#include "SDL_image.h"
#include "../video/surface.h"
+#include "../video/screen.h"
#include "../app/globals.h"
#include "../app/setup.h"
Surface::Surface(Color top_background, Color bottom_background, int w_, int h_)
: data(top_background, bottom_background, w_, h_), w(0), h(0)
{
- // FIXME: Gradient surfaces currently don't accept width/height
- // If nonzero values are passed to data.create(), supertux
- // crashes.
impl = data.create();
if (impl)
{
}
}
+void Surface::apply_mask(Color color)
+{
+impl->apply_mask(color);
+}
+
Surface::~Surface()
{
#ifdef DEBUG
}
}
+void
+apply_filter_to_surface(SDL_Surface* surface, int filter, Color color)
+{
+if(filter == MASK_FILTER)
+ {
+ SDL_Surface* sur_copy = sdl_surface_from_sdl_surface(surface, true);
+
+ Uint8 r,g,b,a;
+
+ SDL_LockSurface(sur_copy);
+ for(int x = 0; x < sur_copy->w; x++)
+ for(int y = 0; y < sur_copy->h; y++)
+ {
+ SDL_GetRGBA(getpixel(sur_copy,x,y), sur_copy->format, &r,&g,&b,&a);
+ if(a != 0)
+ {
+ putpixel(sur_copy, x,y, color.map_rgba(sur_copy));
+ }
+ }
+ SDL_UnlockSurface(sur_copy);
+
+ SDL_BlitSurface(sur_copy, NULL, surface, NULL);
+ SDL_FreeSurface(sur_copy);
+ }
+}
+
SDL_Surface*
sdl_surface_part_from_file(const std::string& file, int x, int y, int w, int h, bool use_alpha)
{
SuperTux::sdl_surface_from_sdl_surface(SDL_Surface* sdl_surf, bool use_alpha)
{
SDL_Surface* sdl_surface;
+#if 0
Uint32 saved_flags;
Uint8 saved_alpha;
{
SDL_SetAlpha(sdl_surf, 0, 0);
}
+#endif
if(use_alpha == false && !use_gl)
sdl_surface = SDL_DisplayFormat(sdl_surf);
else
sdl_surface = SDL_DisplayFormatAlpha(sdl_surf);
+#if 0
/* Restore the alpha blending attributes */
if ( (saved_flags & SDL_SRCALPHA)
== SDL_SRCALPHA )
{
SDL_SetAlpha(sdl_surface, saved_flags, saved_alpha);
}
+#endif
if (sdl_surface == NULL)
Termination::abort("Can't covert to display format", "SURFACE");
glBegin(GL_QUADS);
- if(effect & VERTICAL_FLIP)
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)w+x, (float)h+y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, (float)h+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)w+x, y);
+ }
+ else if(effect & VERTICAL_FLIP)
{
glTexCoord2f(0, 0);
glVertex2f(x, (float)h+y);
glTexCoord2f(0, (float)h / ph);
glVertex2f(x, y);
}
+ else if(effect & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)w+x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, (float)h+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)w+x, (float)h+y);
+ }
else
{
glTexCoord2f(0, 0);
glBegin(GL_QUADS);
- if(effect & VERTICAL_FLIP)
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(sx / pw, (float)(sy+h) / ph);
+ glVertex2f((float)w+x, (float)h+y);
+
+ glTexCoord2f((sx+w) / pw, (sy+h) / ph);
+ glVertex2f(x, (float)h+y);
+
+ glTexCoord2f((float)(sx + w) / pw, sy / ph);
+ glVertex2f(x, y);
+
+ glTexCoord2f(sx / pw, sy / ph);
+ glVertex2f((float)w+x, y);
+ }
+ else if(effect & VERTICAL_FLIP)
{
glTexCoord2f(sx / pw, sy / ph);
glVertex2f(x, y);
glTexCoord2f(sx / pw, (float)(sy+h) / ph);
glVertex2f(x, h+y);
}
+ else if(effect & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(sx / pw, sy / ph);
+ glVertex2f((float)w+x, y);
+
+ glTexCoord2f((float)(sx + w) / pw, sy / ph);
+ glVertex2f(x, y);
+
+ glTexCoord2f((sx+w) / pw, (sy+h) / ph);
+ glVertex2f(x, (float)h+y);
+
+ glTexCoord2f(sx / pw, (float)(sy+h) / ph);
+ glVertex2f((float)w+x, (float)h+y);
+ }
else
{
glTexCoord2f(sx / pw, (float)(sy+h) / ph);
glBegin(GL_QUADS);
- if(effect & VERTICAL_FLIP)
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)sw+x, y);
+ }
+ else if(effect & VERTICAL_FLIP)
{
glTexCoord2f(0, 0);
glVertex2f(x, (float)sh+y);
glTexCoord2f(0, (float)h / ph);
glVertex2f(x, y);
}
+ else if(effect & HORIZONTAL_FLIP)
+ {
+ glTexCoord2f(0, 0);
+ glVertex2f((float)sw+x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f(x, (float)sh+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f((float)sw+x, (float)sh+y);
+ }
else
{
glTexCoord2f(0, 0);
return 0;
}
+void
+SurfaceOpenGL::apply_mask(Color color)
+{
+ ::apply_filter_to_surface(sdl_surface, MASK_FILTER, color);
+ create_gl(sdl_surface,&gl_texture);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
#endif
SurfaceSDL::SurfaceSDL(SDL_Surface* surf, bool use_alpha)
if(effect & SEMI_TRANSPARENT)
alpha = 128;
- if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ // FIXME: this hack is damn slow. Just keep it cause it isn't that used.
+ for(float sx = 0; sx < w; sx++)
+ for(float sy = 0; sy < h; sy++)
+ if(draw_part(sx, sy, x+(w-sx), y+(h-sy), 1, 1, alpha, NONE_EFFECT) == -2)
+ return -2;
+ return 0;
+ }
+ else if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
{
for(float sy = 0; sy < h; sy++)
if(draw_part(0, sy, x, y+(h-sy), w, 1, alpha, NONE_EFFECT) == -2)
return -2;
return 0;
}
+ else if(effect & HORIZONTAL_FLIP) // FIXME: feel free to replace this hack
+ {
+ for(float sx = 0; sx < w; sx++)
+ if(draw_part(sx, 0, x+(w-sx), y, 1, h, alpha, NONE_EFFECT) == -2)
+ return -2;
+ return 0;
+ }
if(alpha != 255)
{
if(effect & SEMI_TRANSPARENT)
alpha = 128;
- if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
+ if(effect & VERTICAL_FLIP & HORIZONTAL_FLIP)
+ {
+ // FIXME: this hack is damn slow. Just keep it cause it isn't that used.
+ for(float sx_ = 0; sx_ < w; sx++)
+ for(float sy_ = 0; sy_ < h; sy++)
+ if(draw_part(sx_, sy_, sx+(w-sx_), sy+(h-sy_), 1, 1, alpha, NONE_EFFECT) == -2)
+ return -2;
+ return 0;
+ }
+ else if(effect & VERTICAL_FLIP) // FIXME: feel free to replace this hack
{
for(float sy_ = sy; sy_ < h; sy_++)
if(draw_part(sx, sy_, x, y+(h-sy_), w, 1, alpha, NONE_EFFECT) == -2)
return -2;
return 0;
}
+ else if(effect & HORIZONTAL_FLIP) // FIXME: feel free to replace this hack
+ {
+ for(float sx_ = 0; sx_ < w; sx_++)
+ if(draw_part(sx_, 0, sx+(w-sx_), sy, 1, h, alpha, NONE_EFFECT) == -2)
+ return -2;
+ return 0;
+ }
if(alpha != 255)
{
/* Create a Surface, make it using colorkey, blit surface into temp, apply alpha
to temp sur, blit the temp into the screen */
/* Note: this has to be done, since SDL doesn't allow to set alpha to surfaces that
- already have an alpha mask yet... */
+ already have an alpha mask, yet... */
SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
- sdl_surface->w, sdl_surface->h, sdl_surface->format->BitsPerPixel,
+ (int)w, (int)h, sdl_surface->format->BitsPerPixel,
sdl_surface->format->Rmask, sdl_surface->format->Gmask,
sdl_surface->format->Bmask,
0);
SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
- SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
+ SDL_BlitSurface(sdl_surface, &src, sdl_surface_copy, NULL);
SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
return ret;
}
+void
+SurfaceSDL::apply_mask(Color color)
+{
+ ::apply_filter_to_surface(sdl_surface, MASK_FILTER, color);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
SurfaceSDL::~SurfaceSDL()
{}