}
Surface::Surface(Color top_background, Color bottom_background, int w_, int h_)
- : data(top_background, bottom_background, 0, 0), w(0), h(0)
+ : 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
sdl_surface = SDL_CreateRGBSurface(screen->flags, w, h,
screen->format->BitsPerPixel, screen->format->Rmask,
- screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
+ screen->format->Gmask, screen->format->Bmask, 0);
if(sdl_surface == NULL)
Termination::abort("Cannot create surface for the gradient", "SURFACE");
return 0;
}
-#if 0
int
-SurfaceOpenGL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha)
+SurfaceOpenGL::draw_stretched(float x, float y, int sw, int sh, 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);
+ 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);
- glEnable(GL_TEXTURE_2D);
-
+ glBindTexture(GL_TEXTURE_2D, gl_texture);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(x, y);
- glTexCoord2f((float)w / pw, 0);
- glVertex2f(sw+x, y);
- glTexCoord2f((float)w / pw, (float)h / ph); glVertex2f((float)sw+x, (float)sh+y);
- glVertex2f(sw +x, sh+y);
- glTexCoord2f(0, (float)h / ph);
- glVertex2f(x, sh+y);
+
+ 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
+ {
+ 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);
return 0;
}
-#endif
#endif
return ret;
}
-#if 0
int
-SurfaceSDL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, bool update)
+SurfaceSDL::draw_stretched(float x, float y, int sw, int sh, Uint8 alpha, Uint32 effect)
{
SDL_Rect dest;
dest.w = (int)sw;
dest.h = (int)sh;
- if(alpha != 255)
- SDL_SetAlpha(sdl_surface ,SDL_SRCALPHA,alpha);
-
+ if(effect & SEMI_TRANSPARENT)
+ alpha = 128;
SDL_Surface* sdl_surface_copy = SDL_CreateRGBSurface (sdl_surface->flags,
sw, sh, sdl_surface->format->BitsPerPixel,
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);
- if (update == UPDATE)
- update_rect(screen, dest.x, dest.y, dest.w, dest.h);
-
return ret;
}
-#endif
SurfaceSDL::~SurfaceSDL()
{}
/** Return 0 on success, -2 if surface needs to be reloaded */
virtual int draw(float x, float y, Uint8 alpha, Uint32 effect = NONE_EFFECT) = 0;
virtual int draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect = NONE_EFFECT) = 0;
-#if 0
+ virtual int draw_stretched(float x, float y, int w, int h, Uint8 alpha, Uint32 effect = NONE_EFFECT) = 0;
- virtual int draw_stretched(float x, float y, int w, int h, Uint8 alpha, bool update) = 0;
-#endif
int resize(int w_, int h_);
int draw(float x, float y, Uint8 alpha, Uint32 effect = NONE_EFFECT);
int draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect = NONE_EFFECT);
-#if 0
-
- int draw_stretched(float x, float y, int w, int h, Uint8 alpha);
-#endif
+ int draw_stretched(float x, float y, int w, int h, Uint8 alpha, Uint32 effect = NONE_EFFECT);
};
#ifndef NOOPENGL
int draw(float x, float y, Uint8 alpha, Uint32 effect = NONE_EFFECT);
int draw_part(float sx, float sy, float x, float y, float w, float h, Uint8 alpha, Uint32 effect = NONE_EFFECT);
-#if 0
+ int draw_stretched(float x, float y, int w, int h, Uint8 alpha, Uint32 effect = NONE_EFFECT);
- int draw_stretched(float x, float y, int w, int h, Uint8 alpha);
-#endif
private:
void create_gl(SDL_Surface * surf, GLuint * tex);