#include "SDL_image.h"
#include "../video/surface.h"
+#include "../video/screen.h"
#include "../app/globals.h"
#include "../app/setup.h"
}
}
+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)
+ {
+ Uint8 r,g,b,a;
+ SDL_Rect rect;
+ rect.w = rect.h = 1;
+ SDL_LockSurface(surface);
+ for(int x = 0; x < surface->w; x++)
+ for(int y = 0; y < surface->h; y++)
+ {
+// SDL_LockSurface(surface);
+ SDL_GetRGBA(getpixel(surface,x,y), surface->format, &r,&g,&b,&a);
+// SDL_UnlockSurface(surface);
+ if(a != 0)
+ {
+ putpixel(surface, x,y, color.map_rgba(surface));
+// rect.x = x; rect.y = y;
+// SDL_FillRect(surface, &rect, color.map_rgba(surface));
+ }
+ }
+ SDL_UnlockSurface(surface);
+ }
+}
+
SDL_Surface*
sdl_surface_part_from_file(const std::string& file, int x, int y, int w, int h, bool use_alpha)
{
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)
{
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()
{}