidate part of a texture.
*
* This function can be used either between calls to
* glSDL_LockSurface() and glSDL_UnlockSurface(), or before
* calling glSDL_DownloadSurface().
*
* In either case, it causes only the specified area to be
* downloaded when unlocking the surface, or calling
* glSDL_UnlockSurface(), respectively.
*
* Note that if this function is not used, glSDL assumes that
* the entire surface has to be updated. (That is, it's safe
* to ignore this function - it's "just a performance hack.")
*
* Passing a rectangle with zero height or width cancels the
* downloading when/after unlocking the surface. Use if you
* just want to read the texture, but feel like being nice and
* obeying SDL_MUSTLOCK() - which is a good idea, as things
* may change...
*
* Passing NULL for the 'area' argument results in the entire
* surface being invalidated.
*
* NOTE: This function does NOT perform clipping! Weird or
* even Bad Things may happen if you specify areas
* that protrude outside the edges of the actual
* surface.
*/
void glSDL_Invalidate(SDL_Surface *surface, SDL_Rect *area);
/*
* Make sure that the texture of the specified surface is up
* to date in OpenGL texture memory.
*
* This can be used together with glSDL_UnloadSurface() to
* implement custom texture caching schemes.
*
* Returns 0 on success, or a negative value if something
* went wrong.
*/
int glSDL_UploadSurface(SDL_Surface *surface);
/*
* Free the texture space used by the specified surface.
*
* Normally, glSDL should download textures when needed, and
* unload the oldest (in terms of use) surfaces, if it runs out
* of texture space.
*/
void glSDL_UnloadSurface(SDL_Surface *surface);
/*----------------------------------------------------------
glSDL API extensions, OpenGL mode ONLY
----------------------------------------------------------*/
/*
* Enable, disable or check the state of "vsync" or
* vertical retrace synchronization. Note that enabling
* this does not *guarantee* that the driver actually
* uses vsync; it only instructs OpenGL to do so if
* possible.
* Pass 1 for 'use' to enable vsync, '0' to disable
* it, and -1 to just return the current state without
* changing it.
* Returns the vsync state *before* any change made
* by the call.
*
* NOTE: Ignored when not using OpenGL acceleration!
*/
int glSDL_VSync(int use);
/*
* Set alpha multiplier. This is multiplied with any full
* surface alpha or alpha channels of surfaces.
*
* The default value is 255, which makes glSDL render like
* the standard SDL 2D backends, ie based only on the
* surface settings.
*
* This function affects the global state of glSDL.
*
* NOTE: NOT available without OpenGL acceleration!
*/
void glSDL_SetBlendAlpha(Uint8 alpha);
/*
* Set color multipliers. These are multiplied with the
* respective color channers of rendered surfaces,
* modulating the brightness of the resulting output.
*
* The default values are 255, which makes glSDL render
* like the standard SDL 2D backends.
*
* This function affects the global state of glSDL.
*
* NOTE: NOT available without OpenGL acceleration!
*/
void glSDL_SetBlendColor(Uint8 r, Uint8 g, Uint8 b);
/*
* Set center offset in pixels for scaling and rotation.
*
* The default is (0, 0), which makes surfaces rotate and
* scale around their centers.
*
* This function affects the global state of glSDL.
*
* NOTE: NOT available without OpenGL acceleration!
*/
void glSDL_SetCenter(float x, float y);
/*
* Set rotation angle in degrees. Rotation is done around
* the center point, which is defined as
* (w/2 + cx, h/2 + cy)
* where w and h are the width and height of the source
* surface, and cx and cy are the center offsets set by
* glSDL_SetCenter().
*
* The default value is 0.0f, which makes glSDL render
* like a normal SDL 2D backend.
*
* This function affects the global state of glSDL.
*
* NOTE: NOT available without OpenGL acceleration!
*/
void glSDL_SetRotation(float angle);
/*
* Set scale factor. Scaling is centered around around
* the point
* (w/2 + cx, h/2 + cy)
* where w and h are the width and height of the source
* surface, and cx and cy are the center offsets set by
* glSDL_SetCenter().
*
* The default value is 1.0f, which makes glSDL render
* like a normal SDL 2D backend.
*
* This function affects the global state of glSDL.
*
* NOTE: NOT available without OpenGL acceleration!
*/
void glSDL_SetScale(float x, float y);
/*
* Reset glSDL global state to defaults.
*/
void glSDL_ResetState(void);
#ifdef __cplusplus
}
#endif
#endif /* _GLSDL_H_ */
+213
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/*(LGPL)
----------------------------------------------------------------------
region.c - Graphics Engine
----------------------------------------------------------------------
* Copyright (C) 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "region.h"
#include <stdlib.h>
static struct
{
RGN_region *region;
int x, y;
SDL_Surface *target;
} s;
static Uint32 gp1(SDL_Surface *surface, int x, int y)
{
return *((Uint8 *)surface->pixels + y * surface->pitch + x);
}
static Uint32 gp2(SDL_Surface *surface, int x, int y)
{
return *((Uint16 *)surface->pixels + y * surface->pitch / 2 + x);
}
static Uint32 gp3(SDL_Surface *surface, int x, int y)
{
int bpp = surface->format->BytesPerPixel;
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
#else
return p[0] | p[1] << 8 | p[2] << 16;
#endif
}
static Uint32 gp4(SDL_Surface *surface, int x, int y)
{
return *((Uint32 *)surface->pixels + y * surface->pitch / 4 + x);
}
RGN_region *RGN_ScanMask(SDL_Surface *src, Uint32 key)
{
RGN_region *rgn = (RGN_region *)calloc(1, sizeof(RGN_region));
Uint32 (*gp)(SDL_Surface *surface, int x, int y);
int x, y;
if(!rgn)
return NULL;
rgn->rows = src->h;
rgn->spans = (Uint16 **)calloc(1, sizeof(Uint16 *) * src->h);
if(!rgn->spans)
{
RGN_FreeRegion(rgn);
return NULL;
}
switch(src->format->BytesPerPixel)
{
case 1:
gp = gp1;
break;
case 2:
gp = gp2;
break;
case 3:
gp = gp3;
break;
case 4:
gp = gp4;
break;
default:
RGN_FreeRegion(rgn);
return NULL;
}
SDL_LockSurface(src);
for(y = 0; y < src->h; ++y)
{
int i = 0;
int drawing = 0;
Uint16 *sp = (Uint16 *)malloc(sizeof(Uint16) * 2 * (src->w + 1));
if(!sp)
{
SDL_UnlockSurface(src);
RGN_FreeRegion(rgn);
return NULL;
}
for(x = 0; x < src->w; ++x)
{
int nd = (gp(src, x, y) == key);
if(nd != drawing)
{
sp[i++] = x;
drawing = nd;
}
}
if(drawing)
sp[i++] = src->w;
sp[i++] = 0;
sp[i++] = 0;
rgn->spans[y] = (Uint16 *)realloc(sp, sizeof(Uint16) * i);
if(!rgn->spans[y])
rgn->spans[y] = sp;
}
SDL_UnlockSurface(src);
return rgn;
}
void RGN_FreeRegion(RGN_region *rgn)
{
if(!rgn)
return;
if(rgn->spans)
{
int i;
for(i = rgn->rows - 1; i >= 0; --i)
free(rgn->spans[i]);
free(rgn->spans);
}
free(rgn);
}
void RGN_Target(SDL_Surface *tgt)
{
s.target = tgt;
}
void RGN_SetRegion(RGN_region *rgn, int xpos, int ypos)
{
s.region = rgn;
s.x = xpos;
s.y = ypos;
}
int RGN_Blit(SDL_Surface *src, SDL_Rect *sr, int x, int y)
{
// FIXME: Clipping is only half done here...
int yy0, yy, yy1;
int sxmin, sxmax, symin, symax;
SDL_Rect sr2;
if(!s.region)
{
SDL_Rect dr;
dr.x = x;
dr.y = y;
return SDL_BlitSurface(src, sr, s.target, &dr);
}
if(sr)
{
sxmin = sr->x;
symin = sr->y;
sxmax = sxmin + sr->w;
symax = symin + sr->h;
}
else
{
sxmin = 0;
symin = 0;
sxmax = src->w;
symax = src->h;
}
yy0 = s.y;
if(yy0 >= y + (symax - symin))
return 0;
if(yy0 < y)
yy0 = y;
yy1 = s.y + s.region->rows;
if(y >= yy1)
return 0;
if(yy1 > y + (symax - symin))
yy1 = y + (symax - symin);
sr2.h = 1;
for(yy = yy0; yy < yy1; ++yy)
{
SDL_Rect dr;
Uint16 *spans = s.region->spans[yy - s.y];
sr2.y = symin + y - yy0;
dr.y = yy;
for( ; spans[0] && spans[1] ; spans += 2)
{
int x0 = s.x + spans[0];
int x1 = s.x + spans[1];
dr.x = x0;
sr2.x = sxmin + x0 - x;
sr2.w = x1 - x0;
SDL_BlitSurface(src, &sr2, s.target, &dr);
}
}
return 0;
}
+61
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/*(LGPL)
----------------------------------------------------------------------
region.h - Graphics Engine
----------------------------------------------------------------------
* Copyright (C) 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef KOBO_REGION_H
#define KOBO_REGION_H
#include "glSDL.h"
#ifdef __cplusplus
extern "C" {
#endif
/*
* Region
* Describes an area as a number of pixel spaced rows,
* each containing zero or more spans on the form <start, end>.
*/
typedef struct RGN_region
{
int rows;
Uint16 **spans;
} RGN_region;
/* Construct region by scanning an SDL surface */
RGN_region *RGN_ScanMask(SDL_Surface *src, Uint32 key);
/* Free a region */
void RGN_FreeRegion(RGN_region *rgn);
/* Set target for region rendering */
void RGN_Target(SDL_Surface *tgt);
/* Select and position region for subsequent operations */
void RGN_SetRegion(RGN_region *rgn, int xpos, int ypos);
/* Blit to region! */
int RGN_Blit(SDL_Surface *src, SDL_Rect *sr, int x, int y);
#ifdef __cplusplus
};
#endif
#endif /* KOBO_REGION_H */
+577
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#include "logger.h"
#include "stdlib.h"
#include "sofont.h"
#include "string.h"
SoFont::SoFont()
{
picture = NULL;
CharPos = NULL;
CharOffset = NULL;
Spacing = NULL;
height = 0;
max_i = 0;
spacew = 0;
cursShift = 0;
background = 0;
xspace = 1;
}
SoFont::~SoFont()
{
if(picture)
SDL_FreeSurface(picture);
delete[]CharPos;
delete[]CharOffset;
delete[]Spacing;
}
namespace SoFontUtilities
{
Uint32 SoFontGetPixel(SDL_Surface * Surface, Sint32 X, Sint32 Y)
{
Uint8 *bits;
Uint32 Bpp;
if(!Surface)
{
log_printf(ELOG, "SoFontGetPixel: No surface!\n");
return 0;
}
if((X < 0) || (X >= Surface->w))
{
log_printf(ELOG, "SoFontGetPixel: X (%d)"
" out of range!\n", X);
return 0;
}
Bpp = Surface->format->BytesPerPixel;
bits = ((Uint8 *) Surface->pixels) + Y * Surface->pitch +
X * Bpp;
switch (Bpp)
{
case 1:
return *((Uint8 *) Surface->pixels +
Y * Surface->pitch + X);
break;
case 2:
return *((Uint16 *) Surface->pixels +
Y * Surface->pitch / 2 + X);
break;
case 3:
// Format/endian independent
Uint8 r, g, b;
r = *((bits) + Surface->format->Rshift / 8);
g = *((bits) + Surface->format->Gshift / 8);
b = *((bits) + Surface->format->Bshift / 8);
return SDL_MapRGB(Surface->format, r, g, b);
break;
case 4:
return *((Uint32 *) Surface->pixels +
Y * Surface->pitch / 4 + X);
break;
}
log_printf(ELOG, "SoFontGetPixel: Unsupported pixel format!\n");
return 0; // David (to get rid of warning)
}
void SoFontSetPixel(SDL_Surface * Surface, Sint32 X, Sint32 Y,
Uint32 c)
{
Uint8 *bits;
Uint32 Bpp;
if(!Surface)
{
log_printf(ELOG, "SoFontSetPixel: No surface!\n");
return;
}
if((X < 0) || (X >= Surface->w))
{
log_printf(ELOG, "SoFontSetPixel: X (%d)"
" out of range!\n", X);
return;
}
Bpp = Surface->format->BytesPerPixel;
bits = ((Uint8 *) Surface->pixels) + Y * Surface->pitch +
X * Bpp;
switch (Bpp)
{
case 1:
*((Uint8 *) Surface->pixels + Y * Surface->pitch +
X) = (Uint8) c;
break;
case 2:
*((Uint16 *) Surface->pixels +
Y * Surface->pitch / 2 + X) =
(Uint16) c;
break;
case 3:
// Format/endian independent
Uint8 r, g, b;
SDL_GetRGB(c, Surface->format, &r, &g, &b);
*((bits) + Surface->format->Rshift / 8) = r;
*((bits) + Surface->format->Gshift / 8) = g;
*((bits) + Surface->format->Bshift / 8) = b;
break;
case 4:
*((Uint32 *) Surface->pixels +
Y * Surface->pitch / 4 + X) = c;
break;
}
}
void clipx(SDL_Rect * srcrect, SDL_Rect * dstrect, SDL_Rect * clip)
{
// Use if destination have the same size than source.
int dx = clip->x - dstrect->x;
int sw = srcrect->w; // Because SDL_Rect.w are
// unsigned.
int dw = dstrect->w;
if(dx > 0)
{
srcrect->x += dx;
dstrect->x += dx;
sw -= dx;
dw -= dx;
}
int dwx = (dstrect->x + dstrect->w) - (clip->x + clip->w);
if(dwx > 0)
{
sw -= dwx;
dw -= dwx;
}
if(sw > 0)
srcrect->w = sw;
else
srcrect->w = 0;
if(dw > 0)
dstrect->w = dw;
else
dstrect->w = 0;
}
void sdcRects(SDL_Rect * source, SDL_Rect * destination,
SDL_Rect clipping)
{
// Use if destination have the same size than source &
// cliping on destination
int dx = clipping.x - destination->x;
int dy = clipping.y - destination->y;
int sw = source->w;
int sh = source->h;
if(dx > 0)
{
source->x += dx;
destination->x += dx;
sw -= dx;
destination->w -= dx;
}
if(dy > 0)
{
source->y += dy;
destination->y += dy;
sh -= dy;
destination->h -= dy;
}
int dwx = (destination->x + destination->w) - (clipping.x +
clipping.w);
int dhy = (destination->y + destination->h) - (clipping.y +
clipping.h);
if(dwx > 0)
{
sw -= dwx;
destination->w -= dwx;
}
if(dhy > 0)
{
sh -= dhy;
destination->h -= dhy;
}
if(sw > 0)
source->w = sw;
else
source->w = 0;
if(sh > 0)
source->h = sh;
else
source->h = 0;
}
}
using namespace SoFontUtilities;
bool SoFont::DoStartNewChar(Sint32 x)
{
if(!picture)
return false;
return SoFontGetPixel(picture, x, 0) ==
SDL_MapRGB(picture->format, 255, 0, 255);
}
void SoFont::CleanSurface()
{
if(!picture)
return;
int x = 0, y = 0;
Uint32 pix = SDL_MapRGB(picture->format, 255, 0, 255);
while(x < picture->w)
{
y = 0;
if(SoFontGetPixel(picture, x, y) == pix)
SoFontSetPixel(picture, x, y, background);
x++;
}
}
bool SoFont::load(SDL_Surface * FontSurface)
{
int x = 0, i = 0, s = 0;
int _CharPos[256];
int _CharOffset[256];
int _Spacing[256];
if(!FontSurface)
{
log_printf(ELOG, "SoFont recieved a NULL SDL_Surface\n");
return false;
}
if(picture)
SDL_FreeSurface(picture);
picture = FontSurface;
height = picture->h - 1;
while(x < picture->w)
{
if(DoStartNewChar(x))
{
if(i)
_Spacing[i - 1] = x - s + xspace;
int p = x;
while((x < picture->w) && (DoStartNewChar(x)))
x++;
s = x;
_CharPos[i] = (x + p + 1) / 2;
_CharOffset[i] = x - _CharPos[i];
i++;
}
x++;
}
//Note that spacing is not needed for the last char,
//as it's just used for the blit width calculation.
if(i)
_Spacing[i - 1] = x - s;
_Spacing[i] = 0;
_CharOffset[i] = 0;
_CharPos[i++] = picture->w;
max_i = START_CHAR + i - 1;
background = SoFontGetPixel(picture, 0, height);
// FIXME: Use this when there is no alpha channel?
// SDL_SetColorKey(picture, SDL_SRCCOLORKEY, background);
CleanSurface();
delete[]CharPos;
delete[]CharOffset;
delete[]Spacing;
CharPos = new int[i];
CharOffset = new int[i];
Spacing = new int[i];
memcpy(CharPos, _CharPos, i * sizeof(int));
memcpy(CharOffset, _CharOffset, i * sizeof(int));
memcpy(Spacing, _Spacing, i * sizeof(int));
// We search for a smart space width:
// Changed from "a", "A", "0" for Kobo Deluxe.
// Spaces were *way* to wide! //David
spacew = 0;
if(!spacew)
spacew = TextWidth("i") * 3 / 2;
if(!spacew)
spacew = TextWidth("I") * 3 / 2;
if(!spacew)
spacew = TextWidth(".") * 3 / 2;
if(!spacew)
spacew = CharPos[1] - CharPos[0];
// We search for a smart cursor position:
int cursBegin = 0;
int cursWidth = 0;
cursShift = 0;
if('|' > max_i)
return true; //No bar in this font!
if(background == SoFontGetPixel(picture, CharPos['|' - START_CHAR],
height / 2))
{
// Up to the first | color
for(cursBegin = 0; cursBegin <= TextWidth("|");
cursBegin++)
if(background != SoFontGetPixel(picture,
CharPos['|' - START_CHAR] +
cursBegin, height / 2))
break;
// Up to the end of the | color
for(cursWidth = 0; cursWidth <= TextWidth("|");
cursWidth++)
if(background == SoFontGetPixel(picture,
CharPos['|' - START_CHAR] +
cursBegin + cursWidth,
height / 2))
break;
}
else
{
// Up to the end of the | color
for(cursWidth = 0; cursWidth <= TextWidth("|");
cursWidth++)
if(background == SoFontGetPixel(picture,
CharPos['|' - START_CHAR] +
cursWidth, height / 2))
break;
}
cursShift = cursBegin + 1; // cursWidth could be used if
// image format changes.
return true;
}
void SoFont::PutString(SDL_Surface *Surface, int x, int y,
const char *text, SDL_Rect *clip)
{
if((!picture) || (!Surface) || (!text))
return;
int ofs, i = 0;
SDL_Rect srcrect, dstrect;
while(text[i] != '\0')
{
if(text[i] == ' ')
{
x += spacew;
i++;
}
else if((text[i] >= START_CHAR) && (text[i] <= max_i))
{
ofs = text[i] - START_CHAR;
srcrect.w = dstrect.w =
this->CharPos[ofs + 1] -
this->CharPos[ofs];
srcrect.h = dstrect.h = height;
srcrect.x = this->CharPos[ofs];
srcrect.y = 1;
dstrect.x = x - CharOffset[ofs];
dstrect.y = y;
x += Spacing[ofs];
if(clip)
sdcRects(&srcrect, &dstrect, *clip);
SDL_BlitSurface(picture, &srcrect, Surface,
&dstrect);
i++;
}
else
i++; // other chars are ignored
// Coarse clipping
if(clip)
{
if(x > clip->x + clip->w)
return;
}
else
{
if(x > Surface->w)
return;
}
}
}
void SoFont::PutStringWithCursor(SDL_Surface * Surface, int xs, int y,
const char *text, int cursPos, SDL_Rect * clip,
bool showCurs)
{
if((!picture) || (!Surface) || (!text))
return;
if('|' > max_i)
showCurs = false;
int ofs, i = 0, x = xs;
SDL_Rect srcrect, dstrect;
// We want the cursor to appear under the main text.
if(showCurs)
{
while(text[i] != '\0')
if(i == cursPos)
break;
else if(text[i] == ' ')
{
x += spacew;
i++;
}
else if((text[i] >= START_CHAR)
&& (text[i] <= max_i))
{
ofs = text[i] - START_CHAR;
x += Spacing[ofs];
i++;
}
else
i++;
ofs = '|' - START_CHAR;
srcrect.w = dstrect.w = CharPos[ofs + 1] - CharPos[ofs];
srcrect.h = dstrect.h = height;
srcrect.x = this->CharPos[ofs];
srcrect.y = 1;
dstrect.x = x - cursShift;
dstrect.y = y;
if(clip)
sdcRects(&srcrect, &dstrect, *clip);
SDL_BlitSurface(picture, &srcrect, Surface, &dstrect);
}
// Then the text:
PutString(Surface, xs, y, text, clip);
}
int SoFont::TextWidth(const char *text, int min, int max)
{
if(!picture)
return 0;
int ofs, x = 0, i = min;
while((text[i] != '\0') && (i < max))
{
if(text[i] == ' ')
{
x += spacew;
i++;
}
else if((text[i] >= START_CHAR) && (text[i] <= max_i))
{
ofs = text[i] - START_CHAR;
x += Spacing[ofs];
i++;
}
else
i++;
}
return x;
}
void SoFont::XCenteredString(SDL_Surface * Surface, int y,
const char *text, SDL_Rect * clip)
{
if(!picture)
return;
PutString(Surface, Surface->w / 2 - TextWidth(text) / 2, y, text,
clip);
}
void SoFont::CenteredString(SDL_Surface * Surface, int x, int y,
const char *text, SDL_Rect * clip)
{
if(!picture)
return;
PutString(Surface, x - TextWidth(text) / 2, y - height / 2, text,
clip);
}
void SoFont::CenteredString(SDL_Surface * Surface, const char *text,
SDL_Rect * clip)
{
if(!picture)
return;
CenteredString(Surface, Surface->clip_rect.w / 2,
Surface->clip_rect.h / 2, text, clip);
}
void SoFont::PutStringCleverCursor(SDL_Surface * Surface, const char *text,
int cursPos, SDL_Rect * r, SDL_Rect * clip, bool showCurs)
{
if((!picture) || (!text))
return;
int w1, w2;
w1 = TextWidth(text, 0, cursPos);
w2 = TextWidth(text);
if((w2 < r->w) || (w1 < r->w / 2))
PutStringWithCursor(Surface, r->x,
r->y + (r->h - height) / 2, text, cursPos,
clip, showCurs);
else if(w1 < w2 - r->w / 2)
PutStringWithCursor(Surface, r->x - w1 + r->w / 2,
r->y + (r->h - height) / 2, text, cursPos,
clip, showCurs);
else
PutStringWithCursor(Surface, r->x - w2 + r->w,
r->y + (r->h - height) / 2, text, cursPos,
clip, showCurs);
}
int SoFont::TextCursorAt(const char *text, int px)
{
if(!picture)
return 0;
int ofs, x = 0, i = 0, ax = 0;
if(px <= 0)
return 0;
while(text[i] != '\0')
{
if(text[i] == ' ')
{
x += spacew;
i++;
}
else if((text[i] >= START_CHAR) && (text[i] <= max_i))
{
ofs = text[i] - START_CHAR;
x += Spacing[ofs];
i++;
}
else
i++;
if(px < (ax + x) / 2)
return (i - 1);
ax = x;
}
return i;
}
int SoFont::CleverTextCursorAt(const char *text, int px, int cursPos,
SDL_Rect * r)
{
if((!picture) || (!text))
return 0;
int w1, w2;
w1 = TextWidth(text, 0, cursPos);
w2 = TextWidth(text);
if((w2 < r->w) || (w1 < r->w / 2))
return TextCursorAt(text, px);
else if(w1 < w2 - r->w / 2)
return TextCursorAt(text, px + w1 - (r->w / 2));
else
return TextCursorAt(text, px + w2 - r->w);
}
+103
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@@ -0,0 +1,103 @@
/*
SoFont - SDL Object Font Library
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Originally from C Library:
Karl Bartel
* SFONT - SDL Font Library by Karl Bartel <karlb@gmx.net> *
* *
* All functions are explained below. There are two versions of each *
* funtction. The first is the normal one, the function with the *
* 2 at the end can be used when you want to handle more than one font *
* in your program. *
* *
Copied into a C++ object to allow multiple fonts by:
Luc-Olivier de Charriere
David Olofson <david@olofson.net>:
* Strings changed to 'const char *'
* Cursor tests first check if '|' is present.
* Shadowed variables fixed.
* Garbage data in spacing table fixed. (Thanks to
Andreas Spångberg for discovering this one!)
* Added ExtraSpace(). (Scaling support hack...)
* Disabled colorkeying. (Ruins some RGBA fonts!)
*/
#ifndef __SOFONT_H
#define __SOFONT_H
#include "glSDL.h"
class SoFont
{
public:
SoFont();
~SoFont();
bool load(SDL_Surface *FontSurface);
// Blits a string to a surface
// Destination: the suface you want to blit to
// text: a string containing the text you want to blit.
void PutString(SDL_Surface *Surface, int x, int y, const char *text, SDL_Rect *clip=NULL);
void PutStringWithCursor(SDL_Surface *Surface, int x, int y, const char *text, int cursPos, SDL_Rect *clip=NULL, bool showCurs=true);
// Returns the width of "text" in pixels
int TextWidth(const char *text, int min=0, int max=255);
int FontHeight() { return height; }
// Blits a string to with centered x position
void XCenteredString(SDL_Surface *Surface, int y, const char *text, SDL_Rect* clip=NULL);
// Blits a string to with centered x & y position
void CenteredString(SDL_Surface *Surface, const char *text, SDL_Rect* clip=NULL);
// Blits a string to with centered around x & y positions
void CenteredString(SDL_Surface *Surface, int x, int y, const char *text, SDL_Rect* clip=NULL);
// This was specially developped for GUI
void PutStringCleverCursor(SDL_Surface *Surface, const char *text, int cursPos, SDL_Rect *r, SDL_Rect* clip=NULL, bool showCurs=true);
// Gives the cursor position given a x-axix point in the text
int TextCursorAt(const char *text, int px);
int CleverTextCursorAt(const char *text, int px, int cursPos, SDL_Rect *r);
# define START_CHAR 33
int getMinChar(){return START_CHAR;}
int getMaxChar(){return max_i;}
void ExtraSpace(int xs)
{
xspace = xs;
}
protected:
int height;
SDL_Surface *picture;
int *CharPos;
int *CharOffset;
int *Spacing;
int xspace;
int max_i, spacew, cursShift;
Uint32 background;
bool DoStartNewChar(Sint32 x);
void CleanSurface();
};
#endif
+612
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@@ -0,0 +1,612 @@
/*(LGPL)
----------------------------------------------------------------------
sprite.c - Sprite engine for use with cs.h
----------------------------------------------------------------------
* Copyright (C) 2001, 2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
TODO: Automatic extension of the bank and sprite
TODO: tables as needed when loading banks.
*/
#define DBG(x) x
#include <stdlib.h>
#include <string.h>
#include "logger.h"
#include "glSDL.h"
#include "SDL_image.h"
#include "sprite.h"
#include "filters.h"
s_blitmodes_t s_blitmode = S_BLITMODE_AUTO;
pix_t s_colorkey = {0, 0, 0, 0};
pix_t s_clampcolor = {0, 0, 0, 0};
unsigned char s_alpha = SDL_ALPHA_OPAQUE;
int s_filter_flags = 0;
s_filter_t *filters = NULL;
/*
----------------------------------------------------------------------
Filter Plugin Interface
----------------------------------------------------------------------
*/
s_filter_t *s_insert_filter(s_filter_cb_t callback)
{
s_filter_t *nf = calloc(1, sizeof(s_filter_t));
if(!nf)
return NULL;
nf->callback = callback;
nf->next = filters;
filters = nf;
return nf;
}
s_filter_t *s_add_filter(s_filter_cb_t callback)
{
s_filter_t *nf = calloc(1, sizeof(s_filter_t));
if(!nf)
return NULL;
nf->callback = callback;
if(!filters)
filters = nf;
else
{
s_filter_t *f = filters;
while(f->next)
f = f->next;
f->next = nf;
}
return nf;
}
/* filter == NULL means "remove all plugins" */
void s_remove_filter(s_filter_t *filter)
{
s_filter_t *f;
if(!filters)
return;
f = filters;
while(f->next)
{
if(f->next == filter || !filter)
{
s_filter_t *df = f->next;
f->next = f->next->next;
free(df);
}
else
f = f->next;
}
if(filters == filter || !filter)
{
s_filter_t *df = filters;
filters = filters->next;
free(df);
}
}
static void __run_plugins(s_bank_t *b, unsigned first, unsigned frames)
{
s_filter_t *f = filters;
while(f)
{
int oflags = f->args.flags;
f->args.flags |= s_filter_flags;
f->callback(b, first, frames, &f->args);
f->args.flags = oflags;
f = f->next;
}
}
/*
----------------------------------------------------------------------
Basic Container Management
----------------------------------------------------------------------
*/
static int __alloc_bank_table(s_container_t *c, unsigned int count)
{
c->max = count - 1;
c->banks = (s_bank_t **)calloc((unsigned)count, sizeof(s_bank_t *));
return -(c->banks == NULL);
}
s_container_t *s_new_container(unsigned banks)
{
s_container_t *ret = (s_container_t *)calloc(1, sizeof(s_container_t));
if(!ret)
return NULL;
if(__alloc_bank_table(ret, banks) < 0)
return NULL;
return ret;
}
void s_delete_container(s_container_t *c)
{
s_delete_all_banks(c);
free(c->banks);
free(c);
}
/*
* Allocates a new sprite.
* If the sprite exists already, it's surface will be removed, so
* that one can safely expect to get an *empty* sprite.
*/
s_sprite_t *s_new_sprite_b(s_bank_t *b, unsigned frame)
{
s_sprite_t *s = NULL;
if(frame > b->max)
return NULL;
if(!b->sprites[frame])
{
s = calloc(1, sizeof(s_sprite_t));
if(!s)
return NULL;
b->sprites[frame] = s;
}
else
{
if(s->surface)
SDL_FreeSurface(s->surface);
s->surface = NULL;
}
return s;
}
/*
* Allocates a new sprite.
* If the sprite exists already, it's surface will be removed, so
* that one can safely expect to get an *empty* sprite.
*
* If the bank does not exist, or if the operation failed for
* other reasons, this call returns NULL.
*/
s_sprite_t *s_new_sprite(s_container_t *c, unsigned bank, unsigned frame)
{
if(bank > c->max)
return NULL;
if(!c->banks[bank])
return NULL;
return s_new_sprite_b(c->banks[bank], frame);
}
void s_delete_sprite_b(s_bank_t *b, unsigned frame)
{
if(!b->sprites) /* This can happen when failing to create a new bank */
return;
if(frame > b->max)
return;
if(!b->sprites[frame])
return;
if(b->sprites[frame]->surface)
SDL_FreeSurface(b->sprites[frame]->surface);
b->sprites[frame]->surface = NULL;
free(b->sprites[frame]);
b->sprites[frame] = NULL;
}
void s_delete_sprite(s_container_t *c, unsigned bank, unsigned frame)
{
s_bank_t *b = s_get_bank(c, bank);
if(b)
s_delete_sprite_b(b, frame);
}
static int __alloc_sprite_table(s_bank_t *b, unsigned frames)
{
b->max = frames - 1;
b->sprites = (s_sprite_t **)calloc(frames, sizeof(s_sprite_t *));
if(!b->sprites)
return -1;
return 0;
}
s_bank_t *s_new_bank(s_container_t *c, unsigned bank, unsigned frames,
unsigned w, unsigned h)
{
s_bank_t *b;
DBG(log_printf(DLOG, "s_new_bank(%p, %d, %d, %d, %d)\n",
c, bank, frames, w, h);)
if(bank > c->max)
return NULL;
if(c->banks[bank])
s_delete_bank(c, bank);
c->banks[bank] = (s_bank_t *)calloc(1, sizeof(s_bank_t));
if(!c->banks[bank])
return NULL;
if(__alloc_sprite_table(c->banks[bank], frames) < 0)
{
s_delete_bank(c, bank);
return NULL;
}
b = c->banks[bank];
b->max = frames - 1;
b->w = w;
b->h = h;
return b;
}
void s_delete_bank(s_container_t *c, unsigned bank)
{
unsigned i;
s_bank_t *b;
if(!c->banks)
return;
if(bank > c->max)
return;
b = c->banks[bank];
if(b)
{
for(i = 0; i <= b->max; ++i)
s_delete_sprite_b(b, i);
free(b->sprites);
free(b);
c->banks[bank] = NULL;
}
}
void s_delete_all_banks(s_container_t *c)
{
unsigned i;
for(i = 0; i <= c->max; ++i)
s_delete_bank(c, i);
}
/*
----------------------------------------------------------------------
Getting data
----------------------------------------------------------------------
*/
s_bank_t *s_get_bank(s_container_t *c, unsigned bank)
{
if(bank > c->max)
return NULL;
if(!c->banks[bank])
return NULL;
return c->banks[bank];
}
s_sprite_t *s_get_sprite(s_container_t *c, unsigned bank, unsigned frame)
{
s_bank_t *b = s_get_bank(c, bank);
if(!b)
return NULL;
if(frame > b->max)
return NULL;
return b->sprites[frame];
}
s_sprite_t *s_get_sprite_b(s_bank_t *b, unsigned frame)
{
if(!b)
return NULL;
if(frame > b->max)
return NULL;
return b->sprites[frame];
}
void s_detach_sprite(s_container_t *c, unsigned bank, unsigned frame)
{
s_sprite_t *s = s_get_sprite(c, bank, frame);
if(!s)
return;
s->surface = NULL;
}
/*
----------------------------------------------------------------------
File tools
----------------------------------------------------------------------
*/
static int extract_sprite(s_bank_t *bank, unsigned frame,
SDL_Surface *src, SDL_Rect *from)
{
int y;
SDL_Surface *tmp;
if(frame > bank->max)
{
log_printf(ELOG, "sprite: Too many frames!\n");
return -1;
}
if(!s_new_sprite_b(bank, frame))
return -2;
tmp = SDL_CreateRGBSurface(src->flags,
from->w, from->h,
src->format->BitsPerPixel,
src->format->Rmask,
src->format->Gmask,
src->format->Bmask,
src->format->Amask );
if(!tmp)
return -3;
/* Copy the pixel data */
if(SDL_LockSurface(src) < 0)
{
log_printf(ELOG, "sprite: extract_sprite() failed to lock surface!\n");
SDL_FreeSurface(tmp);
return -4;
}
for(y = 0; y < tmp->h; ++y)
{
char *s = (char *)src->pixels + src->pitch * (y + from->y) +
from->x * src->format->BytesPerPixel;
char *d = (char *)tmp->pixels + tmp->pitch * y;
memcpy(d, s, src->format->BytesPerPixel * tmp->w);
}
SDL_UnlockSurface(src);
/* Copy palette, if any */
if(src->format->palette)
SDL_SetColors(tmp, src->format->palette->colors, 0,
src->format->palette->ncolors);
/* Copy alpha and colorkey */
if(src->flags & SDL_SRCALPHA)
SDL_SetAlpha(tmp, src->flags & (SDL_SRCALPHA | SDL_RLEACCEL),
src->format->alpha);
if(src->flags & SDL_SRCCOLORKEY)
SDL_SetColorKey(tmp, src->flags & (SDL_SRCCOLORKEY | SDL_RLEACCEL),
src->format->colorkey);
bank->sprites[frame]->surface = tmp;
DBG(log_printf(DLOG, "image %d: (%d,%d)/%dx%d @ %p\n", frame,
from->x, from->y, from->w, from->h,
bank->sprites[frame]->surface);)
return 0;
}
int s_copy_rect(s_container_t *c, unsigned bank,
unsigned frombank, unsigned fromframe, SDL_Rect *from)
{
#if 0
s_filter_args_t args;
#endif
SDL_Surface *src;
s_sprite_t *s;
s_bank_t *b;
/* Get source image */
s = s_get_sprite(c, frombank, fromframe);
if(!s)
{
log_printf(ELOG, "sprite: Couldn't get source sprite %d:%d!\n",
frombank, fromframe);
return -1;
}
src = s->surface;
if(!src)
{
log_printf(ELOG, "sprite: Sprite %d:%d"
" does not have a surface!\n",
frombank, fromframe);
return -2;
}
/* Create destination bank */
b = s_new_bank(c, bank, 1, from->w, from->h);
if(!b)
{
log_printf(ELOG, "sprite: Failed to allocate bank %d!\n", bank);
return -3;
}
if(extract_sprite(b, 0, src, from) < 0)
{
log_printf(ELOG, "sprite: Something went wrong while "
"copying from sprite %d:%d.\n",
frombank, fromframe);
return -4;
}
#if 0
memset(&args, 0, sizeof(args));
args.x = 0;
s_filter_displayformat(b, 0, 1, &args);
#endif
return 0;
}
int s_load_image(s_container_t *c, unsigned bank, const char *name)
{
SDL_Surface *src;
s_bank_t *b;
src = IMG_Load(name);
if(!src)
{
log_printf(ELOG, "sprite: Failed to load sprite \"%s\"!\n", name);
return -1;
}
b = s_new_bank(c, bank, 1, src->clip_rect.w, src->clip_rect.h);
if(!b)
{
log_printf(ELOG, "sprite: Failed to allocate bank for \"%s\"!\n", name);
return -2;
}
if(extract_sprite(b, 0, src, &src->clip_rect) < 0)
{
log_printf(ELOG, "sprite: Something went wrong while"
" extracting sprite \"%s\".\n", name);
return -3;
}
SDL_FreeSurface(src);
__run_plugins(b, 0, 1);
return 0;
}
int s_load_sprite(s_container_t *c, unsigned bank, unsigned frame,
const char *name)
{
SDL_Surface *src;
SDL_Rect from;
s_bank_t *b = s_get_bank(c, bank);
if(!b)
{
log_printf(ELOG, "sprite: While loading \"%s\":"
" Bank %d does not exist!\n", name, bank);
return -2;
}
src = IMG_Load(name);
if(!src)
{
log_printf(ELOG, "sprite: Failed to load sprite \"%s\"!\n", name);
return -1;
}
from = src->clip_rect;
if( (from.w != b->w) || (from.h != b->h) )
{
log_printf(ELOG, "sprite: Warning: Sprite \"%s\" cropped"
" to fit in bank %d.\n", name, bank);
from.w = b->w;
from.h = b->h;
}
if(extract_sprite(b, frame, src, &from) < 0)
{
log_printf(ELOG, "sprite: Something went wrong while"
" extracting sprite \"%s\".\n", name);
return -3;
}
SDL_FreeSurface(src);
__run_plugins(b, frame, 1);
return 0;
}
int s_load_bank(s_container_t *c, unsigned bank, unsigned w, unsigned h,
const char *name)
{
SDL_Surface *src;
s_bank_t *b;
int x, y;
unsigned frame = 0;
unsigned frames;
DBG(log_printf(DLOG, "s_load_bank(%p, %d, %d, %d, %s)\n",
c, bank, w, h, name);)
src = IMG_Load(name);
if(!src)
{
log_printf(ELOG, "sprite: Failed to load sprite palette %s!\n", name);
return -1;
}
if(w > src->w)
{
log_printf(ELOG, "sprite: Source image %s not wide enough!\n", name);
return -4;
}
if(h > src->h)
{
log_printf(ELOG, "sprite: Source image %s not high enough!\n", name);
return -5;
}
frames = (src->w / w) * (src->h / h);
b = s_new_bank(c, bank, frames, w, h);
if(!b)
{
log_printf(ELOG, "sprite: Failed to allocate bank for \"%s\"!\n", name);
return -2;
}
for(y = 0; y <= src->h - h; y += h)
for(x = 0; x <= src->w - w; x += w)
{
SDL_Rect r;
r.x = x;
r.y = y;
r.w = w;
r.h = h;
if(extract_sprite(b, frame, src, &r) < 0)
{
log_printf(ELOG, "sprite: Something went wrong while"
" extracting sprites.\n");
return -3;
}
++frame;
}
SDL_FreeSurface(src);
__run_plugins(b, 0, frames);
return 0;
}
int s_set_hotspot(s_container_t *c, unsigned bank, int frame, int x, int y)
{
if(frame < 0)
{
frame = 0;
while(1)
{
s_sprite_t *s = s_get_sprite(c, bank, frame++);
if(!s)
break;
s->x = x;
s->y = y;
}
}
else
{
s_sprite_t *s = s_get_sprite(c, bank, frame);
s->x = x;
s->y = y;
}
return 0;
}
+242
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@@ -0,0 +1,242 @@
/*(LGPL)
----------------------------------------------------------------------
sprite.h - Sprite engine for use with cs.h
----------------------------------------------------------------------
* Copyright (C) 2001, 2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _SPRITE_H_
#define _SPRITE_H_
#ifdef __cplusplus
extern "C" {
#endif
#include "glSDL.h"
typedef enum
{
S_BLITMODE_AUTO = 0, /* Use source alpha if present */
S_BLITMODE_OPAQUE, /* Alpha: blend over black during conv. */
S_BLITMODE_COLORKEY, /* Like OPAQUE, but apply colorkey to the result */
S_BLITMODE_ALPHA /* Apply source alpha during conv,
* then use full surface alpha */
} s_blitmodes_t;
struct s_container_t;
/* sprite image */
typedef struct
{
int x, y; /* kern or hot-spot*/
#if 0
/* TODO TODO TODO TODO TODO TODO */
struct
{
int x, y, w, h; /* spacing or collision rect */
} logic;
/* /TODO TODO TODO TODO TODO TODO */
#endif
SDL_Surface *surface;
} s_sprite_t;
/* Bank of sprite images */
typedef struct
{
#if 0
/* TODO TODO TODO TODO TODO TODO */
struct s_container_t *container;
int index; /* Index of this bank */
/* /TODO TODO TODO TODO TODO TODO */
#endif
unsigned w, h; /* Same size for all sprites in bank! */
unsigned last;
unsigned max;
s_sprite_t **sprites;
} s_bank_t;
/* Two dimensionally indexed sprite container */
typedef struct s_container_t
{
unsigned max;
s_bank_t **banks;
} s_container_t;
/*
* Basic Container Management
*/
s_container_t *s_new_container(unsigned banks);
void s_delete_container(s_container_t *c);
s_bank_t *s_new_bank(s_container_t *c, unsigned bank, unsigned frames,
unsigned w, unsigned h);
void s_delete_bank(s_container_t *c, unsigned bank);
void s_delete_all_banks(s_container_t *c);
s_sprite_t *s_new_sprite(s_container_t *c, unsigned bank, unsigned frame);
void s_delete_sprite(s_container_t *c, unsigned bank, unsigned frame);
/*
* Getting data
*/
s_sprite_t *s_get_sprite(s_container_t *c, unsigned bank, unsigned frame);
/* Detach sprite image from the manager. */
void s_detach_sprite(s_container_t *c, unsigned bank, unsigned frame);
/*
* File Import Tools
* (Will run plugins as files are loaded!)
*/
int s_load_image(s_container_t *c, unsigned bank, const char *name);
int s_load_bank(s_container_t *c, unsigned bank, unsigned w, unsigned h,
const char *name);
int s_load_sprite(s_container_t *c, unsigned bank, unsigned frame,
const char *name);
/*
* Rendering Tools
*/
int s_generate_bank(s_container_t *c, unsigned bank, unsigned w, unsigned h,
const char *name);
/*
* Sprite metadata
*/
/* Set sprite hotspot. Pass -1 for 'frame' to set hotspot for all frames. */
int s_set_hotspot(s_container_t *c, unsigned bank, int frame, int x, int y);
/*
* Internal data manipulation API
* (Will not automatically run plugins.)
*/
int s_copy_rect(s_container_t *c, unsigned bank,
unsigned frombank, unsigned fromframe, SDL_Rect *from);
/*
* Lower level interfaces
*/
s_bank_t *s_get_bank(s_container_t *c, unsigned bank);
s_sprite_t *s_get_sprite_b(s_bank_t *b, unsigned frame);
s_sprite_t *s_new_sprite_b(s_bank_t *b, unsigned frame);
void s_delete_sprite_b(s_bank_t *b, unsigned frame);
/*
* Filter Plugin Interface
*
* Rules:
* * Plugins are called to process one bank at a time,
* after new frames have been loaded.
*
* * Plugins are called in the order they were
* registered.
*
* * Plugins may replace the surfaces of sprites. If
* they do so, they're responsible for disposing of
* the old surfaces.
*
* * It is recommended that plugins operate only on
* the specified range of frames in a bank.
*
* * The surface size of all sprites in a bank should
* preferably match that of the bank. A chain of
* plugins may break this rule temporarily, as long
* as "order is restored" (ie surfaces are resized, or
* bank size values is adjusted) before the chain ends.
*
* Cool plugin ideas:
* * Rotator:
* Takes a bank and generates N rotated versions of
* each sprite.
*
* * Bumpmapper:
* Takes a bank and applies light, shadows, highlights
* and stuff to frames that have bumpmap channels.
* (Q: Where do we put bumpmaps? Extend the bank to
* twice the # of frames, using the last half for BMs?
* Use two banks? I think we need an API change that
* make plugins operators; X = A <op> B, where the
* banks X, A and B are arguments.)
*
* * Mixer:
* A plugin that takes two banks and performs various
* operations between them to produce the output.
*
* * Colorizer:
* Converts images to HSV and then replaces hue with
* a fixed color.
*
* * Map Colorizer:
* Like Colorizer, but uses a (wrapping) source image
* as a map to determine the new hue for each pixel.
*
* * Tiled Stretch:
* Given a list of tile interdependencies, generate
* all tiles required for seamless rendering of the
* map for which the interdependency list was generated.
*/
typedef struct s_filter_args_t
{
int x, y, z;
float fx, fy, fz;
int min, max;
short r, g, b;
int flags;
unsigned bank;
void *data;
} s_filter_args_t;
typedef int (*s_filter_cb_t)(s_bank_t *b, unsigned first, unsigned frames,
s_filter_args_t *args);
typedef struct s_filter_t
{
struct s_filter_t *next;
s_filter_cb_t callback;
s_filter_args_t args;
} s_filter_t;
s_filter_t *s_insert_filter(s_filter_cb_t callback);
s_filter_t *s_add_filter(s_filter_cb_t callback);
/* callback == NULL means "remove all plugins" */
void s_remove_filter(s_filter_t *filter);
/* RGBA pixel type (used internally by most filters as well) */
typedef struct
{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 a;
} pix_t;
/*
* UURGH!!! This should be OO like the rest...
*/
extern s_blitmodes_t s_blitmode;
extern pix_t s_colorkey; /* NOTE: Alpha is ignored! */
extern pix_t s_clampcolor;
extern unsigned char s_alpha;
extern int s_filter_flags; /* Global flags; applied to all plugins. */
#ifdef __cplusplus
};
#endif
#endif /* _SPRITE_H_ */
+764
View File
@@ -0,0 +1,764 @@
/*(LGPL)
---------------------------------------------------------------------------
toolkit.cpp - Simple "GUI" toolkit for config screens.
---------------------------------------------------------------------------
* Copyright (C) 2001 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "config.h"
#include <string.h>
#include <stdlib.h>
#include "window.h"
#include "toolkit.h"
/*----------------------------------------------------------
ct_widget_t::
----------------------------------------------------------*/
ct_widget_t::ct_widget_t()
{
interactive = 0;
transparent = 1;
highlighted = 0;
user = NULL;
user2 = 0;
tag = 0;
_color = 0;
next = prev = NULL;
_widget_index = -1;
halign(ALIGN_DEFAULT);
valign(ALIGN_DEFAULT);
_token = 0;
xo = yo = 0.0;
}
void ct_widget_t::halign(ct_align_t ha)
{
if(ALIGN_DEFAULT == ha)
_halign = ALIGN_RIGHT;
else
_halign = ha;
}
void ct_widget_t::valign(ct_align_t va)
{
if(ALIGN_DEFAULT == va)
_valign = ALIGN_TOP;
else
_valign = va;
}
void ct_widget_t::init(gfxengine_t *e)
{
window_t::init(e);
_color = map_rgb(0,0,0);
}
void ct_widget_t::transparency(int t)
{
if(t == transparent)
return;
transparent = t;
if(!transparent)
render();
}
void ct_widget_t::highlight(int hl)
{
if(hl == highlighted)
return;
highlighted = hl;
if(!transparent)
render();
}
void ct_widget_t::color(Uint32 _cl)
{
if(_cl == _color)
return;
_color = _cl;
if(!transparent)
render();
}
void ct_widget_t::render()
{
if(!transparent)
{
foreground(_color);
fillrect(0, 0, width(), height());
}
if(highlighted)
ct_engine.render_highlight(this);
}
/* Handy tool function used by some descendents. */
void ct_widget_t::render_text_aligned(const char *buf)
{
int yy = 0;
switch(_valign)
{
case ALIGN_DEFAULT: //dummy
case ALIGN_NONE:
case ALIGN_TOP:
yy = yoffs();
break;
case ALIGN_BOTTOM:
yy = height() - fontheight() - yoffs();
break;
case ALIGN_CENTER:
case ALIGN_CENTER_TOKEN:
yy = (height() - fontheight()) / 2 + yoffs();
break;
}
switch(_halign)
{
case ALIGN_DEFAULT: //dummy
case ALIGN_NONE:
case ALIGN_LEFT:
string(xoffs(), yy, buf);
break;
case ALIGN_RIGHT:
center_token(width() - xoffs(), yy, buf);
break;
case ALIGN_CENTER:
center_token(xoffs(), yy, buf, -1);
break;
case ALIGN_CENTER_TOKEN:
center_token(xoffs(), yy, buf, _token);
break;
}
}
void ct_widget_t::change(int delta)
{
_value += delta;
}
void ct_widget_t::value(int val)
{
_value = val;
}
int ct_widget_t::value()
{
return _value;
}
/*----------------------------------------------------------
ct_engine_t::
----------------------------------------------------------*/
void default_render_highlight(ct_widget_t *wg)
{
Uint32 hlc[6];
hlc[0] = wg->map_rgb(0x440000);
hlc[1] = wg->map_rgb(0x660000);
hlc[2] = wg->map_rgb(0x880000);
hlc[3] = wg->map_rgb(0x990000);
hlc[4] = wg->map_rgb(0xaa0000);
hlc[5] = wg->map_rgb(0xbb0000);
wg->foreground(hlc[5]);
wg->fillrect(0, 6, wg->width(), wg->height()-6-1);
for(int i = 0; i < 6; ++i)
{
wg->foreground(hlc[i]);
wg->fillrect(0, i, wg->width(), 1);
wg->fillrect(0, wg->height()-1-i, wg->width(), 1);
}
}
ct_engine_t::ct_engine_t()
{
ct_engine.render_highlight = default_render_highlight;
}
ct_engine_t ct_engine;
/*----------------------------------------------------------
ct_label_t::
----------------------------------------------------------*/
ct_label_t::ct_label_t(const char *cap)
{
xo = 0.5;
if(cap)
caption(cap);
else
caption("Label");
}
void ct_label_t::halign(ct_align_t ha)
{
if(ALIGN_DEFAULT == ha)
_halign = ALIGN_CENTER;
else
_halign = ha;
}
void ct_label_t::caption(const char *cap)
{
strncpy(_caption, cap, sizeof(_caption));
_caption[sizeof(_caption)-1] = 0;
if(!transparent)
render();
}
void ct_label_t::render()
{
ct_widget_t::render();
render_text_aligned(_caption);
}
/*----------------------------------------------------------
ct_item_t::
----------------------------------------------------------*/
ct_item_t::ct_item_t(const char *cap, int val)
{
if(cap)
caption(cap);
else
caption("Item");
_value = val;
}
void ct_item_t::caption(const char *cap)
{
strncpy(_caption, cap, sizeof(_caption));
_caption[sizeof(_caption)-1] = 0;
}
static ct_item_t dummy_item("<error>", -1);
/*----------------------------------------------------------
ct_list_t::
----------------------------------------------------------*/
ct_list_t::ct_list_t(const char *cap) : ct_label_t(cap)
{
interactive = 1;
if(cap)
caption(cap);
else
caption("List");
items = NULL;
_selected = NULL;
_token = ':';
xo = 0.55;
}
ct_list_t::~ct_list_t()
{
clean();
}
void ct_list_t::halign(ct_align_t ha)
{
if(ALIGN_DEFAULT == ha)
_halign = ALIGN_CENTER_TOKEN;
else
_halign = ha;
}
void ct_list_t::clean()
{
if(!items)
return;
/*
* Break the circular list first, or we'll
* blow up the memory manager...! :-)
*/
items->prev->next = NULL;
while(items)
{
ct_item_t *i = items;
items = i->next;
delete i;
}
items = NULL;
_selected = NULL;
}
void ct_list_t::add(ct_item_t *item)
{
if(items)
{
item->next = items;
item->prev = items->prev;
items->prev->next = item;
items->prev = item;
}
else
{
item->next = item->prev = item;
items = item;
_selected = item;
if(!transparent)
render();
}
}
void ct_list_t::add(const char *cap, int val)
{
ct_item_t *it = new ct_item_t(cap, val);
add(it);
}
void ct_list_t::select(ct_item_t *item)
{
_selected = item;
#if 0
ct_item_t *i = items;
if(i)
for(int n = 0; n < 10000; ++n) //Just in case...
{
if(i == _selected)
{
_value = n;
break;
}
i = i->next;
}
#endif
if(_selected)
_value = _selected->value();
if(!transparent)
render();
}
void ct_list_t::select(int ind)
{
if(!items)
return;
_selected = items;
for(int i = 0; i < ind; ++i)
_selected = _selected->next;
select(_selected); //To update _value, render etc...
}
ct_item_t *ct_list_t::selected()
{
if(!items)
return &dummy_item;
return _selected;
}
void ct_list_t::value(int val)
{
if(!items)
return;
ct_item_t *best = items;
_selected = items;
while(_selected->value() != val)
{
if(labs(_selected->value()-val) < labs(best->value()-val))
best = _selected;
if(_selected->next == items)
break;
_selected = _selected->next;
}
if(_selected->value() != val)
_selected = best;
select(_selected); //To update _value, render etc...
}
int ct_list_t::value()
{
if(!items)
return dummy_item.value();
if(_selected)
return _selected->value();
else
return dummy_item.value();
}
void ct_list_t::change(int delta)
{
if(_selected)
{
if(0 == delta)
delta = 1;
if(delta > 0)
for(int i = 0; i < delta; ++i)
_selected = _selected->next;
else if(delta < 0)
for(int i = 0; i > delta; --i)
_selected = _selected->prev;
select(_selected); //To update _value, render etc...
}
ct_widget_t::change(delta);
}
void ct_list_t::render()
{
char buf[128];
const char *ic;
if(_selected)
ic = _selected->caption();
else
ic = dummy_item.caption();
ct_widget_t::render();
snprintf(buf, sizeof(buf), "%s: %s", caption(), ic);
//center(0, buf);
//center_token(width()*3/5, 0, buf, ':');
render_text_aligned(buf);
}
/*----------------------------------------------------------
ct_spin_t::
----------------------------------------------------------*/
ct_spin_t::ct_spin_t(const char *cap, int _min, int _max,
const char *__unit) : ct_label_t(cap)
{
interactive = 1;
min = _min;
max = _max;
_token = ':';
xo = 0.55;
if(__unit)
unit(__unit);
else
unit("");
}
void ct_spin_t::unit(const char *txt)
{
strncpy(_unit, txt, sizeof(_unit));
_unit[sizeof(_unit)-1] = 0;
if(!transparent)
render();
}
void ct_spin_t::value(int val)
{
val -= min;
while(val < 0)
val += max - min + 1;
val %= max - min + 1;
val += min;
ct_label_t::value(val);
}
void ct_spin_t::change(int delta)
{
value(_value + delta);
}
void ct_spin_t::render()
{
char buf[128];
ct_widget_t::render();
snprintf(buf, sizeof(buf), "%s: %d %s", caption(), _value, unit());
//center(0, buf);
//center_token(width()*3/5, 0, buf, ':');
render_text_aligned(buf);
}
/*----------------------------------------------------------
ct_button_t::
----------------------------------------------------------*/
ct_button_t::ct_button_t(const char *cap) : ct_label_t(cap)
{
interactive = 1;
}
void ct_button_t::render()
{
ct_label_t::render();
}
void ct_button_t::change(int delta)
{
ct_label_t::change(delta);
if(!transparent)
render();
}
/*----------------------------------------------------------
ct_form_t::
----------------------------------------------------------*/
ct_form_t::ct_form_t()
{
widgets = NULL;
_selected = NULL;
}
ct_form_t::~ct_form_t()
{
if(!widgets)
return;
/*
* Break the circular list first, or we'll
* blow up the memory manager...! :-)
*/
widgets->prev->next = NULL;
while(widgets)
{
ct_widget_t *i = widgets;
widgets = i->next;
delete i;
}
}
void ct_form_t::add(ct_widget_t *widget)
{
if(widgets)
{
widget->next = widgets;
widget->prev = widgets->prev;
widgets->prev->next = widget;
widgets->prev = widget;
widget->_widget_index = widget->prev->_widget_index + 1;
if(!_selected->interactive)
select(widget);
}
else
{
widget->_widget_index = 0;
widget->next = widget->prev = widget;
widgets = widget;
select(widget);
}
render_nontransparent();
}
void ct_form_t::clean()
{
if(!widgets)
return;
/*
* Break the circular list first, or we'll
* blow up the memory manager...! :-)
*/
widgets->prev->next = NULL;
while(widgets)
{
ct_widget_t *w = widgets;
widgets = w->next;
delete w;
}
widgets = NULL;
_selected = NULL;
}
void ct_form_t::select(ct_widget_t *widget)
{
if(_selected)
_selected->highlight(0);
_selected = widget;
if(_selected)
{
_selected->highlight(1);
if(!_selected->transparent)
_selected->render();
}
}
void ct_form_t::select(int ind)
{
if(!widgets)
return;
if(!widgets)
return;
ct_widget_t *sel = widgets;
for(int i = 0; i < ind; ++i)
sel = sel->next;
int lim = 10000;
while(!sel->interactive)
{
if(!lim--)
break;
sel = sel->next;
}
select(sel);
}
void ct_form_t::next()
{
if(!widgets)
return;
if(!_selected)
{
select(0);
return;
}
ct_widget_t *sel = _selected->next;
int lim = 1000;
while(!sel->interactive)
{
if(!lim--)
break;
sel = sel->next;
}
select(sel);
}
void ct_form_t::prev()
{
if(!widgets)
return;
if(!_selected)
{
select(0);
return;
}
ct_widget_t *sel = _selected->prev;
int lim = 1000;
while(!sel->interactive)
{
if(!lim--)
break;
sel = sel->prev;
}
select(sel);
}
ct_widget_t *ct_form_t::selected()
{
return _selected;
}
int ct_form_t::selected_index()
{
if(_selected)
return _selected->_widget_index;
else
return -1;
}
void ct_form_t::change(int delta)
{
if(_selected)
_selected->change(delta);
}
void ct_form_t::render()
{
ct_widget_t *w = widgets;
while(w)
{
w->render();
w = w->next;
if(w == widgets)
break; //Done!
}
}
void ct_form_t::render_nontransparent()
{
ct_widget_t *w = widgets;
while(w)
{
if(!w->transparent)
w->render();
w = w->next;
if(w == widgets)
break; //Done!
}
}
+196
View File
@@ -0,0 +1,196 @@
/*(LGPL)
---------------------------------------------------------------------------
toolkit.h - Simple "GUI" toolkit for config screens.
---------------------------------------------------------------------------
* Copyright (C) 2001, David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* Note: change(0) means "apply", and would be the normal
* result of pressing enter while a widget is selected.
*/
#include "window.h"
enum ct_align_t
{
ALIGN_DEFAULT = -1,
ALIGN_NONE = 0,
ALIGN_LEFT,
ALIGN_TOP = ALIGN_LEFT,
ALIGN_RIGHT,
ALIGN_BOTTOM = ALIGN_RIGHT,
ALIGN_CENTER,
ALIGN_CENTER_TOKEN
};
class ct_widget_t : public window_t
{
protected:
friend class ct_form_t;
int interactive;
int transparent;
int highlighted;
Uint32 _color;
int _value;
int _widget_index;
ct_align_t _halign;
ct_align_t _valign;
char _token;
float xo, yo; //[0,1] maps to [0,width()]!
virtual void render();
void render_text_aligned(const char *buf);
public:
ct_widget_t *next, *prev; //*CIRCULAR* list!
void *user; //user stuff
int user2; //user stuff
int tag; //user stuff
ct_widget_t();
virtual void init(gfxengine_t *e);
void transparency(int t);
void highlight(int hl);
void color(Uint32 _cl);
virtual void change(int delta);
virtual void value(int val);
virtual int value();
//Contents alignment modes.
virtual void halign(ct_align_t ha);
virtual void valign(ct_align_t va);
ct_align_t halign() { return _halign; }
ct_align_t valign() { return _valign; }
//Token and offsets- used by some alignment modes.
virtual void token(char tok) { _token = tok; }
char token() { return _token; }
virtual void offset(float x, float y) { xo = x; yo = y; }
int xoffs() { return (int)(xo * width()); }
int yoffs() { return (int)(yo * height()); }
float rxoffs() { return xo; }
float ryoffs() { return yo; }
};
class ct_engine_t
{
public:
ct_engine_t();
void (*render_highlight)(ct_widget_t *wg);
};
extern ct_engine_t ct_engine;
class ct_label_t : public ct_widget_t
{
protected:
char _caption[64];
void render();
public:
ct_label_t(const char *cap = NULL);
void caption(const char *cap);
const char *caption() { return _caption; }
virtual void halign(ct_align_t ha);
};
class ct_item_t
{
protected:
char _caption[64];
int _index;
int _value;
public:
ct_item_t *next, *prev; //*CIRCULAR* list!
ct_item_t(const char *cap = NULL, int val = 0);
void caption(const char *cap);
const char *caption() { return _caption; }
void value(int val) { _value = val; }
int value() { return _value; }
void index(int i) { _index = i; }
int index() { return _index; }
};
class ct_list_t : public ct_label_t
{
protected:
ct_item_t *items;
ct_item_t *_selected;
void render();
public:
ct_list_t(const char *cap = NULL);
virtual ~ct_list_t();
void add(ct_item_t *item);
void add(const char *cap, int val);
void clean();
void select(ct_item_t *item);
void select(int ind);
ct_item_t *selected();
void value(int val);
int value();
void change(int delta);
virtual void halign(ct_align_t ha);
};
class ct_spin_t : public ct_label_t
{
protected:
int min;
int max;
char _unit[32];
void render();
public:
ct_spin_t(const char *cap = NULL, int _min = 0, int _max = 99999,
const char *__unit = NULL);
void value(int val);
void change(int delta);
void unit(const char *txt);
const char *unit() { return _unit; }
};
class ct_button_t : public ct_label_t
{
protected:
void render();
public:
ct_button_t(const char *cap = NULL);
void change(int delta);
};
class ct_form_t : public window_t
{
protected:
ct_widget_t *widgets;
ct_widget_t *_selected;
public:
ct_form_t();
virtual ~ct_form_t();
void add(ct_widget_t *w);
void clean();
virtual void select(ct_widget_t *w);
virtual void select(int ind);
virtual void next();
virtual void prev();
ct_widget_t *selected();
int selected_index();
void render();
void render_nontransparent();
virtual void change(int delta);
};
+193
View File
@@ -0,0 +1,193 @@
/*(LGPL)
---------------------------------------------------------------------------
vidmodes.c - Video Mode Manager for Kobo Deluxe
---------------------------------------------------------------------------
* Copyright (C) 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "vidmodes.h"
#include <stdlib.h>
#include <string.h>
typedef struct VMM_IMode
{
int flags, width, height, id;
const char *name;
} VMM_IMode;
static VMM_IMode modetab[] =
{
// 4:3 modes
{VMM_4_3 | VMM_PC, 320, 200, 0x04300, "CGA"},
{VMM_4_3 | VMM_PC, 320, 240, 0x04301, "QVGA"},
{VMM_4_3, 320, 256, 0x04302, "Amiga LoRes"},
{VMM_4_3 | VMM_LORES, 400, 300, 0x04310, NULL},
{VMM_4_3 | VMM_LORES, 512, 384, 0x04320, NULL},
{VMM_4_3 | VMM_PC, 640, 480, 0x04330, "VGA"},
{VMM_4_3, 640, 512, 0x04331, "Amiga HiRes"},
{VMM_4_3 | VMM_TV, 768, 576, 0x04340, "PAL"},
{VMM_4_3 | VMM_PC, 800, 600, 0x04350, NULL},
{VMM_4_3 | VMM_LORES, 960, 720, 0x04360, NULL},
{VMM_4_3 | VMM_PC, 1024, 768, 0x04370, "XGA"},
{VMM_4_3 | VMM_PC, 1152, 864, 0x04380, NULL},
{VMM_4_3 | VMM_PC, 1280, 960, 0x04390, NULL},
{VMM_4_3 | VMM_PC, 1400, 1050, 0x043a0, "SXGA+"},
{VMM_4_3 | VMM_PC, 1600, 1200, 0x043b0, "UXGA"},
{VMM_4_3 | VMM_PC, 1920, 1440, 0x043c0, NULL},
{VMM_4_3 | VMM_PC, 2048, 1536, 0x043d0, "QXGA"},
// 3:2 modes
{VMM_3_2 | VMM_LORES, 360, 240, 0x03200, NULL},
{VMM_3_2 | VMM_LORES, 720, 480, 0x03240, "NTSC"},
{VMM_3_2, 1152, 768, 0x03280, NULL},
{VMM_3_2, 1280, 854, 0x03290, NULL},
{VMM_3_2, 1440, 960, 0x032a0, NULL},
// 5:4 modes
{VMM_5_4 | VMM_LORES, 320, 256, 0x05400, "Amiga LoRes"},
{VMM_5_4 | VMM_LORES, 640, 512, 0x05430, "Amiga HiRes"},
{VMM_5_4 | VMM_PC, 1280, 1024, 0x05490, "SXGA"},
{VMM_5_4, 2560, 2048, 0x054e0, "QSXGA"},
// 16:10 modes
{VMM_16_10 | VMM_LORES, 320, 200, 0x10a00, NULL},
{VMM_16_10 | VMM_PC, 640, 400, 0x10a30, NULL},
{VMM_16_10 | VMM_LORES, 840, 525, 0x10a50, NULL},
{VMM_16_10 | VMM_PC, 1280, 800, 0x10a90, NULL},
{VMM_16_10 | VMM_PC, 1680, 1050, 0x10ab0, "WSXGA+"},
{VMM_16_10 | VMM_PC, 1920, 1200, 0x10ac0, "WUXGA"},
{VMM_16_10 | VMM_PC, 2560, 1600, 0x10ae0, "WQXGA"},
// 16:9 modes
{VMM_16_9 | VMM_LORES, 480, 270, 0x10910, NULL},
{VMM_16_9 | VMM_LORES, 678, 384, 0x10930, NULL},
{VMM_16_9 | VMM_TV, 854, 480, 0x10950, "WVGA"},
{VMM_16_9 | VMM_LORES, 960, 540, 0x10960, NULL},
{VMM_16_9, 1280, 720, 0x10990, "HD 720"},
{VMM_16_9 | VMM_TV, 1356, 768, 0x109a0, "Flat TV"},
{VMM_16_9 | VMM_TV, 1920, 1080, 0x109c0, "HD 1080"},
{VMM_16_9, 2560, 1440, 0x109e0, NULL},
// End of table
{0, 0, 0}
};
/*-------------------------------------------------------------------------
Gathering and constructing modes
-------------------------------------------------------------------------*/
static VMM_Mode *vmm_modes = NULL;
int vmm_Init(int show, int hide)
{
int i;
VMM_Mode *lastm = NULL;
vmm_Close();
/*
TODO: Include detected SDL modes, if requested.
*/
for(i = 0; modetab[i].width; ++i)
{
VMM_Mode *m;
double nominal_aspect;
VMM_IMode *im = &modetab[i];
if(im->flags & hide)
continue;
if(!(im->flags & show))
continue;
m = calloc(1, sizeof(VMM_Mode));
if(!m)
return -1; /* Out of memory! */
m->id = im->id;
m->width = im->width;
m->height = im->height;
m->flags = im->flags;
if(im->flags & VMM_3_2)
nominal_aspect = 3.0f / 2.0f;
else if(im->flags & VMM_5_4)
nominal_aspect = 5.0f / 4.0f;
else if(im->flags & VMM_16_10)
nominal_aspect = 16.0f / 10.0f;
else if(im->flags & VMM_16_9)
nominal_aspect = 16.0f / 9.0f;
else
nominal_aspect = 4.0f / 3.0f;
if(im->width)
m->aspect = nominal_aspect / im->width * im->height;
else
m->aspect = 1.0f;
if(im->name)
m->name = strdup(im->name);
if(lastm)
lastm->next = m;
else
vmm_modes = m;
lastm = m;
}
return 0;
}
void vmm_Close(void)
{
VMM_Mode *m = vmm_First();
while(m)
{
VMM_Mode *dm = m;
m = vmm_Next(m);
free(dm->name);
free(dm);
}
vmm_modes = NULL;
}
/*-------------------------------------------------------------------------
Scanning
-------------------------------------------------------------------------*/
VMM_Mode *vmm_First(void)
{
return vmm_modes;
}
VMM_Mode *vmm_Next(VMM_Mode *current)
{
return current->next;
}
/*-------------------------------------------------------------------------
Indexing
-------------------------------------------------------------------------*/
VMM_Mode *vmm_FindMode(int id)
{
VMM_Mode *m = vmm_First();
while(m)
{
if(m->id == id)
return m;
m = vmm_Next(m);
}
return NULL;
}
+93
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@@ -0,0 +1,93 @@
/*(LGPL)
---------------------------------------------------------------------------
vidmodes.h - Video Mode Manager for Kobo Deluxe
---------------------------------------------------------------------------
* Copyright (C) 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef KOBO_VIDMODES_H
#define KOBO_VIDMODES_H
#ifdef __cplusplus
extern "C" {
#endif
/*-------------------------------------------------------------------------
Data Types and Structures
-------------------------------------------------------------------------*/
typedef enum
{
VMM_ALL = 0xffffffff,
VMM_DETECT = 0x00000001, /* Available modes as detected by SDL */
VMM_4_3 = 0x00000010, /* 4:3 modes */
VMM_3_2 = 0x00000020, /* 3:2 modes */
VMM_5_4 = 0x00000040, /* 5:4 modes */
VMM_16_10 = 0x00000080, /* 16:10 modes */
VMM_16_9 = 0x00000100, /* 16:9 modes */
VMM_PC = 0x00010000, /* Standard PC/Mac modes */
VMM_WPC = 0x00020000, /* Widescreen PC/Mac modes */
VMM_TV = 0x00040000, /* Standard TV modes */
VMM_WTV = 0x00080000, /* Widescreen TV modes */
VMM_LORES = 0x10000000 /* Special low resolution modes */
} VMM_Flags;
typedef struct VMM_Mode VMM_Mode;
struct VMM_Mode
{
VMM_Mode *next; /* Next mode in list */
char *name; /* Name, if any */
int id; /* Somewhat constant mode ID */
int width; /* Display width in pixels */
int height; /* Display height in pixels */
int flags; /* (WMM_Flags) */
float aspect; /* Pixel aspect ratio */
};
/*-------------------------------------------------------------------------
Gathering and constructing modes
-------------------------------------------------------------------------*/
int vmm_Init(int show, int hide);
void vmm_Close(void);
/*-------------------------------------------------------------------------
Scanning
-------------------------------------------------------------------------*/
VMM_Mode *vmm_First(void);
VMM_Mode *vmm_Next(VMM_Mode *current);
/*-------------------------------------------------------------------------
Indexing
-------------------------------------------------------------------------*/
VMM_Mode *vmm_FindMode(int id);
/*-------------------------------------------------------------------------
Searching
-------------------------------------------------------------------------*/
/* TODO: VMM_Mode *vmm_Find(int width, int height, int aspect); */
#ifdef __cplusplus
};
#endif
#endif /* KOBO_VIDMODES_H */
+654
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@@ -0,0 +1,654 @@
/*(LGPL)
---------------------------------------------------------------------------
window.cpp - Generic Rendering Window
---------------------------------------------------------------------------
* Copyright (C) 2001-2003, 2006, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "logger.h"
#include "window.h"
#include "gfxengine.h"
#include "sofont.h"
#define SELECT if(selected != this) _select();
window_t *window_t::selected = NULL;
window_t::window_t()
{
engine = NULL;
surface = NULL;
next = NULL;
prev = NULL;
phys_rect.x = phys_rect.y = 0;
phys_rect.w = 320;
phys_rect.h = 240;
fgcolor = bgcolor = 0;
selected = 0;
xs = ys = 256;
bg_bank = -1;
bg_frame = -1;
_visible = 1;
_offscreen = 0;
}
window_t::~window_t()
{
if(_offscreen && surface)
SDL_FreeSurface(surface);
if(selected == this)
selected = NULL;
unlink();
}
void window_t::init(gfxengine_t *e)
{
link(e);
xs = engine->xs;
ys = engine->ys;
if(_offscreen && surface)
{
SDL_FreeSurface(surface);
surface = NULL;
}
_offscreen = 0;
surface = engine->surface();
}
void window_t::visible(int vis)
{
if(_offscreen)
return; // Cannot be visible!
if(_visible == vis)
return;
_visible = vis;
invalidate();
}
void window_t::link(gfxengine_t *e)
{
unlink();
engine = e;
next = NULL;
prev = engine->windows;
if(prev)
{
while(prev->next)
prev = prev->next;
prev->next = this;
}
else
engine->windows = this;
}
void window_t::unlink(void)
{
if(engine)
{
if(engine->windows == this)
engine->windows = next;
if(engine->surface() == surface)
surface = NULL;
}
if(next)
next->prev = prev;
if(prev)
prev->next = next;
}
void window_t::place(int left, int top, int sizex, int sizey)
{
int x2 = ((left + sizex) * xs + 128) >> 8;
int y2 = ((top + sizey) * ys + 128) >> 8;
phys_rect.x = (left * xs + 128) >> 8;
phys_rect.y = (top * ys + 128) >> 8;
phys_rect.w = x2 - phys_rect.x;
phys_rect.h = y2 - phys_rect.y;
}
int window_t::offscreen()
{
if(!engine)
return -1;
if(!engine->surface())
return -1;
if(_offscreen)
return 0; // Already offscreen!
visible(0);
_offscreen = 1;
SDL_Surface *s = SDL_CreateRGBSurface(SDL_SWSURFACE,
phys_rect.w, phys_rect.h,
32, 0xff000000, 0x00ff0000,
0x0000ff00, 0x000000ff);
if(!s)
return -1;
surface = SDL_DisplayFormat(s);
SDL_FreeSurface(s);
if(!surface)
return -1;
return 0;
}
void window_t::select()
{
if(engine)
_select();
}
void window_t::_select()
{
SDL_Rect r = phys_rect;
selected = this;
if(surface)
SDL_SetClipRect(surface, &r);
}
void window_t::invalidate(SDL_Rect *r)
{
if(!engine)
return;
if(!engine->surface())
return;
SELECT
if(_offscreen)
{
if(!r)
{
SDL_Rect rr;
rr.x = 0;
rr.y = 0;
rr.w = phys_rect.w;
rr.h = phys_rect.h;
phys_refresh(&rr);
glSDL_Invalidate(surface, &rr);
}
else
{
phys_refresh(r);
glSDL_Invalidate(surface, r);
}
return;
}
if(!r)
engine->invalidate(&phys_rect, this);
else
{
/* Translate to screen coordinates */
SDL_Rect dr = *r;
dr.x = (dr.x * xs + 128) >> 8;
dr.y = (dr.y * ys + 128) >> 8;
dr.w = (((dr.w + dr.x) * xs + 128) >> 8) - dr.x;
dr.h = (((dr.h + dr.y) * ys + 128) >> 8) - dr.y;
dr.x += phys_rect.x;
dr.y += phys_rect.y;
/* Clip to window (stolen from SDL_surface.c) */
int Amin, Amax, Bmin, Bmax;
/* Horizontal intersection */
Amin = dr.x;
Amax = Amin + dr.w;
Bmin = phys_rect.x;
Bmax = Bmin + phys_rect.w;
if(Bmin > Amin)
Amin = Bmin;
dr.x = Amin;
if(Bmax < Amax)
Amax = Bmax;
dr.w = Amax - Amin > 0 ? Amax - Amin : 0;
/* Vertical intersection */
Amin = dr.y;
Amax = Amin + dr.h;
Bmin = phys_rect.y;
Bmax = Bmin + phys_rect.h;
if(Bmin > Amin)
Amin = Bmin;
dr.y = Amin;
if(Bmax < Amax)
Amax = Bmax;
dr.h = Amax - Amin > 0 ? Amax - Amin : 0;
if(dr.w && dr.h)
engine->invalidate(&dr, this);
}
}
/*---------------------------------------------------------------
Rendering API
---------------------------------------------------------------*/
Uint32 window_t::map_rgb(Uint8 r, Uint8 g, Uint8 b)
{
if(!engine)
return 0;
if(surface)
return SDL_MapRGB(surface->format, r, g, b);
else
return 0xffffff;
}
Uint32 window_t::map_rgb(Uint32 rgb)
{
if(!engine)
return 0;
Uint8 r = (rgb >> 16) & 0xff;
Uint8 g = (rgb >> 8) & 0xff;
Uint8 b = rgb & 0xff;
if(surface)
return SDL_MapRGB(surface->format, r, g, b);
else
return 0xffffff;
}
void window_t::bgimage(int bank, int frame)
{
bg_bank = bank;
bg_frame = frame;
}
void window_t::colorkey(Uint32 color)
{
if(!engine)
return;
if(!engine->surface())
return;
if(!_offscreen)
return;
SDL_SetColorKey(surface, SDL_SRCCOLORKEY, color);
}
void window_t::colorkey()
{
if(!engine)
return;
if(!engine->surface())
return;
if(!_offscreen)
return;
SDL_SetColorKey(surface, 0, 0);
}
void window_t::alpha(float a)
{
if(!engine)
return;
if(!engine->surface())
return;
if(!_offscreen)
return;
SDL_SetAlpha(surface, SDL_SRCALPHA, (int)(a * 255.0));
}
void window_t::font(int fnt)
{
_font = fnt;
}
void window_t::string(int _x, int _y, const char *txt)
{
string_fxp(PIXEL2CS(_x), PIXEL2CS(_y), txt);
}
void window_t::center(int _y, const char *txt)
{
center_fxp(PIXEL2CS(_y), txt);
}
void window_t::center_token(int _x, int _y, const char *txt, char token)
{
center_token_fxp(PIXEL2CS(_x), PIXEL2CS(_y), txt, token);
}
void window_t::string_fxp(int _x, int _y, const char *txt)
{
if(!engine)
return;
_x = CS2PIXEL((_x * xs + 128) >> 8);
_y = CS2PIXEL((_y * ys + 128) >> 8);
SoFont *f = engine->get_font(_font);
if(!f)
return;
SELECT
_x += phys_rect.x;
_y += phys_rect.y;
if(surface)
f->PutString(surface, _x, _y, txt);
}
void window_t::center_fxp(int _y, const char *txt)
{
_y = CS2PIXEL((_y * ys + 128) >> 8);
if(!engine)
return;
SoFont *f = engine->get_font(_font);
if(!f)
return;
SELECT
int _x = (phys_rect.w - f->TextWidth(txt) + 1) / 2;
_x += phys_rect.x;
_y += phys_rect.y;
if(surface)
f->PutString(surface, _x, _y, txt);
}
void window_t::center_token_fxp(int _x, int _y, const char *txt, char token)
{
_x = CS2PIXEL((_x * xs + 128) >> 8);
_y = CS2PIXEL((_y * ys + 128) >> 8);
if(!engine)
return;
SoFont *f = engine->get_font(_font);
if(!f)
return;
SELECT
int _cx;
if(-1 == token)
_cx = _x - f->TextWidth(txt)/2;
else
{
int tokpos;
/*
* My docs won't say if strchr(???, 0) is legal
* or even defined, so I'm not taking any chances...
*/
if(token)
{
char *tok = strchr(txt, token);
if(tok)
tokpos = tok-txt;
else
tokpos = 255;
}
else
tokpos = 255;
_cx = _x - f->TextWidth(txt, 0, tokpos);
}
_cx += phys_rect.x;
_y += phys_rect.y;
if(surface)
f->PutString(surface, _cx, _y, txt);
}
int window_t::textwidth_fxp(const char *txt, int min, int max)
{
if(!engine)
return strlen(txt);
SoFont *f = engine->get_font(_font);
if(!f)
return strlen(txt);
return (f->TextWidth(txt, min, max) << 16) / xs;
}
int window_t::textwidth(const char *txt, int min, int max)
{
if(!engine)
return strlen(txt);
SoFont *f = engine->get_font(_font);
if(!f)
return strlen(txt);
return (f->TextWidth(txt, min, max) << 8) / xs;
}
int window_t::fontheight()
{
if(!engine)
return 1;
SoFont *f = engine->get_font(_font);
if(!f)
return 1;
return (f->FontHeight() * 256) / ys;
}
void window_t::clear(SDL_Rect *r)
{
SDL_Rect sr, dr;
if(!engine)
return;
if(!surface)
return;
SELECT
if(!r)
{
sr = phys_rect;
sr.x = 0;
sr.y = 0;
dr = phys_rect;
}
else
{
sr.x = ((int)r->x * xs + 128) >> 8;
sr.y = ((int)r->y * ys + 128) >> 8;
sr.w = (((int)(r->x + r->w) * xs + 128) >> 8) - sr.x;
sr.h = (((int)(r->y + r->h) * ys + 128) >> 8) - sr.y;
dr = sr;
dr.x += phys_rect.x;
dr.y += phys_rect.y;
}
if((-1 == bg_bank) && (-1 == bg_frame))
SDL_FillRect(surface, &dr, bgcolor);
else
{
s_sprite_t *s = engine->get_sprite(bg_bank, bg_frame);
if(!s || !s->surface)
{
SDL_FillRect(surface, &dr, bgcolor);
return;
}
SDL_BlitSurface(s->surface, &sr, surface, &dr);
}
}
void window_t::point(int _x, int _y)
{
int x2 = ((_x + 1) * xs + 128) >> 8;
int y2 = ((_y + 1) * ys + 128) >> 8;
_x = (_x * xs + 128) >> 8;
_y = (_y * ys + 128) >> 8;
if(!engine)
return;
SELECT
/* Quick hack; slow */
SDL_Rect r;
r.x = phys_rect.x + _x;
r.y = phys_rect.y + _y;
r.w = x2 - _x;
r.h = y2 - _y;
if(surface)
SDL_FillRect(surface, &r, fgcolor);
}
void window_t::fillrect(int _x, int _y, int w, int h)
{
int x2 = ((_x + w) * xs + 128) >> 8;
int y2 = ((_y + h) * ys + 128) >> 8;
_x = (_x * xs + 128) >> 8;
_y = (_y * ys + 128) >> 8;
if(!engine)
return;
SELECT
SDL_Rect r;
r.x = phys_rect.x + _x;
r.y = phys_rect.y + _y;
r.w = x2 - _x;
r.h = y2 - _y;
if(surface)
SDL_FillRect(surface, &r, fgcolor);
}
void window_t::rectangle(int _x, int _y, int w, int h)
{
fillrect(_x, _y, w, 1);
fillrect(_x, _y + h - 1, w, 1);
fillrect(_x, _y + 1, 1, h - 2);
fillrect(_x + w - 1, _y + 1, 1, h - 2);
}
void window_t::fillrect_fxp(int _x, int _y, int w, int h)
{
int xx = CS2PIXEL((_x * xs + 128) >> 8);
int yy = CS2PIXEL((_y * ys + 128) >> 8);
w = CS2PIXEL(((w + _x) * xs + 128) >> 8) - xx;
h = CS2PIXEL(((h + _y) * ys + 128) >> 8) - yy;
if(!engine)
return;
SELECT
SDL_Rect r;
r.x = phys_rect.x + xx;
r.y = phys_rect.y + yy;
r.w = w;
r.h = h;
if(surface)
SDL_FillRect(surface, &r, fgcolor);
}
void window_t::sprite(int _x, int _y, int bank, int frame, int inval)
{
sprite_fxp(PIXEL2CS(_x), PIXEL2CS(_y), bank, frame, inval);
}
void window_t::sprite_fxp(int _x, int _y, int bank, int frame, int inval)
{
if(!engine)
return;
s_sprite_t *s = engine->get_sprite(bank, frame);
if(!s || !s->surface)
return;
_x = CS2PIXEL(((_x - (s->x << 8)) * xs + 128) >> 8);
_y = CS2PIXEL(((_y - (s->y << 8)) * ys + 128) >> 8);
SDL_Rect dest_rect;
SELECT
dest_rect.x = phys_rect.x + _x;
dest_rect.y = phys_rect.y + _y;
if(surface)
SDL_BlitSurface(s->surface, NULL, surface, &dest_rect);
if(inval && !engine->autoinvalidate())
{
dest_rect.w = s->surface->w;
dest_rect.h = s->surface->h;
engine->invalidate(&dest_rect, this);
}
}
void window_t::blit(int dx, int dy,
int sx, int sy, int sw, int sh, window_t *src)
{
if(!engine)
return;
if(!src)
return;
if(!surface)
return;
if(!src->surface)
return;
SELECT
SDL_Rect src_rect;
int sx2 = ((sx + sw) * xs + 128) >> 8;
int sy2 = ((sy + sh) * ys + 128) >> 8;
src_rect.x = (sx * xs + 128) >> 8;
src_rect.y = (sy * ys + 128) >> 8;
src_rect.w = sx2 - src_rect.x;
src_rect.h = sy2 - src_rect.y;
SDL_Rect dest_rect;
dest_rect.x = phys_rect.x + ((dx * xs + 128) >> 8);
dest_rect.y = phys_rect.y + ((dy * ys + 128) >> 8);
SDL_BlitSurface(src->surface, &src_rect, surface, &dest_rect);
}
void window_t::blit(int dx, int dy, window_t *src)
{
if(!engine)
return;
if(!src)
return;
if(!surface)
return;
if(!src->surface)
return;
SELECT
dx = (dx * xs + 128) >> 8;
dy = (dy * ys + 128) >> 8;
SDL_Rect src_rect;
src_rect.x = 0;
src_rect.y = 0;
src_rect.w = src->surface->w;
src_rect.h = src->surface->h;
SDL_Rect dest_rect;
dest_rect.x = phys_rect.x + dx;
dest_rect.y = phys_rect.y + dy;
SDL_BlitSurface(src->surface, &src_rect, surface, &dest_rect);
}
+339
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@@ -0,0 +1,339 @@
/*(LGPL)
---------------------------------------------------------------------------
window.h - Generic Rendering Window
---------------------------------------------------------------------------
* Copyright (C) 2001-2003, 2007 David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* Programmer's Documentation:
* The window_t class represents a simple window of the
* screen surface. It provides some high level rendering
* functions that operate inside the window's bounding
* rectangle. All operations are clipped. However,
* window occlusion is *not* handled, so you can't use
* this class for "real" windows.
*
* virtual void init(gfxengine_t *e);
* Call this to connect a window_t instance to
* the gfxengine_t instance that manages your
* screen. You *must* call this for pretty much
* any other calls to work.
*
* void place(int left, int top, int sizex, int sizey);
* Position the window on the screen.
*
* int offscreen();
* Make this an off-screen window, with a
* surface of it's own for rendering. An off-
* screen window will never be directly visible,
* but can be used as a source window for blit().
* May return -1 if there is an error.
*
* void select();
* Makes this window active, and sets up SDL's
* clipping appropriately. You should not use
* this call normally, but it's provided to
* allow this engine to interface with other
* SDL code.
*
* void invalidate(SDL_Rect *r = NULL);
* Invalidate the specified area, or the whole
* window if r is NULL. This will ensure that
* any changes in the invalidated area are made
* visible on the screen. Note that this call
* may also indirectly cause one or more calls
* to refresh().
*
* virtual void refresh(SDL_Rect *r);
* Virtual refresh call to be implemented by
* windows that aren't repainted every frame.
* After a call to invalidate(), refresh() will
* be called by the engine as necessary to
* produce a correct display. Note that in some
* cases, this means that refresh() will be
* called once for each screen flip, until all
* buffers (usually two) are up to date. Also
* note that you should do all rendering to the
* window either directly *or* in the refresh()
* function.
*
* Uint32 map_rgb(Uint8 r, Uint8 g, Uint8 b);
* Uint32 map_rgb(Uint32 rgb);
* Two different ways of translating a color in
* standard RGB format (separate components or
* HTML style hex code, respectively) into a
* pixel value compatible with the screen.
*
* void foreground(Uint32 color);
* void background(Uint32 color);
* Change the foreground and background colors
* used by subsequent rendering operations.
* Note that the arguments have to be in screen
* pixel format - the easiest way is to use the
* map_rgb() calls to generate the values.
*
* void bgimage(int bank, int frame);
* Select a background image, to use instead of
* a background color. Setting bank and frame to
* -1 (default) disables the image, so that the
* background color is used instead.
*
* void colorkey(Uint32 color);
* void colorkey();
* Set the colorkey for this window to 'color'
* and enable colorkeying. This affects blit()
* when this window is used as the source. The
* version without arguments disables
* colorkeying for this window.
* NOTE: Colorkeying is only supported by
* offscreen windows.
*
* void alpha(float a);
* Set the full surface alpha of this window.
* 0.0 is fully transparent and 1.0 is opaque.
* NOTE: Alpha is only supported by offscreen
* windows.
*
* void clear(SDL_Rect *r = NULL);
* Fill the specified rectangle with the current
* background color or background image. If r is
* NULL (default), clear the whole window.
*
* void font(int fnt);
* Select the font to be used for subsequent
* text rendering operations. The argument is a
* gfxengine_t bank index, and must refer to a
* bank that has been loaded with
* gfxengine_t::loadfont().
*
* void string(int _x, int _y, const char *txt);
* Put text string 'txt' starting at (_x, _y).
*
* void center(int _y, const char *txt);
* Put text string 'txt' centered horizontally
* inside the window, using '_y' as the y coord.
*
* void center_token(int _x, int _y, const char *txt, char token = 0);
* Print string 'txt', positioning it so that
* the first occurrence of character 'token'
* is located at (_x, _y). Omitting the 'token'
* argument, or passing 0 aligns the end of the
* string with _x. Setting 'token' to -1 results
* in the graphical center of the string being
* located at (_x, _y) - basically an advanced
* version of center().
*
* void string_fxp(int _x, int _y, const char *txt);
* void center_fxp(int _y, const char *txt);
* void center_token_fxp(int _x, int _y, const char *txt, char token = 0);
* gfxengine_t fixed point format versions of
* the corresponding non-fxp calls. (For sub-
* pixel accurate rendering and/or to make use
* of the higher resolutions in scaled modes.)
*
* int textwidth(const char *txt, int min = 0, int max = 255);
* Calculates the graphical width of 'txt' if it
* was to be printed with the current font.
* Calculation starts at position 'min' in the
* string, and ends at 'max', which makes it
* possible to use this call for various
* advanced alignment calculations.
*
* int fontheight();
* Returns the height of the currently selected
* font.
*
* void point(int _x, int _y);
* Plot a pixel with the current foreground
* color at (_x, _y). Note that the pixel will
* become a quadratic block if the screen is
* scaled to a higher resolution.
*
* void rectangle(int _x, int _y, int w, int h);
* Draw a hollow rectangle of w x h pixels at
* (_x, _y). The line thickness is scaled along
* with screen resolution, as with point().
*
* void fillrect(int _x, int _y, int w, int h);
* Draw a solid rectangle of w x h pixels at
* (_x, _y).
*
* void fillrect_fxp(int _x, int _y, int w, int h);
* As fillrect(), but with pixel or sub-pixel
* accuracy, depending on scaling and video
* driver.
*
* void sprite(int _x, int _y, int bank, int frame, int inval = 1);
* Render sprite 'bank':'frame' at (_x, _y). If
* inval is passed and set to 0, the affected
* area will *not* be invalidated automatically.
*
* void sprite_fxp(int _x, int _y, int bank, int frame, int inval = 1);
* As sprite(), but with pixel or sub-pixel
* accuracy, depending on scaling and video
* driver.
*
* void blit(int dx, int dy, window_t *src);
* Blit from window 'src' into this window, placing
* the top left corner of 'src' at (dx, dy).
*
* void blit(int dx, int dy, int sx, int sy, int sw, int sh, window_t *src);
* Blit rectangle (sx, sy, sw, sh) from window 'src'
* into this window, placing the top left corner of
* 'src' at (dx, dy).
*
* int x() { return rect.x / xsc; }
* int y() { return rect.y / ysc; }
* int width() { return rect.w / xsc; }
* int height() { return rect.h / ysc; }
* Get the current screen position of the
* window's top-left corner, and it's size.
*
* int x2() { return (rect.x + rect.w) / xsc; }
* int y2() { return (rect.y + rect.h) / ysc; }
* Get the screen position of the bottom-right
* corner of the window.
*/
#ifndef _WINDOW_H_
#define _WINDOW_H_
#include "glSDL.h"
class gfxengine_t;
class window_t
{
friend class gfxengine_t;
public:
window_t();
window_t(gfxengine_t *e);
virtual ~window_t();
virtual void init(gfxengine_t *e);
void place(int left, int top, int sizex, int sizey);
int offscreen();
void visible(int vis);
int visible() { return _visible; }
void select();
void invalidate(SDL_Rect *r = NULL);
virtual void refresh(SDL_Rect *r) { ; }
/* Color tools */
Uint32 mulrgb(Uint32 c1, Uint32 c2)
{
int r = ((c1 >> 16) & 0xff) * ((c2 >> 16) & 0xff) * 258 >> 16;
int g = ((c1 >> 8) & 0xff) * ((c2 >> 8) & 0xff) * 258 >> 16;
int b = (c1 & 0xff) * (c2 & 0xff) * 258 >> 16;
return r << 16 | g << 8 | b;
}
Uint32 fadergb(Uint32 rgb, Uint8 fade)
{
int r = ((rgb >> 16) & 0xff) * fade * 258 >> 16;
int g = ((rgb >> 8) & 0xff) * fade * 258 >> 16;
int b = (rgb & 0xff) * fade * 258 >> 16;
return r << 16 | g << 8 | b;
}
/* Rendering */
Uint32 map_rgb(Uint8 r, Uint8 g, Uint8 b);
Uint32 map_rgb(Uint32 rgb);
void foreground(Uint32 color) { fgcolor = color; }
void background(Uint32 color) { bgcolor = color; };
void bgimage(int bank = -1, int frame = -1);
void colorkey(Uint32 color);
void colorkey();
void alpha(float a);
void clear(SDL_Rect *r = NULL);
void font(int fnt);
void string(int _x, int _y, const char *txt);
void center(int _y, const char *txt);
void center_token(int _x, int _y, const char *txt, char token = 0);
void string_fxp(int _x, int _y, const char *txt);
void center_fxp(int _y, const char *txt);
void center_token_fxp(int _x, int _y, const char *txt, char token = 0);
int textwidth(const char *txt, int min = 0, int max = 255);
int textwidth_fxp(const char *txt, int min = 0, int max = 255);
int fontheight();
void point(int _x, int _y);
void rectangle(int _x, int _y, int w, int h);
void fillrect(int _x, int _y, int w, int h);
void fillrect_fxp(int _x, int _y, int w, int h);
void sprite(int _x, int _y, int bank, int frame, int inval = 1);
void sprite_fxp(int _x, int _y, int bank, int frame, int inval = 1);
void blit(int dx, int dy, int sx, int sy, int sw, int sh, window_t *src);
void blit(int dx, int dy, window_t *src);
int x() { return (phys_rect.x * 256 + 128) / xs; }
int y() { return (phys_rect.y * 256 + 128) / ys; }
int x2() { return ((phys_rect.x + phys_rect.w) * 256 + 128) / xs; }
int y2() { return ((phys_rect.y + phys_rect.h) * 256 + 128) / ys; }
int width() { return x2() - x(); }
int height() { return y2() - y(); }
SDL_Rect phys_rect;
protected:
window_t *next, *prev;
/*
* Kludge: This is for window selection to work.
* the problem is that this will break (along
* with some other things) if more than one
* gfxengine_t instance is used.
*/
static window_t *selected; //Currently selected window
gfxengine_t *engine;
SDL_Surface *surface;
int xs, ys; //fixp 24:8
Uint32 fgcolor, bgcolor;
int bg_bank, bg_frame;
int _font;
int _visible;
int _offscreen;
void _select(); //Internal version
void link(gfxengine_t *e);
void unlink(void);
void phys_refresh(SDL_Rect *r)
{
if(!r)
refresh(NULL);
else
{
SDL_Rect dr;
dr.x = r->x - phys_rect.x;
dr.y = r->y - phys_rect.y;
int x2 = (int)(dr.x + r->w) * 256 / xs;
int y2 = (int)(dr.y + r->h) * 256 / ys;
dr.x = (int)dr.x * 256 / xs;
dr.y = (int)dr.y * 256 / ys;
dr.w = x2 - dr.x;
dr.h = y2 - dr.y;
refresh(&dr);
}
}
};
#endif