+// $Id: surface.cpp 2175 2004-11-24 19:02:49Z sik0fewl $
+//
+// SuperTux
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// 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 General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+#include <config.h>
+
+#include <cassert>
+#include <iostream>
+#include <algorithm>
+#include <stdexcept>
+#include <sstream>
+
+#include <SDL.h>
+#include <SDL_image.h>
+
+#include "gameconfig.h"
+#include "video/surface.h"
+#include "video/screen.h"
+#include "app/globals.h"
+#include "app/setup.h"
+
+using namespace SuperTux;
+
+Surface::Surfaces Surface::surfaces;
+
+extern SDL_Surface* screen;
+
+SurfaceData::SurfaceData(SDL_Surface* temp, bool use_alpha_)
+ : type(SURFACE), surface(0), use_alpha(use_alpha_),
+ x(0), y(0), w(0), h(0)
+{
+ // Copy the given surface and make sure that it is not stored in
+ // video memory
+ surface = SDL_CreateRGBSurface(temp->flags & (~SDL_HWSURFACE),
+ temp->w, temp->h,
+ temp->format->BitsPerPixel,
+ temp->format->Rmask,
+ temp->format->Gmask,
+ temp->format->Bmask,
+ temp->format->Amask);
+ if(!surface)
+ throw std::runtime_error("No memory left for surface");
+
+ SDL_SetAlpha(temp,0,0);
+ SDL_BlitSurface(temp, NULL, surface, NULL);
+}
+
+SurfaceData::SurfaceData(const std::string& file_, bool use_alpha_)
+ : type(LOAD), surface(0), file(file_), use_alpha(use_alpha_)
+{}
+
+SurfaceData::SurfaceData(const std::string& file_, int x_, int y_,
+ int w_, int h_, bool use_alpha_)
+ : type(LOAD_PART), surface(0), file(file_), use_alpha(use_alpha_),
+ x(x_), y(y_), w(w_), h(h_)
+{}
+
+SurfaceData::SurfaceData(Color top_gradient_, Color bottom_gradient_,
+ int w_, int h_)
+ : type(GRADIENT), surface(0), use_alpha(false), w(w_), h(h_)
+{
+ top_gradient = top_gradient_;
+ bottom_gradient = bottom_gradient_;
+}
+
+
+SurfaceData::~SurfaceData()
+{
+ SDL_FreeSurface(surface);
+}
+
+SurfaceImpl*
+SurfaceData::create()
+{
+ if (config->use_gl)
+ return create_SurfaceOpenGL();
+ else
+ return create_SurfaceSDL();
+}
+
+SurfaceSDL*
+SurfaceData::create_SurfaceSDL()
+{
+ switch(type)
+ {
+ case LOAD:
+ return new SurfaceSDL(file, use_alpha);
+ case LOAD_PART:
+ return new SurfaceSDL(file, x, y, w, h, use_alpha);
+ case SURFACE:
+ return new SurfaceSDL(surface, use_alpha);
+ case GRADIENT:
+ return new SurfaceSDL(top_gradient, bottom_gradient, w, h);
+ }
+ assert(0);
+}
+
+SurfaceOpenGL*
+SurfaceData::create_SurfaceOpenGL()
+{
+ switch(type)
+ {
+ case LOAD:
+ return new SurfaceOpenGL(file, use_alpha);
+ case LOAD_PART:
+ return new SurfaceOpenGL(file, x, y, w, h, use_alpha);
+ case SURFACE:
+ return new SurfaceOpenGL(surface, use_alpha);
+ case GRADIENT:
+ return new SurfaceOpenGL(top_gradient, bottom_gradient, w, h);
+ default:
+ assert(false);
+ }
+}
+
+/* Quick utility function for texture creation */
+static int power_of_two(int input)
+{
+ int value = 1;
+
+ while ( value < input )
+ {
+ value <<= 1;
+ }
+ return value;
+}
+
+Surface::Surface(SDL_Surface* surf, bool use_alpha)
+ : data(surf, use_alpha), w(0), h(0)
+{
+ impl = data.create();
+ if (impl)
+ {
+ w = impl->w;
+ h = impl->h;
+ }
+ surfaces.push_back(this);
+}
+
+Surface::Surface(const std::string& file, bool use_alpha)
+ : data(file, use_alpha), w(0), h(0)
+{
+ impl = data.create();
+ if (impl)
+ {
+ w = impl->w;
+ h = impl->h;
+ }
+ surfaces.push_back(this);
+}
+
+Surface::Surface(const std::string& file, int x, int y, int w_, int h_, bool use_alpha)
+ : data(file, x, y, w_, h_, use_alpha), w(0), h(0)
+{
+ impl = data.create();
+ if (impl)
+ {
+ w = impl->w;
+ h = impl->h;
+ }
+ surfaces.push_back(this);
+}
+
+Surface::Surface(Color top_background, Color bottom_background, int w_, int h_)
+ : data(top_background, bottom_background, w_, h_), w(0), h(0)
+{
+ impl = data.create();
+ if (impl)
+ {
+ w = impl->w;
+ h = impl->h;
+ }
+ surfaces.push_back(this);
+}
+
+void
+Surface::reload()
+{
+ delete impl;
+ impl = data.create();
+ if (impl)
+ {
+ w = impl->w;
+ h = impl->h;
+ for(std::vector<SurfaceData::Filter>::iterator i =
+ data.applied_filters.begin(); i != data.applied_filters.end();
+ i++)
+ impl->apply_filter(i->type, i->color);
+ }
+}
+
+void Surface::apply_filter(int filter, Color color)
+{
+ impl->apply_filter(filter, color);
+
+ SurfaceData::Filter apply_filter;
+ apply_filter.type = filter;
+ apply_filter.color = color;
+ data.applied_filters.push_back(apply_filter);
+}
+
+Surface::~Surface()
+{
+#ifdef DEBUG
+ bool found = false;
+ for(std::list<Surface*>::iterator i = surfaces.begin(); i != surfaces.end();
+ ++i)
+ {
+ if(*i == this)
+ {
+ found = true; break;
+ }
+ }
+ if(!found)
+ printf("Error: Surface freed twice!!!\n");
+#endif
+ surfaces.remove(this);
+ delete impl;
+}
+
+void
+Surface::reload_all()
+{
+ for(Surfaces::iterator i = surfaces.begin(); i != surfaces.end(); ++i)
+ {
+ (*i)->reload();
+ }
+}
+
+void
+Surface::debug_check()
+{
+ for(Surfaces::iterator i = surfaces.begin(); i != surfaces.end(); ++i)
+ {
+ printf("Surface not freed: T:%d F:%s.\n", (*i)->data.type,
+ (*i)->data.file.c_str());
+ }
+}
+
+void
+apply_filter_to_surface(SDL_Surface* surface, int filter, Color color)
+{
+ if(filter == HORIZONTAL_FLIP_FILTER) {
+ SDL_Surface* sur_copy = sdl_surface_from_sdl_surface(surface, true);
+ SDL_BlitSurface(surface, NULL, sur_copy, NULL);
+ SDL_SetAlpha(sur_copy,0,0);
+
+ SDL_Rect src, dst;
+ src.y = dst.y = 0;
+ src.w = dst.w = 1;
+ src.h = dst.h = sur_copy->h;
+ for(int x = 0; x < sur_copy->w; x++)
+ {
+ src.x = x; dst.x = sur_copy->w-1 - x;
+ SDL_BlitSurface(sur_copy, &src, surface, &dst);
+ }
+
+ SDL_FreeSurface(sur_copy);
+ } else 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)
+{
+ SDL_Rect src;
+ SDL_Surface * sdl_surface;
+ SDL_Surface * temp;
+ SDL_Surface * conv;
+
+ temp = IMG_Load(file.c_str());
+
+ if (temp == NULL) {
+ std::stringstream msg;
+ msg << "Couldn't load '" << file << "': " << SDL_GetError();
+ throw std::runtime_error(msg.str());
+ }
+
+ /* Set source rectangle for conv: */
+
+ src.x = x;
+ src.y = y;
+ src.w = w;
+ src.h = h;
+
+ conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, temp->format->BitsPerPixel,
+ temp->format->Rmask,
+ temp->format->Gmask,
+ temp->format->Bmask,
+ temp->format->Amask);
+
+ SDL_SetAlpha(temp,0,0);
+
+ SDL_BlitSurface(temp, &src, conv, NULL);
+ if(use_alpha == false && !config->use_gl)
+ sdl_surface = SDL_DisplayFormat(conv);
+ else
+ sdl_surface = SDL_DisplayFormatAlpha(conv);
+
+ if (sdl_surface == NULL) {
+ std::stringstream msg;
+ msg << "Can't convert file '" << file << "' to display format.";
+ throw std::runtime_error(msg.str());
+ }
+
+ if (use_alpha == false && !config->use_gl)
+ SDL_SetAlpha(sdl_surface, 0, 0);
+
+ SDL_FreeSurface(temp);
+ SDL_FreeSurface(conv);
+
+ return sdl_surface;
+}
+
+SDL_Surface*
+sdl_surface_from_file(const std::string& file, bool use_alpha)
+{
+ SDL_Surface* sdl_surface;
+ SDL_Surface* temp;
+
+ temp = IMG_Load(file.c_str());
+
+ if (temp == NULL) {
+ std::stringstream msg;
+ msg << "Couldn't load file '" << file << "': " << SDL_GetError();
+ throw std::runtime_error(msg.str());
+ }
+
+ if(use_alpha == false && !config->use_gl)
+ sdl_surface = SDL_DisplayFormat(temp);
+ else
+ sdl_surface = SDL_DisplayFormatAlpha(temp);
+
+ if (sdl_surface == NULL) {
+ std::stringstream msg;
+ msg << "Couldn't convert file '" << file << "' to display format";
+ throw std::runtime_error(msg.str());
+ }
+
+ if (use_alpha == false && !config->use_gl)
+ SDL_SetAlpha(sdl_surface, 0, 0);
+
+ SDL_FreeSurface(temp);
+
+ return sdl_surface;
+}
+
+SDL_Surface*
+sdl_surface_from_sdl_surface(SDL_Surface* sdl_surf, bool use_alpha)
+{
+ SDL_Surface* sdl_surface;
+#if 0
+ Uint32 saved_flags;
+ Uint8 saved_alpha;
+
+ /* Save the alpha blending attributes */
+ saved_flags = sdl_surf->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
+ saved_alpha = sdl_surf->format->alpha;
+ if ( (saved_flags & SDL_SRCALPHA)
+ == SDL_SRCALPHA )
+ {
+ SDL_SetAlpha(sdl_surf, 0, 0);
+ }
+#endif
+
+ if(use_alpha == false && !config->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) {
+ std::stringstream msg;
+ msg << "Can't convert surface to display format.";
+ throw std::runtime_error(msg.str());
+ }
+
+ if (use_alpha == false && !config->use_gl)
+ SDL_SetAlpha(sdl_surface, 0, 0);
+
+ return sdl_surface;
+}
+
+SDL_Surface*
+sdl_surface_from_gradient(Color top, Color bottom, int w, int h)
+{
+ SDL_Surface* sdl_surface
+ = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h,
+ screen->format->BitsPerPixel, screen->format->Rmask,
+ screen->format->Gmask, screen->format->Bmask, 0);
+
+ if(sdl_surface == 0)
+ throw std::runtime_error("Can't create gradient surface");
+
+ if(top == bottom) {
+ SDL_FillRect(sdl_surface, NULL, SDL_MapRGB(sdl_surface->format,
+ top.red, top.green, top.blue));
+ } else {
+ float redstep = (float(bottom.red)-float(top.red)) / float(h);
+ float greenstep = (float(bottom.green)-float(top.green)) / float(h);
+ float bluestep = (float(bottom.blue) - float(top.blue)) / float(h);
+
+ SDL_Rect rect;
+ rect.x = 0;
+ rect.w = w;
+ rect.h = 1;
+ for(float y = 0; y < h; y++) {
+ rect.y = (int)y;
+ SDL_FillRect(sdl_surface, &rect, SDL_MapRGB(sdl_surface->format,
+ int(float(top.red) + redstep * y),
+ int(float(top.green) + greenstep * y),
+ int(float(top.blue) + bluestep * y)));
+ }
+ }
+
+ return sdl_surface;
+}
+
+//---------------------------------------------------------------------------
+
+SurfaceImpl::SurfaceImpl()
+{}
+
+SurfaceImpl::~SurfaceImpl()
+{
+ SDL_FreeSurface(sdl_surface);
+}
+
+SDL_Surface* SurfaceImpl::get_sdl_surface() const
+{
+ return sdl_surface;
+}
+
+SurfaceOpenGL::SurfaceOpenGL(SDL_Surface* surf, bool use_alpha)
+{
+ sdl_surface = sdl_surface_from_sdl_surface(surf, use_alpha);
+ create_gl(sdl_surface,&gl_texture);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceOpenGL::SurfaceOpenGL(const std::string& file, bool use_alpha)
+{
+ sdl_surface = sdl_surface_from_file(file, use_alpha);
+ create_gl(sdl_surface,&gl_texture);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceOpenGL::SurfaceOpenGL(const std::string& file_, int x_, int y_,
+ int w_, int h_, bool use_alpha_)
+{
+ sdl_surface = sdl_surface_part_from_file(file_,x_,y_,w_,h_,use_alpha_);
+
+ create_gl(sdl_surface, &gl_texture);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceOpenGL::SurfaceOpenGL(Color top_gradient, Color bottom_gradient,
+ int _w, int _h)
+{
+ sdl_surface = sdl_surface_from_gradient(top_gradient, bottom_gradient,_w,_h);
+ create_gl(sdl_surface, &gl_texture);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceOpenGL::~SurfaceOpenGL()
+{
+ glDeleteTextures(1, &gl_texture);
+}
+
+void
+SurfaceOpenGL::create_gl(SDL_Surface * surf, GLuint * tex)
+{
+ Uint32 saved_flags;
+ Uint8 saved_alpha;
+ int w, h;
+ SDL_Surface *conv;
+
+ w = power_of_two(surf->w);
+ h = power_of_two(surf->h),
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, surf->format->BitsPerPixel,
+ 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
+#else
+ conv = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, surf->format->BitsPerPixel,
+ 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
+#endif
+
+ /* Save the alpha blending attributes */
+ saved_flags = surf->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
+ saved_alpha = surf->format->alpha;
+ if ( (saved_flags & SDL_SRCALPHA)
+ == SDL_SRCALPHA )
+ {
+ SDL_SetAlpha(surf, 0, 0);
+ }
+
+ SDL_BlitSurface(surf, 0, conv, 0);
+
+ /* Restore the alpha blending attributes */
+ if ( (saved_flags & SDL_SRCALPHA)
+ == SDL_SRCALPHA )
+ {
+ SDL_SetAlpha(surf, saved_flags, saved_alpha);
+ }
+
+ // We check all the pixels of the surface to figure out which
+ // internal format OpenGL should use for storing it, ie. if no alpha
+ // is present store in RGB instead of RGBA, this saves a few bytes
+ // of memory, but much more importantly it makes the game look
+ // *much* better in 16bit color mode
+ int internal_format = GL_RGB10_A2;
+ bool has_alpha = false;
+
+ unsigned char* buf = static_cast<unsigned char*>(conv->pixels);
+ for (int y = 0; y < surf->h; ++y)
+ for (int x = 0; x < surf->w; ++x)
+ {
+ if (buf[(conv->pitch*y + x*4) + 3] != 255)
+ {
+ has_alpha = true;
+ break;
+ }
+ }
+
+ if (!has_alpha)
+ {
+ internal_format = GL_RGB;
+ }
+
+ glGenTextures(1, &*tex);
+ glBindTexture(GL_TEXTURE_2D , *tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, conv->pitch / conv->format->BytesPerPixel);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, conv->pixels);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ SDL_FreeSurface(conv);
+}
+
+int
+SurfaceOpenGL::draw(float x, float y, Uint8 alpha, Uint32 effect)
+{
+ float pw = power_of_two(w);
+ float ph = power_of_two(h);
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColor4ub(alpha, alpha, alpha, alpha);
+
+ glBindTexture(GL_TEXTURE_2D, gl_texture);
+
+ glBegin(GL_QUADS);
+
+ 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((float)w / pw, 0);
+ glVertex2f((float)w+x, (float)h+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)w+x, 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);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f((float)w+x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)w+x, (float)h+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f(x, (float)h+y);
+ }
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ return 0;
+}
+
+int
+SurfaceOpenGL::draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect)
+{
+ float pw = power_of_two(int(this->w));
+ float ph = power_of_two(int(this->h));
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ glBindTexture(GL_TEXTURE_2D, gl_texture);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColor4ub(alpha, alpha, alpha, alpha);
+
+ glEnable(GL_TEXTURE_2D);
+
+
+ glBegin(GL_QUADS);
+
+ 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((float)(sx + w) / pw, sy / ph);
+ glVertex2f(w+x, y);
+
+ glTexCoord2f((sx+w) / pw, (sy+h) / ph);
+ glVertex2f(w +x, h+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);
+ glVertex2f(x, h+y);
+
+ glTexCoord2f((sx+w) / pw, (sy+h) / ph);
+ glVertex2f(w +x, h+y);
+
+ glTexCoord2f((float)(sx + w) / pw, sy / ph);
+ glVertex2f(w+x, y);
+
+ glTexCoord2f(sx / pw, sy / ph);
+ glVertex2f(x, y);
+ }
+
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ return 0;
+}
+
+int
+SurfaceOpenGL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, Uint32 effect)
+{
+ float pw = power_of_two(sw);
+ float ph = power_of_two(sh);
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glColor4ub(alpha, alpha, alpha, alpha);
+
+ glBindTexture(GL_TEXTURE_2D, gl_texture);
+
+ glBegin(GL_QUADS);
+
+ 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((float)w / pw, 0);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)sw+x, 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);
+ glVertex2f(x, y);
+
+ glTexCoord2f((float)w / pw, 0);
+ glVertex2f((float)sw+x, y);
+
+ glTexCoord2f((float)w / pw, (float)h / ph);
+ glVertex2f((float)sw+x, (float)sh+y);
+
+ glTexCoord2f(0, (float)h / ph);
+ glVertex2f(x, (float)sh+y);
+ }
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ return 0;
+}
+
+void
+SurfaceOpenGL::apply_filter(int filter, Color color)
+{
+ ::apply_filter_to_surface(sdl_surface, filter, color);
+ create_gl(sdl_surface,&gl_texture);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceSDL::SurfaceSDL(SDL_Surface* surf, bool use_alpha)
+{
+ sdl_surface = sdl_surface_from_sdl_surface(surf, use_alpha);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceSDL::SurfaceSDL(const std::string& file, bool use_alpha)
+{
+ sdl_surface = sdl_surface_from_file(file, use_alpha);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceSDL::SurfaceSDL(const std::string& file, int x, int y, int _w, int _h,
+ bool use_alpha)
+{
+ sdl_surface = sdl_surface_part_from_file(file, x, y, _w, _h, use_alpha);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceSDL::SurfaceSDL(Color top_gradient, Color bottom_gradient,
+ int _w, int _h)
+{
+ sdl_surface = sdl_surface_from_gradient(top_gradient, bottom_gradient,_w,_h);
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+int
+SurfaceSDL::draw(float x, float y, Uint8 alpha, Uint32 effect)
+{
+ SDL_Rect dest;
+
+ dest.x = (int)x;
+ dest.y = (int)y;
+ dest.w = w;
+ dest.h = h;
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ 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)
+ {
+ /* 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);
+
+ SDL_FreeSurface (sdl_surface_copy);
+ return ret;
+ }
+
+ int ret = SDL_BlitSurface(sdl_surface, NULL, screen, &dest);
+
+ return ret;
+}
+
+int
+SurfaceSDL::draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect)
+{
+ SDL_Rect src, dest;
+
+ src.x = (int)sx;
+ src.y = (int)sy;
+ src.w = (int)w;
+ src.h = (int)h;
+
+ dest.x = (int)x;
+ dest.y = (int)y;
+ dest.w = (int)w;
+ dest.h = (int)h;
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ 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... */
+
+ SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
+ (int)w, (int)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, &src, sdl_surface_copy, NULL);
+ SDL_SetAlpha(sdl_surface_copy ,SDL_SRCALPHA,alpha);
+
+ int ret = SDL_BlitSurface(sdl_surface_copy, NULL, screen, &dest);
+
+ SDL_FreeSurface (sdl_surface_copy);
+ return ret;
+ }
+
+ int ret = SDL_BlitSurface(sdl_surface, &src, screen, &dest);
+
+ return ret;
+}
+
+int
+SurfaceSDL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, Uint32 effect)
+{
+ SDL_Rect dest;
+
+ dest.x = (int)x;
+ dest.y = (int)y;
+ dest.w = (int)sw;
+ dest.h = (int)sh;
+
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
+
+ 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);
+
+ if(alpha != 255)
+ SDL_SetAlpha(sdl_surface_copy,SDL_SRCALPHA,alpha);
+
+ int ret = SDL_BlitSurface(sdl_surface_copy,NULL,screen,&dest);
+ SDL_FreeSurface(sdl_surface_copy);
+
+ return ret;
+}
+
+void
+SurfaceSDL::apply_filter(int filter, Color color)
+{
+ ::apply_filter_to_surface(sdl_surface, filter, color);
+
+ w = sdl_surface->w;
+ h = sdl_surface->h;
+}
+
+SurfaceSDL::~SurfaceSDL()
+{}