{
if (impl)
{
- w = w_;
- h = h_;
+ w = w_;
+ h = h_;
if (impl->resize(w_,h_) == -2)
reload();
}
}
+Surface* Surface::CaptureScreen()
+{
+ Surface *cap_screen;
+
+ if (!(screen->flags & SDL_OPENGL))
+ {
+ cap_screen = new Surface(SDL_GetVideoSurface(),false);
+ }
+
+#ifndef NOOPENGL
+ if (use_gl)
+ {
+ SDL_Surface *temp;
+ unsigned char *pixels;
+ int i;
+ temp = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 24,
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+ 0x000000FF, 0x0000FF00, 0x00FF0000, 0
+#else
+ 0x00FF0000, 0x0000FF00, 0x000000FF, 0
+#endif
+ );
+ if (temp == NULL)
+ st_abort("Error while trying to capture the screen in OpenGL mode","");
+
+ pixels = (unsigned char*) malloc(3 * screen->w * screen->h);
+ if (pixels == NULL)
+ {
+ SDL_FreeSurface(temp);
+ st_abort("Error while trying to capture the screen in OpenGL mode","");
+ }
+
+ glReadPixels(0, 0, screen->w, screen->h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+
+ for (i=0; i<screen->h; i++)
+ memcpy(((char *) temp->pixels) + temp->pitch * i, pixels + 3*screen->w * (screen->h-i-1), screen->w*3);
+ free(pixels);
+
+ cap_screen = new Surface(temp,false);
+ SDL_FreeSurface(temp);
+
+ }
+#endif
+
+return cap_screen;
+}
+
SDL_Surface*
sdl_surface_part_from_file(const std::string& file, int x, int y, int w, int h, int use_alpha)
{
dest.w = w;
dest.h = h;
int ret = SDL_SoftStretch(sdl_surface, NULL,
- sdl_surface, &dest);
+ sdl_surface, &dest);
return ret;
}
dest.h = h;
if(alpha != 255)
- {
- /* Copy the SDL surface, then make it using alpha and use it to blit into the screen */
+ {
+ /* 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... */
+
SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
sdl_surface->w, sdl_surface->h, sdl_surface->format->BitsPerPixel,
- sdl_surface->format->Rmask, sdl_surface->format->Gmask, sdl_surface->format->Bmask,
- sdl_surface->format->Amask);
+ sdl_surface->format->Rmask, sdl_surface->format->Gmask,
+ sdl_surface->format->Bmask,
+ 0);
+ int colorkey = SDL_MapRGB(sdl_surface_copy->format, 255, 0, 255);
+ SDL_FillRect(sdl_surface_copy, NULL, colorkey);
+ SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
- SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
+ SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
if (update == UPDATE)
SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
- SDL_FreeSurface (sdl_surface_copy) ;
+ SDL_FreeSurface (sdl_surface_copy);
return ret;
- }
+ }
int ret = SDL_BlitSurface(sdl_surface, NULL, screen, &dest);
dest.h = screen->h;
if(alpha != 255)
- SDL_SetAlpha(sdl_surface ,SDL_SRCALPHA,alpha);
+ {
+ /* 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... */
+
+ SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
+ sdl_surface->w, sdl_surface->h, sdl_surface->format->BitsPerPixel,
+ sdl_surface->format->Rmask, sdl_surface->format->Gmask,
+ sdl_surface->format->Bmask,
+ 0);
+ int colorkey = SDL_MapRGB(sdl_surface_copy->format, 255, 0, 255);
+ SDL_FillRect(sdl_surface_copy, NULL, colorkey);
+ SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
+
+
+ SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
+ SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
+
+ int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
+
+ if (update == UPDATE)
+ SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
+
+ SDL_FreeSurface (sdl_surface_copy);
+ return ret;
+ }
int ret = SDL_SoftStretch(sdl_surface, NULL, screen, &dest);
dest.h = (int)h;
if(alpha != 255)
- SDL_SetAlpha(sdl_surface ,SDL_SRCALPHA,alpha);
+ {
+ /* 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... */
+
+ SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
+ sdl_surface->w, sdl_surface->h, sdl_surface->format->BitsPerPixel,
+ sdl_surface->format->Rmask, sdl_surface->format->Gmask,
+ sdl_surface->format->Bmask,
+ 0);
+ int colorkey = SDL_MapRGB(sdl_surface_copy->format, 255, 0, 255);
+ SDL_FillRect(sdl_surface_copy, NULL, colorkey);
+ SDL_SetColorKey(sdl_surface_copy, SDL_SRCCOLORKEY, colorkey);
+
+
+ SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
+ SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
+
+ int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
+
+ if (update == UPDATE)
+ SDL_UpdateRect(screen, dest.x, dest.y, dest.w, dest.h);
+
+ SDL_FreeSurface (sdl_surface_copy);
+ return ret;
+ }
int ret = SDL_BlitSurface(sdl_surface, &src, screen, &dest);
if(alpha != 255)
SDL_SetAlpha(sdl_surface ,SDL_SRCALPHA,alpha);
- int ret = SDL_SoftStretch(sdl_surface, NULL, screen, &dest);
+
+ SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
+ sw, sh, sdl_surface->format->BitsPerPixel,
+ sdl_surface->format->Rmask, sdl_surface->format->Gmask,
+ sdl_surface->format->Bmask,
+ 0);
+
+ SDL_BlitSurface(sdl_surface, NULL, sdl_surface_copy, NULL);
+ SDL_SoftStretch(sdl_surface_copy, NULL, sdl_surface_copy, &dest);
+
+ int ret = SDL_BlitSurface(sdl_surface_copy,NULL,screen,&dest);
+ SDL_FreeSurface(sdl_surface_copy);
if (update == UPDATE)
update_rect(screen, dest.x, dest.y, dest.w, dest.h);