コード例 #1
0
// Effect cycle
void CColorMerge::ponder(const float deltaT)
{
	// Process the effect
#if SDL_VERSION_ATLEAST(2, 0, 0)
    SDL_SetSurfaceAlphaMod( mpOldSurface.get(), 255-m_Alpha );
#else
    SDL_SetAlpha( mpOldSurface.get(), SDL_SRCALPHA, 255-m_Alpha );
#endif
	
	const int sum = m_Alpha + m_Speed;

	if(sum > 255)
	{
	  m_Alpha = 255;
	  mFinished = true;
	}
	else 
	{
	  m_Alpha += m_Speed;
	}
}
コード例 #2
0
ファイル: gui.c プロジェクト: VladYordanov/kilerite
//This method gets called at game start ONLY !
int build_board(board_graph *board,SDL_Renderer *renderer){
    if((board != NULL) && (renderer != NULL)){
        init_board(board);
        SDL_Surface* load_surface = NULL;

        load_surface = surface_from_path(renderer,"Resources/board.bmp");
        //SDL_SetColorKey(load_surface,SDL_TRUE,SDL_MapRGB(load_surface->format,0,0,0));
        //Map background elements to background surface before we convert it to texture
        SDL_SetSurfaceAlphaMod(load_surface,255);
        board->background_texture = SDL_CreateTextureFromSurface(renderer,load_surface);
        SDL_FreeSurface(load_surface);
        load_surface = NULL;

        load_surface = surface_from_path(renderer,"Resources/cards/cthulu_clear.bmp");
        SDL_SetColorKey(load_surface,SDL_TRUE,SDL_MapRGB(load_surface->format,25,25,25));
        board->cards_on_board[0].layout.texture = SDL_CreateTextureFromSurface(renderer,load_surface);
        SDL_FreeSurface(load_surface);
        load_surface = NULL;

    return 0;
    }
}
コード例 #3
0
ファイル: DT_drawtext.c プロジェクト: Jedzia/Humbug
/* sets the transparency value for the font in question.  assumes that
 * we're in an OpenGL context.  */
void DT_SetFontAlphaGL(int FontNumber, int a) {
	unsigned char val;
	BitFont *CurrentFont;
	unsigned char r_targ, g_targ, b_targ;
	int i, imax;
	unsigned char *pix;

	/* get pointer to font */
	CurrentFont = DT_FontPointer(FontNumber);
	if(CurrentFont == NULL) {
		PRINT_ERROR("Setting font alpha for non-existent font!\n");
		return;
	}
	if(CurrentFont->FontSurface->format->BytesPerPixel == 2) {
		PRINT_ERROR("16-bit SDL surfaces do not support alpha-blending under OpenGL\n");
		return;
	}
	if(a < SDL_ALPHA_TRANSPARENT)
		val = SDL_ALPHA_TRANSPARENT;
	else if(a > SDL_ALPHA_OPAQUE)
		val = SDL_ALPHA_OPAQUE;
	else
		val = a;

	/* iterate over all pixels in the font surface.  For each
	 * pixel that is (255,0,255), set its alpha channel
	 * appropriately.  */
	imax = CurrentFont->FontSurface->h * (CurrentFont->FontSurface->w << 2);
	pix = (unsigned char *)(CurrentFont->FontSurface->pixels);
	r_targ = 255;		/*pix[0]; */
	g_targ = 0;		/*pix[1]; */
	b_targ = 255;		/*pix[2]; */
	for(i = 3; i < imax; i += 4)
		if(pix[i - 3] == r_targ && pix[i - 2] == g_targ && pix[i - 1] == b_targ)
			pix[i] = val;
	/* also make sure that alpha blending is disabled for the font
	   surface. */
    SDL_SetSurfaceAlphaMod(CurrentFont->FontSurface, SDL_ALPHA_OPAQUE);
}
コード例 #4
0
ファイル: Surface.cpp プロジェクト: bgalok/solarus
/**
 * \brief Sets the opacity of this surface.
 * \param opacity the opacity (0 to 255).
 */
void Surface::set_opacity(uint8_t opacity) {

  if (software_destination  // The destination surface is in RAM.
      || !Video::is_acceleration_enabled()  // The rendering is in RAM.
  ) {
    if (internal_surface == NULL) {
      create_software_surface();
    }

    // The surface must be 32-bit with alpha value for this function to work.
    convert_software_surface();

    int error = SDL_SetSurfaceAlphaMod(internal_surface, opacity);
    if (error != 0) {
      Debug::error(SDL_GetError());
    }
    is_rendered = false;  // The surface has changed.
  }
  else {
    internal_opacity = opacity;
  }
}
コード例 #5
0
void DropDownConsole::render(float cameraX, float cameraY)
{
	if (!(this->isVisible()))
		return;

	// Background
	SDL_FillRect(this->surface, NULL, SDL::convertColorFormat(this->background));
	SDL_SetSurfaceAlphaMod(this->surface, this->background.a());

	this->renderLines();

	// Placing everything onscreen

	SDL_Rect crop;
	crop.x = 0;
	crop.y = this->height - this->topOffset;
	crop.w = this->width;
	crop.h = this->topOffset;

	SDL_Rect position;
	position.x = this->x - cameraX;
	position.y = this->y - cameraY;

//	SDL::renderSurface(this->surface, &crop, &position);

	// TODO BUG HACK
	// THIS IS VERY EXPENSIVE - CALLIGN EACH FRAME
	// MUST FIND A WAY OF DOING THIS ON SDL 2
	SDL_Texture* texture = SDL_CreateTextureFromSurface(Window::renderer,
	                                                    this->surface);

	SDL::renderImage(texture, &crop, &position);
	SDL::freeImage(texture);

	// History text

	// Cursor
}
コード例 #6
0
ファイル: Surface.cpp プロジェクト: bgalok/solarus
/**
 * \brief Converts the software surface to the preferred pixel format
 * (32-bit with alpha channel).
 */
void Surface::convert_software_surface() {

  Debug::check_assertion(internal_surface != NULL,
      "Missing software surface to convert");

  SDL_PixelFormat* pixel_format = Video::get_pixel_format();
  if (internal_surface->format->format != pixel_format->format) {
    // Convert to the preferred pixel format.
    uint8_t opacity;
    SDL_GetSurfaceAlphaMod(internal_surface, &opacity);
    SDL_Surface* converted_surface = SDL_ConvertSurface(
        internal_surface,
        pixel_format,
        0
    );
    Debug::check_assertion(converted_surface != NULL,
        "Failed to convert software surface");

    SDL_FreeSurface(internal_surface);
    internal_surface = converted_surface;
    SDL_SetSurfaceAlphaMod(internal_surface, opacity);  // Re-apply the alpha.
  }
}
コード例 #7
0
ファイル: SDL_render_sw.c プロジェクト: GWRon/sdl.mod
static void
PrepTextureForCopy(const SDL_RenderCommand *cmd)
{
    const Uint8 r = cmd->data.draw.r;
    const Uint8 g = cmd->data.draw.g;
    const Uint8 b = cmd->data.draw.b;
    const Uint8 a = cmd->data.draw.a;
    const SDL_BlendMode blend = cmd->data.draw.blend;
    SDL_Texture *texture = cmd->data.draw.texture;
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    const SDL_bool colormod = ((r & g & b) != 0xFF);
    const SDL_bool alphamod = (a != 0xFF);
    const SDL_bool blending = ((blend == SDL_BLENDMODE_ADD) || (blend == SDL_BLENDMODE_MOD));

    if (colormod || alphamod || blending) {
        SDL_SetSurfaceRLE(surface, 0);
    }

    /* !!! FIXME: we can probably avoid some of these calls. */
    SDL_SetSurfaceColorMod(surface, r, g, b);
    SDL_SetSurfaceAlphaMod(surface, a);
    SDL_SetSurfaceBlendMode(surface, blend);
}
コード例 #8
0
ファイル: sys_sdl2_c.c プロジェクト: dev-riker/roguelikes
static SDL_Surface *create_surface(int width, int height, bool with_alpha) {
	Uint32 rmask,gmask,bmask,amask;
	SDL_Surface *bitmap;
	int flags=SDL_SWSURFACE;

	if ( with_alpha ) {
		if ( SDL_BYTEORDER == SDL_LIL_ENDIAN ) {
			rmask=0x000000FF;
			gmask=0x0000FF00;
			bmask=0x00FF0000;
			amask=0xFF000000;
		} else {
			rmask=0xFF000000;
			gmask=0x00FF0000;
			bmask=0x0000FF00;
			amask=0x000000FF;
		}
	} else {
		if ( SDL_BYTEORDER == SDL_LIL_ENDIAN ) {
			rmask=0x0000FF;
			gmask=0x00FF00;
			bmask=0xFF0000;
		} else {
			rmask=0xFF0000;
			gmask=0x00FF00;
			bmask=0x0000FF;
		}
		amask=0;
	}
	bitmap=SDL_CreateRGBSurface(flags,width,height,
		with_alpha ? 32:24,
		rmask,gmask,bmask,amask);
	if ( with_alpha ) {
		SDL_SetSurfaceAlphaMod(bitmap, 255);
	}
	return (void *)bitmap;
}
コード例 #9
0
ファイル: SDLFramework.cpp プロジェクト: ZealousV/ART
//Set the alpha (blending) transparancy
bool Surface::SetTransparency(int alpha)
{
	if (_surface!=0)
	{
		if (alpha>SDL_ALPHA_OPAQUE){alpha=SDL_ALPHA_OPAQUE;}//Check if some limits are exceeded
		if (alpha<SDL_ALPHA_TRANSPARENT){alpha=SDL_ALPHA_TRANSPARENT;}
		if (_texture!=0)
		{
			if(SDL_SetTextureAlphaMod(_texture,alpha)==-1)
			{		
				Error error(Log,"Failed to set transparency on texture",0,true);
				return false;
			};}
		else {
			if(SDL_SetSurfaceAlphaMod(_surface,alpha)==-1)
			{		
				Error error(Log,"Failed to set transparency on surface",0,true);
				return false;
			};
		}
		return true;
	}
	return false;
};
コード例 #10
0
// Process the flashing effect here
void CFlash::ponder()
{
    Uint32 ElapsedTime = g_pTimer->getTicks() - m_StartTime;

#if SDL_VERSION_ATLEAST(2, 0, 0)
    SDL_SetSurfaceAlphaMod(mpFadeSurface.get(), m_Alpha);
#else
    SDL_SetAlpha(mpFadeSurface.get(), SDL_SRCALPHA, m_Alpha);
#endif

    if(m_FadeDir == FADE_IN)
    {
        if(m_Alpha+m_Speed > m_MaxAlpha) m_Alpha = m_MaxAlpha;
        else m_Alpha+=m_Speed;
    }
    if(m_FadeDir == FADE_OUT)
    {
        if(m_Alpha+m_Speed < 0) m_Alpha = 0;
        else m_Alpha-=m_Speed;
    }

    if(m_Style == FADE_PULSE)
    {
        if(m_Alpha == 255) m_FadeDir = FADE_OUT;
        else if(m_Alpha == 0) m_FadeDir = FADE_IN;
    }
    else if(m_Style == FADE_NORMAL)
    {
        if(ElapsedTime >= m_RunTime/2 ) m_FadeDir = FADE_OUT;
        if(m_FadeDir == FADE_OUT && m_Alpha == 0) mFinished = true;
    }

    // The developer set a time in the constructor. This effect will last for the given time.
    if(ElapsedTime >= m_RunTime)
        mFinished = true;
}
コード例 #11
0
ファイル: SDL_render_sw.c プロジェクト: abakobo/monkey2
static int
SW_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    SDL_Surface *surface = SW_ActivateRenderer(renderer);
    SDL_Surface *src = (SDL_Surface *) texture->driverdata;
    SDL_Rect final_rect, tmp_rect;
    SDL_Surface *src_clone, *src_rotated, *src_scaled;
    SDL_Surface *mask = NULL, *mask_rotated = NULL;
    int retval = 0, dstwidth, dstheight, abscenterx, abscentery;
    double cangle, sangle, px, py, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y;
    SDL_BlendMode blendmode;
    Uint8 alphaMod, rMod, gMod, bMod;
    int applyModulation = SDL_FALSE;
    int blitRequired = SDL_FALSE;
    int isOpaque = SDL_FALSE;

    if (!surface) {
        return -1;
    }

    if (renderer->viewport.x || renderer->viewport.y) {
        final_rect.x = (int)(renderer->viewport.x + dstrect->x);
        final_rect.y = (int)(renderer->viewport.y + dstrect->y);
    } else {
        final_rect.x = (int)dstrect->x;
        final_rect.y = (int)dstrect->y;
    }
    final_rect.w = (int)dstrect->w;
    final_rect.h = (int)dstrect->h;

    tmp_rect = final_rect;
    tmp_rect.x = 0;
    tmp_rect.y = 0;

    /* It is possible to encounter an RLE encoded surface here and locking it is
     * necessary because this code is going to access the pixel buffer directly.
     */
    if (SDL_MUSTLOCK(src)) {
        SDL_LockSurface(src);
    }

    /* Clone the source surface but use its pixel buffer directly.
     * The original source surface must be treated as read-only.
     */
    src_clone = SDL_CreateRGBSurfaceFrom(src->pixels, src->w, src->h, src->format->BitsPerPixel, src->pitch,
                                         src->format->Rmask, src->format->Gmask,
                                         src->format->Bmask, src->format->Amask);
    if (src_clone == NULL) {
        if (SDL_MUSTLOCK(src)) {
            SDL_UnlockSurface(src);
        }
        return -1;
    }

    SDL_GetSurfaceBlendMode(src, &blendmode);
    SDL_GetSurfaceAlphaMod(src, &alphaMod);
    SDL_GetSurfaceColorMod(src, &rMod, &gMod, &bMod);

    /* SDLgfx_rotateSurface only accepts 32-bit surfaces with a 8888 layout. Everything else has to be converted. */
    if (src->format->BitsPerPixel != 32 || SDL_PIXELLAYOUT(src->format->format) != SDL_PACKEDLAYOUT_8888 || !src->format->Amask) {
        blitRequired = SDL_TRUE;
    }

    /* If scaling and cropping is necessary, it has to be taken care of before the rotation. */
    if (!(srcrect->w == final_rect.w && srcrect->h == final_rect.h && srcrect->x == 0 && srcrect->y == 0)) {
        blitRequired = SDL_TRUE;
    }

    /* The color and alpha modulation has to be applied before the rotation when using the NONE and MOD blend modes. */
    if ((blendmode == SDL_BLENDMODE_NONE || blendmode == SDL_BLENDMODE_MOD) && (alphaMod & rMod & gMod & bMod) != 255) {
        applyModulation = SDL_TRUE;
        SDL_SetSurfaceAlphaMod(src_clone, alphaMod);
        SDL_SetSurfaceColorMod(src_clone, rMod, gMod, bMod);
    }

    /* Opaque surfaces are much easier to handle with the NONE blend mode. */
    if (blendmode == SDL_BLENDMODE_NONE && !src->format->Amask && alphaMod == 255) {
        isOpaque = SDL_TRUE;
    }

    /* The NONE blend mode requires a mask for non-opaque surfaces. This mask will be used
     * to clear the pixels in the destination surface. The other steps are explained below.
     */
    if (blendmode == SDL_BLENDMODE_NONE && !isOpaque) {
        mask = SDL_CreateRGBSurface(0, final_rect.w, final_rect.h, 32,
                                    0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
        if (mask == NULL) {
            retval = -1;
        } else {
            SDL_SetSurfaceBlendMode(mask, SDL_BLENDMODE_MOD);
        }
    }

    /* Create a new surface should there be a format mismatch or if scaling, cropping,
     * or modulation is required. It's possible to use the source surface directly otherwise.
     */
    if (!retval && (blitRequired || applyModulation)) {
        SDL_Rect scale_rect = tmp_rect;
        src_scaled = SDL_CreateRGBSurface(0, final_rect.w, final_rect.h, 32,
                                          0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
        if (src_scaled == NULL) {
            retval = -1;
        } else {
            SDL_SetSurfaceBlendMode(src_clone, SDL_BLENDMODE_NONE);
            retval = SDL_BlitScaled(src_clone, srcrect, src_scaled, &scale_rect);
            SDL_FreeSurface(src_clone);
            src_clone = src_scaled;
            src_scaled = NULL;
        }
    }

    /* SDLgfx_rotateSurface is going to make decisions depending on the blend mode. */
    SDL_SetSurfaceBlendMode(src_clone, blendmode);

    if (!retval) {
        SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, &dstwidth, &dstheight, &cangle, &sangle);
        src_rotated = SDLgfx_rotateSurface(src_clone, angle, dstwidth/2, dstheight/2, GetScaleQuality(), flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL, dstwidth, dstheight, cangle, sangle);
        if (src_rotated == NULL) {
            retval = -1;
        }
        if (!retval && mask != NULL) {
            /* The mask needed for the NONE blend mode gets rotated with the same parameters. */
            mask_rotated = SDLgfx_rotateSurface(mask, angle, dstwidth/2, dstheight/2, SDL_FALSE, 0, 0, dstwidth, dstheight, cangle, sangle);
            if (mask_rotated == NULL) {
                retval = -1;
            }
        }
        if (!retval) {
            /* Find out where the new origin is by rotating the four final_rect points around the center and then taking the extremes */
            abscenterx = final_rect.x + (int)center->x;
            abscentery = final_rect.y + (int)center->y;
            /* Compensate the angle inversion to match the behaviour of the other backends */
            sangle = -sangle;

            /* Top Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y - abscentery;
            p1x = px * cangle - py * sangle + abscenterx;
            p1y = px * sangle + py * cangle + abscentery;

            /* Top Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y - abscentery;
            p2x = px * cangle - py * sangle + abscenterx;
            p2y = px * sangle + py * cangle + abscentery;

            /* Bottom Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p3x = px * cangle - py * sangle + abscenterx;
            p3y = px * sangle + py * cangle + abscentery;

            /* Bottom Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p4x = px * cangle - py * sangle + abscenterx;
            p4y = px * sangle + py * cangle + abscentery;

            tmp_rect.x = (int)MIN(MIN(p1x, p2x), MIN(p3x, p4x));
            tmp_rect.y = (int)MIN(MIN(p1y, p2y), MIN(p3y, p4y));
            tmp_rect.w = dstwidth;
            tmp_rect.h = dstheight;

            /* The NONE blend mode needs some special care with non-opaque surfaces.
             * Other blend modes or opaque surfaces can be blitted directly.
             */
            if (blendmode != SDL_BLENDMODE_NONE || isOpaque) {
                if (applyModulation == SDL_FALSE) {
                    /* If the modulation wasn't already applied, make it happen now. */
                    SDL_SetSurfaceAlphaMod(src_rotated, alphaMod);
                    SDL_SetSurfaceColorMod(src_rotated, rMod, gMod, bMod);
                }
                retval = SDL_BlitSurface(src_rotated, NULL, surface, &tmp_rect);
            } else {
                /* The NONE blend mode requires three steps to get the pixels onto the destination surface.
                 * First, the area where the rotated pixels will be blitted to get set to zero.
                 * This is accomplished by simply blitting a mask with the NONE blend mode.
                 * The colorkey set by the rotate function will discard the correct pixels.
                 */
                SDL_Rect mask_rect = tmp_rect;
                SDL_SetSurfaceBlendMode(mask_rotated, SDL_BLENDMODE_NONE);
                retval = SDL_BlitSurface(mask_rotated, NULL, surface, &mask_rect);
                if (!retval) {
                    /* The next step copies the alpha value. This is done with the BLEND blend mode and
                     * by modulating the source colors with 0. Since the destination is all zeros, this
                     * will effectively set the destination alpha to the source alpha.
                     */
                    SDL_SetSurfaceColorMod(src_rotated, 0, 0, 0);
                    mask_rect = tmp_rect;
                    retval = SDL_BlitSurface(src_rotated, NULL, surface, &mask_rect);
                    if (!retval) {
                        /* The last step gets the color values in place. The ADD blend mode simply adds them to
                         * the destination (where the color values are all zero). However, because the ADD blend
                         * mode modulates the colors with the alpha channel, a surface without an alpha mask needs
                         * to be created. This makes all source pixels opaque and the colors get copied correctly.
                         */
                        SDL_Surface *src_rotated_rgb;
                        src_rotated_rgb = SDL_CreateRGBSurfaceFrom(src_rotated->pixels, src_rotated->w, src_rotated->h,
                                                                   src_rotated->format->BitsPerPixel, src_rotated->pitch,
                                                                   src_rotated->format->Rmask, src_rotated->format->Gmask,
                                                                   src_rotated->format->Bmask, 0);
                        if (src_rotated_rgb == NULL) {
                            retval = -1;
                        } else {
                            SDL_SetSurfaceBlendMode(src_rotated_rgb, SDL_BLENDMODE_ADD);
                            retval = SDL_BlitSurface(src_rotated_rgb, NULL, surface, &tmp_rect);
                            SDL_FreeSurface(src_rotated_rgb);
                        }
                    }
                }
                SDL_FreeSurface(mask_rotated);
            }
            if (src_rotated != NULL) {
                SDL_FreeSurface(src_rotated);
            }
        }
    }

    if (SDL_MUSTLOCK(src)) {
        SDL_UnlockSurface(src);
    }
    if (mask != NULL) {
        SDL_FreeSurface(mask);
    }
    if (src_clone != NULL) {
        SDL_FreeSurface(src_clone);
    }
    return retval;
}
コード例 #12
0
void RenderManagerSDL::init(int xResolution, int yResolution, bool fullscreen)
{
    SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");

    // Set modesetting
    Uint32 screenFlags = 0;
    if (fullscreen)
    {
        screenFlags |= SDL_WINDOW_FULLSCREEN;
    }
    else
    {
        screenFlags |= SDL_WINDOW_RESIZABLE;
    }
    // Create window
    mWindow = SDL_CreateWindow(AppTitle,
                               SDL_WINDOWPOS_UNDEFINED,
                               SDL_WINDOWPOS_UNDEFINED,
                               xResolution, yResolution,
                               screenFlags);

    // Set icon
#if !defined(MAC_OS_X)
    SDL_Surface* icon = loadSurface("Icon.bmp");
    SDL_SetColorKey(icon, SDL_TRUE,
                    SDL_MapRGB(icon->format, 0, 0, 0));
    SDL_SetWindowIcon(mWindow, icon);
    SDL_FreeSurface(icon);
#endif
    // Create renderer to draw in window
    mRenderer = SDL_CreateRenderer(mWindow, -1, 0);

    // Hide mousecursor
    SDL_ShowCursor(0);

    // Create rendertarget to make window resizeable
    mRenderTarget = SDL_CreateTexture(mRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, xResolution, yResolution);

    // Load all textures and surfaces to render the game
    SDL_Surface* tmpSurface;

    // Create a 1x1 black surface which will be scaled to draw an overlay
    tmpSurface = SDL_CreateRGBSurface(0, 1, 1, 32,
                                      0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
    // Because of SDL bug we can't check at the moment if color mod is available... no risk no fun ;)
    SDL_FillRect(tmpSurface, NULL, SDL_MapRGB(tmpSurface->format, 255, 255, 255));
    mOverlayTexture = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
    SDL_FreeSurface(tmpSurface);

    // Create marker texture for mouse and ball
    tmpSurface = SDL_CreateRGBSurface(0, 5, 5, 32,
                                      0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
    SDL_FillRect(tmpSurface, NULL, SDL_MapRGB(tmpSurface->format, 255, 255, 255));
    mMarker[0] = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
    SDL_FillRect(tmpSurface, NULL, SDL_MapRGB(tmpSurface->format, 0, 0, 0));
    mMarker[1] = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
    SDL_FreeSurface(tmpSurface);

    // Load background
    tmpSurface = loadSurface("backgrounds/strand2.bmp");
    mBackground = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
    BufferedImage* bgImage = new BufferedImage;
    bgImage->w = tmpSurface->w;
    bgImage->h = tmpSurface->h;
    bgImage->sdlImage = mBackground;
    SDL_FreeSurface(tmpSurface);
    mImageMap["background"] = bgImage;

    // Load ball
    for (int i = 1; i <= 16; ++i)
    {
        char filename[64];
        sprintf(filename, "gfx/ball%02d.bmp", i);
        tmpSurface = loadSurface(filename);
        SDL_SetColorKey(tmpSurface, SDL_TRUE,
                        SDL_MapRGB(tmpSurface->format, 0, 0, 0));

        SDL_Texture *ballTexture = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
        SDL_FreeSurface(tmpSurface);
        mBall.push_back(ballTexture);
    }

    // Load ball shadow
    tmpSurface = loadSurface("gfx/schball.bmp");
    SDL_SetColorKey(tmpSurface, SDL_TRUE,
                    SDL_MapRGB(tmpSurface->format, 0, 0, 0));

    SDL_SetSurfaceAlphaMod(tmpSurface, 127);
    mBallShadow = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
    SDL_FreeSurface(tmpSurface);

    // Load blobby and shadows surface
    // Load streamed textures for coloring
    for (int i = 1; i <= 5; ++i)
    {
        // Load blobby surface
        char filename[64];
        sprintf(filename, "gfx/blobbym%d.bmp", i);
        SDL_Surface* blobImage = loadSurface(filename);
        SDL_Surface* formatedBlobImage = SDL_ConvertSurfaceFormat(blobImage, SDL_PIXELFORMAT_ABGR8888, 0);
        SDL_FreeSurface(blobImage);

        SDL_SetColorKey(formatedBlobImage, SDL_TRUE,
                        SDL_MapRGB(formatedBlobImage->format, 0, 0, 0));
        for(int j = 0; j < formatedBlobImage->w * formatedBlobImage->h; j++)
        {
            SDL_Color* pixel = &(((SDL_Color*)formatedBlobImage->pixels)[j]);
            if (!(pixel->r | pixel->g | pixel->b))
            {
                pixel->a = 0;
            }
        }

        mStandardBlob.push_back(formatedBlobImage);

        // Load blobby shadow surface
        sprintf(filename, "gfx/sch1%d.bmp", i);
        SDL_Surface* blobShadow = loadSurface(filename);
        SDL_Surface* formatedBlobShadowImage = SDL_ConvertSurfaceFormat(blobShadow, SDL_PIXELFORMAT_ABGR8888, 0);
        SDL_FreeSurface(blobShadow);

        SDL_SetSurfaceAlphaMod(formatedBlobShadowImage, 127);
        SDL_SetColorKey(formatedBlobShadowImage, SDL_TRUE, SDL_MapRGB(formatedBlobShadowImage->format, 0, 0, 0));
        for(int j = 0; j < formatedBlobShadowImage->w * formatedBlobShadowImage->h; j++)
        {
            SDL_Color* pixel = &(((SDL_Color*)formatedBlobShadowImage->pixels)[j]);
            if (!(pixel->r | pixel->g | pixel->b))
            {
                pixel->a = 0;
            } else {
                pixel->a = 127;
            }
        }

        mStandardBlobShadow.push_back(formatedBlobShadowImage);

        // Prepare blobby textures
        SDL_Texture* leftBlobTex = SDL_CreateTexture(mRenderer,
                                   SDL_PIXELFORMAT_ABGR8888,
                                   SDL_TEXTUREACCESS_STREAMING,
                                   formatedBlobImage->w, formatedBlobImage->h);
        SDL_SetTextureBlendMode(leftBlobTex, SDL_BLENDMODE_BLEND);
        SDL_UpdateTexture(leftBlobTex, NULL, formatedBlobImage->pixels, formatedBlobImage->pitch);

        mLeftBlob.push_back(DynamicColoredTexture(
                                leftBlobTex,
                                Color(255, 255, 255)));

        SDL_Texture* rightBlobTex = SDL_CreateTexture(mRenderer,
                                    SDL_PIXELFORMAT_ABGR8888,
                                    SDL_TEXTUREACCESS_STREAMING,
                                    formatedBlobImage->w, formatedBlobImage->h);
        SDL_SetTextureBlendMode(rightBlobTex, SDL_BLENDMODE_BLEND);
        SDL_UpdateTexture(rightBlobTex, NULL, formatedBlobImage->pixels, formatedBlobImage->pitch);

        mRightBlob.push_back(DynamicColoredTexture(
                                 rightBlobTex,
                                 Color(255, 255, 255)));

        // Prepare blobby shadow textures
        SDL_Texture* leftBlobShadowTex = SDL_CreateTexture(mRenderer,
                                         SDL_PIXELFORMAT_ABGR8888,
                                         SDL_TEXTUREACCESS_STREAMING,
                                         formatedBlobShadowImage->w, formatedBlobShadowImage->h);
        SDL_SetTextureBlendMode(leftBlobShadowTex, SDL_BLENDMODE_BLEND);
        mLeftBlobShadow.push_back(DynamicColoredTexture(
                                      leftBlobShadowTex,
                                      Color(255, 255, 255)));
        SDL_UpdateTexture(leftBlobShadowTex, NULL, formatedBlobShadowImage->pixels, formatedBlobShadowImage->pitch);

        SDL_Texture* rightBlobShadowTex = SDL_CreateTexture(mRenderer,
                                          SDL_PIXELFORMAT_ABGR8888,
                                          SDL_TEXTUREACCESS_STREAMING,
                                          formatedBlobShadowImage->w, formatedBlobShadowImage->h);
        SDL_SetTextureBlendMode(rightBlobShadowTex, SDL_BLENDMODE_BLEND);
        mRightBlobShadow.push_back(DynamicColoredTexture(
                                       rightBlobShadowTex,
                                       Color(255, 255, 255)));
        SDL_UpdateTexture(rightBlobShadowTex, NULL, formatedBlobShadowImage->pixels, formatedBlobShadowImage->pitch);

        // Load iOS specific icon (because we have no backbutton)
#ifdef __APPLE__
#if !MAC_OS_X
        tmpSurface = loadSurface("gfx/flag.bmp");
        SDL_SetColorKey(tmpSurface, SDL_TRUE,
                        SDL_MapRGB(tmpSurface->format, 0, 0, 0));
        mBackFlag = SDL_CreateTextureFromSurface(mRenderer, tmpSurface);
        SDL_FreeSurface(tmpSurface);
#endif
#endif
    }

    // Load font
    for (int i = 0; i <= 54; ++i)
    {
        char filename[64];
        sprintf(filename, "gfx/font%02d.bmp", i);
        SDL_Surface* tempFont = loadSurface(filename);

        SDL_SetColorKey(tempFont, SDL_TRUE, SDL_MapRGB(tempFont->format, 0, 0, 0));
        mFont.push_back(SDL_CreateTextureFromSurface(mRenderer, tempFont));
        SDL_Surface* tempFont2 = highlightSurface(tempFont, 60);
        mHighlightFont.push_back(SDL_CreateTextureFromSurface(mRenderer, tempFont2));
        SDL_FreeSurface(tempFont);
        SDL_FreeSurface(tempFont2);
    }

    // Load blood surface
    SDL_Surface* blobStandardBlood = loadSurface("gfx/blood.bmp");
    SDL_Surface* formatedBlobStandardBlood = SDL_ConvertSurfaceFormat(blobStandardBlood, SDL_PIXELFORMAT_ABGR8888, 0);
    SDL_FreeSurface(blobStandardBlood);

    SDL_SetColorKey(formatedBlobStandardBlood, SDL_TRUE, SDL_MapRGB(formatedBlobStandardBlood->format, 0, 0, 0));
    for(int j = 0; j < formatedBlobStandardBlood->w * formatedBlobStandardBlood->h; j++)
    {
        SDL_Color* pixel = &(((SDL_Color*)formatedBlobStandardBlood->pixels)[j]);
        if (!(pixel->r | pixel->g | pixel->b))
        {
            pixel->a = 0;
        } else {
            pixel->a = 255;
        }
    }

    mStandardBlobBlood = formatedBlobStandardBlood;

    // Create streamed textures for blood
    SDL_Texture* leftBlobBlood = SDL_CreateTexture(mRenderer,
                                 SDL_PIXELFORMAT_ABGR8888,
                                 SDL_TEXTUREACCESS_STREAMING,
                                 formatedBlobStandardBlood->w, formatedBlobStandardBlood->h);
    SDL_SetTextureBlendMode(leftBlobBlood, SDL_BLENDMODE_BLEND);
    mLeftBlobBlood = DynamicColoredTexture(
                         leftBlobBlood,
                         Color(255, 0, 0));
    SDL_UpdateTexture(leftBlobBlood, NULL, formatedBlobStandardBlood->pixels, formatedBlobStandardBlood->pitch);

    SDL_Texture* rightBlobBlood = SDL_CreateTexture(mRenderer,
                                  SDL_PIXELFORMAT_ABGR8888,
                                  SDL_TEXTUREACCESS_STREAMING,
                                  formatedBlobStandardBlood->w, formatedBlobStandardBlood->h);
    SDL_SetTextureBlendMode(rightBlobBlood, SDL_BLENDMODE_BLEND);
    mRightBlobBlood = DynamicColoredTexture(
                          rightBlobBlood,
                          Color(255, 0, 0));
    SDL_UpdateTexture(rightBlobBlood, NULL, formatedBlobStandardBlood->pixels, formatedBlobStandardBlood->pitch);

    SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
}
コード例 #13
0
ファイル: Surface.cpp プロジェクト: Arvek/SOLARME
/**
 * \brief Sets the opacity of this surface.
 * \param opacity the opacity (0 to 255).
 */
void Surface::set_opacity(int opacity) {

  SDL_SetSurfaceBlendMode(internal_surface, SDL_BLENDMODE_BLEND);
  SDL_SetSurfaceAlphaMod(internal_surface, opacity);
}
コード例 #14
0
ファイル: glfont.c プロジェクト: BuildingJarl/GE1_Assignment
GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
{
    GLuint texture;
    int w, h;
    SDL_Surface *image;
    SDL_Rect area;
    Uint8  saved_alpha;
    SDL_BlendMode saved_mode;

    /* Use the surface width and height expanded to powers of 2 */
    w = power_of_two(surface->w);
    h = power_of_two(surface->h);
    texcoord[0] = 0.0f;         /* Min X */
    texcoord[1] = 0.0f;         /* Min Y */
    texcoord[2] = (GLfloat)surface->w / w;  /* Max X */
    texcoord[3] = (GLfloat)surface->h / h;  /* Max Y */

    image = SDL_CreateRGBSurface(
            SDL_SWSURFACE,
            w, h,
            32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
            0x000000FF,
            0x0000FF00,
            0x00FF0000,
            0xFF000000
#else
            0xFF000000,
            0x00FF0000,
            0x0000FF00,
            0x000000FF
#endif
               );
    if ( image == NULL ) {
        return 0;
    }

    /* Save the alpha blending attributes */
    SDL_GetSurfaceAlphaMod(surface, &saved_alpha);
    SDL_SetSurfaceAlphaMod(surface, 0xFF);
    SDL_GetSurfaceBlendMode(surface, &saved_mode);
    SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);

    /* Copy the surface into the GL texture image */
    area.x = 0;
    area.y = 0;
    area.w = surface->w;
    area.h = surface->h;
    SDL_BlitSurface(surface, &area, image, &area);

    /* Restore the alpha blending attributes */
    SDL_SetSurfaceAlphaMod(surface, saved_alpha);
    SDL_SetSurfaceBlendMode(surface, saved_mode);

    /* Create an OpenGL texture for the image */
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D,
             0,
             GL_RGBA,
             w, h,
             0,
             GL_RGBA,
             GL_UNSIGNED_BYTE,
             image->pixels);
    SDL_FreeSurface(image); /* No longer needed */

    return texture;
}
コード例 #15
0
SDL_Surface *MobileOpenGLScreenshotHelper::getScreenshot()
{
    const int h = mainGraphics->mHeight;
    const int w = mainGraphics->mWidth - (mainGraphics->mWidth % 4);
    GLint pack = 1;

    SDL_Surface *const tmpImage = MSDL_CreateRGBSurface(
        SDL_SWSURFACE, w, h, 32,
        0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);

    if (tmpImage == nullptr)
        return nullptr;

    // Grap the pixel buffer and write it to the SDL surface
    mglGetIntegerv(GL_PACK_ALIGNMENT, &pack);
    mglPixelStorei(GL_PACK_ALIGNMENT, 1);
    mglReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, tmpImage->pixels);

    const size_t lineSize = 3 * w;
    GLubyte *const buf = new GLubyte[lineSize];

    SDL_Surface *const screenshot = MSDL_CreateRGBSurface(
        SDL_SWSURFACE, w, h, 24,
        0xff0000, 0x00ff00, 0x0000ff, 0x000000);

    if (screenshot == nullptr)
    {
        MSDL_FreeSurface(tmpImage);
        delete [] buf;
        return nullptr;
    }

#ifdef USE_SDL2
    SDL_SetSurfaceAlphaMod(tmpImage, SDL_ALPHA_OPAQUE);
    SDL_SetSurfaceBlendMode(tmpImage, SDL_BLENDMODE_NONE);
#else  // USE_SDL2

    // Make sure the alpha channel is not used, but copied to destination
    SDL_SetAlpha(tmpImage, 0, SDL_ALPHA_OPAQUE);
#endif  // USE_SDL2

    if (SDL_MUSTLOCK(screenshot))
        SDL_LockSurface(screenshot);

    SDL_BlitSurface(tmpImage, nullptr, screenshot, nullptr);
    MSDL_FreeSurface(tmpImage);

    // Flip the screenshot, as OpenGL has 0,0 in bottom left
    const int h2 = h / 2;
    for (int i = 0; i < h2; i++)
    {
        GLubyte *const top = static_cast<GLubyte*>(
            screenshot->pixels) + lineSize * i;
        GLubyte *const bot = static_cast<GLubyte*>(
            screenshot->pixels) + lineSize * (h - 1 - i);

        memcpy(buf, top, lineSize);
        memcpy(top, bot, lineSize);
        memcpy(bot, buf, lineSize);
    }

    delete [] buf;

    if (config.getBoolValue("usefbo"))
        graphicsManager.deleteFBO(&mFbo);

    mglPixelStorei(GL_PACK_ALIGNMENT, pack);

    if (SDL_MUSTLOCK(screenshot))
        SDL_UnlockSurface(screenshot);

    return screenshot;
}
コード例 #16
0
ファイル: SDL_render_sw.c プロジェクト: 0-wiz-0/mame
static int
SW_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    SDL_Surface *surface = SW_ActivateRenderer(renderer);
    SDL_Surface *src = (SDL_Surface *) texture->driverdata;
    SDL_Rect final_rect, tmp_rect;
    SDL_Surface *surface_rotated, *surface_scaled;
    int retval, dstwidth, dstheight, abscenterx, abscentery;
    double cangle, sangle, px, py, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y;

    if (!surface) {
        return -1;
    }

    if (renderer->viewport.x || renderer->viewport.y) {
        final_rect.x = (int)(renderer->viewport.x + dstrect->x);
        final_rect.y = (int)(renderer->viewport.y + dstrect->y);
    } else {
        final_rect.x = (int)dstrect->x;
        final_rect.y = (int)dstrect->y;
    }
    final_rect.w = (int)dstrect->w;
    final_rect.h = (int)dstrect->h;

    /* SDLgfx_rotateSurface doesn't accept a source rectangle, so crop and scale if we need to */
    tmp_rect = final_rect;
    tmp_rect.x = 0;
    tmp_rect.y = 0;
    if (srcrect->w == final_rect.w && srcrect->h == final_rect.h && srcrect->x == 0 && srcrect->y == 0) {
        surface_scaled = src; /* but if we don't need to, just use the original */
        retval = 0;
    } else {
        SDL_Surface *blit_src = src;
        Uint32 colorkey;
        SDL_BlendMode blendMode;
        Uint8 alphaMod, r, g, b;
        SDL_bool cloneSource = SDL_FALSE;

        surface_scaled = SDL_CreateRGBSurface(SDL_SWSURFACE, final_rect.w, final_rect.h, src->format->BitsPerPixel,
                                              src->format->Rmask, src->format->Gmask,
                                              src->format->Bmask, src->format->Amask );
        if (!surface_scaled) {
            return -1;
        }

        /* copy the color key, alpha mod, blend mode, and color mod so the scaled surface behaves like the source */
        if (SDL_GetColorKey(src, &colorkey) == 0) {
            SDL_SetColorKey(surface_scaled, SDL_TRUE, colorkey);
            cloneSource = SDL_TRUE;
        }
        SDL_GetSurfaceAlphaMod(src, &alphaMod); /* these will be copied to surface_scaled below if necessary */
        SDL_GetSurfaceBlendMode(src, &blendMode);
        SDL_GetSurfaceColorMod(src, &r, &g, &b);

        /* now we need to blit the src into surface_scaled. since we want to copy the colors from the source to
         * surface_scaled rather than blend them, etc. we'll need to disable the blend mode, alpha mod, etc.
         * but we don't want to modify src (in case it's being used on other threads), so we'll need to clone it
         * before changing the blend options
         */
        cloneSource |= blendMode != SDL_BLENDMODE_NONE || (alphaMod & r & g & b) != 255;
        if (cloneSource) {
            blit_src = SDL_ConvertSurface(src, src->format, src->flags); /* clone src */
            if (!blit_src) {
                SDL_FreeSurface(surface_scaled);
                return -1;
            }
            SDL_SetSurfaceAlphaMod(blit_src, 255); /* disable all blending options in blit_src */
            SDL_SetSurfaceBlendMode(blit_src, SDL_BLENDMODE_NONE);
            SDL_SetColorKey(blit_src, 0, 0);
            SDL_SetSurfaceColorMod(blit_src, 255, 255, 255);
            SDL_SetSurfaceRLE(blit_src, 0); /* don't RLE encode a surface we'll only use once */

            SDL_SetSurfaceAlphaMod(surface_scaled, alphaMod); /* copy blending options to surface_scaled */
            SDL_SetSurfaceBlendMode(surface_scaled, blendMode);
            SDL_SetSurfaceColorMod(surface_scaled, r, g, b);
        }

        retval = SDL_BlitScaled(blit_src, srcrect, surface_scaled, &tmp_rect);
        if (blit_src != src) {
            SDL_FreeSurface(blit_src);
        }
    }

    if (!retval) {
        SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, &dstwidth, &dstheight, &cangle, &sangle);
        surface_rotated = SDLgfx_rotateSurface(surface_scaled, angle, dstwidth/2, dstheight/2, GetScaleQuality(), flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL, dstwidth, dstheight, cangle, sangle);
        if(surface_rotated) {
            /* Find out where the new origin is by rotating the four final_rect points around the center and then taking the extremes */
            abscenterx = final_rect.x + (int)center->x;
            abscentery = final_rect.y + (int)center->y;
            /* Compensate the angle inversion to match the behaviour of the other backends */
            sangle = -sangle;

            /* Top Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y - abscentery;
            p1x = px * cangle - py * sangle + abscenterx;
            p1y = px * sangle + py * cangle + abscentery;

            /* Top Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y - abscentery;
            p2x = px * cangle - py * sangle + abscenterx;
            p2y = px * sangle + py * cangle + abscentery;

            /* Bottom Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p3x = px * cangle - py * sangle + abscenterx;
            p3y = px * sangle + py * cangle + abscentery;

            /* Bottom Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p4x = px * cangle - py * sangle + abscenterx;
            p4y = px * sangle + py * cangle + abscentery;

            tmp_rect.x = (int)MIN(MIN(p1x, p2x), MIN(p3x, p4x));
            tmp_rect.y = (int)MIN(MIN(p1y, p2y), MIN(p3y, p4y));
            tmp_rect.w = dstwidth;
            tmp_rect.h = dstheight;

            retval = SDL_BlitSurface(surface_rotated, NULL, surface, &tmp_rect);
            SDL_FreeSurface(surface_rotated);
        }
    }

    if (surface_scaled != src) {
        SDL_FreeSurface(surface_scaled);
    }
    return retval;
}
コード例 #17
0
ファイル: font.c プロジェクト: FrMo/gravit
int loadFonts() {

    TTF_Font		*font = NULL;
    SDL_Surface		*fontSurface = NULL;
    SDL_Surface		*tmp = NULL;
    Uint32 saved_flags;
    Uint8  saved_alpha;
    static SDL_Color fontColour = {255,255,255};
    char letter[2];
    int i;
    char *p;

    letter[1] = 0;

    p = findFile(va("%s/%s", MISCDIR, video.fontFile));
    
    if (!p) {
        conAdd(LERR, "Could not open font");
        return 0;
    }

    font = TTF_OpenFont(p, video.fontSize);

    if (!font) {
        conAdd(LERR, "Could not open %s", p);
        return 0;
    }

    TTF_SetFontStyle(font, TTF_STYLE_NORMAL);
#ifdef TTF_HINTING_NORMAL
    TTF_SetFontHinting(font, TTF_HINTING_NORMAL);
#endif

    memset(fonts, 0, sizeof(fonts));
    fontHeight = 0;

    for (i = 32; i < 128; i++) {

        letter[0] = i;

        fontSurface = TTF_RenderText_Blended(font, letter, fontColour);

        if (!fontSurface) {

#ifdef WIN32
            MessageBox(NULL, TTF_GetError(), "gravit: font engine error", MB_OK);
#else
            printf("%s\n", TTF_GetError());
#endif
            TTF_CloseFont(font);
            return 0;

        }

        fonts[i].ow = fontSurface->w;
        fonts[i].oh = fontSurface->h;

        if (fonts[i].oh > fontHeight)
            fontHeight = (float)fonts[i].oh;

        fonts[i].w = gfxPowerOfTwo(fonts[i].ow);
        fonts[i].h = gfxPowerOfTwo(fonts[i].oh);

        if (fonts[i].w > fonts[i].h)
            fonts[i].h = fonts[i].w;
        if (fonts[i].h > fonts[i].w)
            fonts[i].w = fonts[i].h;

        tmp = SDL_CreateRGBSurface(SDL_SWSURFACE, fonts[i].w, fonts[i].h, 32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks depend on byteorder */
			0x000000FF,
			0x0000FF00,
			0x00FF0000,
			0xFF000000);
#else
			0xFF000000,
			0x00FF0000,
			0x0000FF00,
			0x000000FF);
#endif

        if (!tmp) {

            TTF_CloseFont(font);
            SDL_FreeSurface(fontSurface);

            return 0;

        }


	/* Save the alpha blending attributes */
	saved_flags = fontSurface->flags & (SDL_SRCALPHA|SDL_RLEACCELOK);
#if SDL_VERSION_ATLEAST(1, 3, 0)
	SDL_GetSurfaceAlphaMod(fontSurface, &saved_alpha);
	SDL_SetSurfaceAlphaMod(fontSurface, 0xFF);
#else
	saved_alpha = fontSurface->format->alpha;
	if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
		SDL_SetAlpha(fontSurface, 0, 0);
	}
#endif

	/* copy to texture surface */
        if (SDL_BlitSurface(fontSurface, NULL, tmp, NULL)) {

            TTF_CloseFont(font);
            SDL_FreeSurface(tmp);
            SDL_FreeSurface(fontSurface);

            return 0;

        }

        glGenTextures(1, &fonts[i].id);
        glCheck();

        glBindTexture(GL_TEXTURE_2D, fonts[i].id);
        glCheck();

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fonts[i].w, fonts[i].h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp->pixels);
        glCheck();

        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glCheck();

        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glCheck();

        SDL_FreeSurface(tmp);
        SDL_FreeSurface(fontSurface);

    }

    TTF_CloseFont(font);

    return 1;


}
コード例 #18
0
ファイル: surface.c プロジェクト: g-truc/shooter
/**
 * @brief Tests some more blitting routines.
 */
static void surface_testBlitBlend( SDL_Surface *testsur )
{
   int ret;
   SDL_Rect rect;
   SDL_Surface *face;
   int i, j, ni, nj;
   int mode;

   SDL_ATbegin( "Blit Blending Tests" );

   /* Clear surface. */
   ret = SDL_FillRect( testsur, NULL,
         SDL_MapRGB( testsur->format, 0, 0, 0 ) );
   if (SDL_ATassert( "SDL_FillRect", ret == 0))
      return;

   /* Create the blit surface. */
   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
         img_face.width, img_face.height, 32, img_face.width*4,
         RMASK, GMASK, BMASK, AMASK );
   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
      return;

   /* Set alpha mod. */
   ret = SDL_SetSurfaceAlphaMod( face, 100 );
   if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0))
      return;

   /* Steps to take. */
   ni     = testsur->w - face->w;
   nj     = testsur->h - face->h;

   /* Constant values. */
   rect.w = face->w;
   rect.h = face->h;

   /* Test None. */
   if (surface_testBlitBlendMode( testsur, face, SDL_BLENDMODE_NONE ))
      return;
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_NONE).",
            surface_compare( testsur, &img_blendNone )==0 ))
      return;

   /* Test Mask. */
   if (surface_testBlitBlendMode( testsur, face, SDL_BLENDMODE_MASK ))
      return;
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_MASK).",
            surface_compare( testsur, &img_blendMask )==0 ))
      return;

   /* Test Blend. */
   if (surface_testBlitBlendMode( testsur, face, SDL_BLENDMODE_BLEND ))
      return;
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_BLEND).",
            surface_compare( testsur, &img_blendBlend )==0 ))
      return;

   /* Test Add. */
   if (surface_testBlitBlendMode( testsur, face, SDL_BLENDMODE_ADD ))
      return;
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_ADD).",
            surface_compare( testsur, &img_blendAdd )==0 ))
      return;

   /* Test Mod. */
   if (surface_testBlitBlendMode( testsur, face, SDL_BLENDMODE_MOD ))
      return;
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLENDMODE_MOD).",
            surface_compare( testsur, &img_blendMod )==0 ))
      return;

   /* Clear surface. */
   ret = SDL_FillRect( testsur, NULL,
         SDL_MapRGB( testsur->format, 0, 0, 0 ) );
   if (SDL_ATassert( "SDL_FillRect", ret == 0))
      return;

   /* Loop blit. */
   for (j=0; j <= nj; j+=4) {
      for (i=0; i <= ni; i+=4) {

         /* Set colour mod. */
         ret = SDL_SetSurfaceColorMod( face, (255/nj)*j, (255/ni)*i, (255/nj)*j );
         if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0))
            return;

         /* Set alpha mod. */
         ret = SDL_SetSurfaceAlphaMod( face, (100/ni)*i );
         if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0))
            return;

         /* Crazy blending mode magic. */
         mode = (i/4*j/4) % 4;
         if (mode==0) mode = SDL_BLENDMODE_MASK;
         else if (mode==1) mode = SDL_BLENDMODE_BLEND;
         else if (mode==2) mode = SDL_BLENDMODE_ADD;
         else if (mode==3) mode = SDL_BLENDMODE_MOD;
         ret = SDL_SetSurfaceBlendMode( face, mode );
         if (SDL_ATassert( "SDL_SetSurfaceBlendMode", ret == 0))
            return;

         /* Blitting. */
         rect.x = i;
         rect.y = j;
         ret = SDL_BlitSurface( face, NULL, testsur, &rect );
         if (SDL_ATassert( "SDL_BlitSurface", ret == 0))
            return;
      }
   }

   /* Check to see if matches. */
   if (SDL_ATassert( "Blitting blending output not the same (using SDL_BLEND_*).",
            surface_compare( testsur, &img_blendAll )==0 ))
      return;

   /* Clean up. */
   SDL_FreeSurface( face );

   SDL_ATend();
}
コード例 #19
0
ファイル: surface.c プロジェクト: g-truc/shooter
/**
 * @brief Tests some blitting routines.
 */
static void surface_testBlit( SDL_Surface *testsur )
{
   int ret;
   SDL_Rect rect;
   SDL_Surface *face;
   int i, j, ni, nj;

   SDL_ATbegin( "Blit Tests" );

   /* Clear surface. */
   ret = SDL_FillRect( testsur, NULL,
         SDL_MapRGB( testsur->format, 0, 0, 0 ) );
   if (SDL_ATassert( "SDL_FillRect", ret == 0))
      return;

   /* Create face surface. */
   face = SDL_CreateRGBSurfaceFrom( (void*)img_face.pixel_data,
         img_face.width, img_face.height, 32, img_face.width*4,
         RMASK, GMASK, BMASK, AMASK );
   if (SDL_ATassert( "SDL_CreateRGBSurfaceFrom", face != NULL))
      return;

   /* Constant values. */
   rect.w = face->w;
   rect.h = face->h;
   ni     = testsur->w - face->w;
   nj     = testsur->h - face->h;

   /* Loop blit. */
   for (j=0; j <= nj; j+=4) {
      for (i=0; i <= ni; i+=4) {
         /* Blitting. */
         rect.x = i;
         rect.y = j;
         ret = SDL_BlitSurface( face, NULL, testsur, &rect );
         if (SDL_ATassert( "SDL_BlitSurface", ret == 0))
            return;
      }
   }

   /* See if it's the same. */
   if (SDL_ATassert( "Blitting output not the same (normal blit).",
            surface_compare( testsur, &img_blit )==0 ))
      return;

   /* Clear surface. */
   ret = SDL_FillRect( testsur, NULL,
         SDL_MapRGB( testsur->format, 0, 0, 0 ) );
   if (SDL_ATassert( "SDL_FillRect", ret == 0))
      return;

   /* Test blitting with colour mod. */
   for (j=0; j <= nj; j+=4) {
      for (i=0; i <= ni; i+=4) {
         /* Set colour mod. */
         ret = SDL_SetSurfaceColorMod( face, (255/nj)*j, (255/ni)*i, (255/nj)*j );
         if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0))
            return;

         /* Blitting. */
         rect.x = i;
         rect.y = j;
         ret = SDL_BlitSurface( face, NULL, testsur, &rect );
         if (SDL_ATassert( "SDL_BlitSurface", ret == 0))
            return;
      }
   }

   /* See if it's the same. */
   if (SDL_ATassert( "Blitting output not the same (using SDL_SetSurfaceColorMod).",
            surface_compare( testsur, &img_blitColour )==0 ))
      return;

   /* Clear surface. */
   ret = SDL_FillRect( testsur, NULL,
         SDL_MapRGB( testsur->format, 0, 0, 0 ) );
   if (SDL_ATassert( "SDL_FillRect", ret == 0))
      return;

   /* Restore colour. */
   ret = SDL_SetSurfaceColorMod( face, 255, 255, 255 );
   if (SDL_ATassert( "SDL_SetSurfaceColorMod", ret == 0))
      return;

   /* Test blitting with colour mod. */
   for (j=0; j <= nj; j+=4) {
      for (i=0; i <= ni; i+=4) {
         /* Set alpha mod. */
         ret = SDL_SetSurfaceAlphaMod( face, (255/ni)*i );
         if (SDL_ATassert( "SDL_SetSurfaceAlphaMod", ret == 0))
            return;

         /* Blitting. */
         rect.x = i;
         rect.y = j;
         ret = SDL_BlitSurface( face, NULL, testsur, &rect );
         if (SDL_ATassert( "SDL_BlitSurface", ret == 0))
            return;
      }
   }

   /* See if it's the same. */
   if (SDL_ATassert( "Blitting output not the same (using SDL_SetSurfaceAlphaMod).",
            surface_compare( testsur, &img_blitAlpha )==0 ))
      return;

   /* Clean up. */
   SDL_FreeSurface( face );

   SDL_ATend();
}
コード例 #20
0
SDL_Surface *OpenGLImageHelper::convertSurfaceNormalize(SDL_Surface *tmpImage,
                                                        int width, int height)
{
    if (!tmpImage)
        return nullptr;

    int realWidth = powerOfTwo(width);
    int realHeight = powerOfTwo(height);

    if (realWidth < width || realHeight < height)
    {
        reportAlways("Warning: image too large, cropping to %dx%d texture!",
            tmpImage->w, tmpImage->h);
    }

#ifdef USE_SDL2
    SDL_SetSurfaceAlphaMod(tmpImage, SDL_ALPHA_OPAQUE);
#else  // USE_SDL2

    // Make sure the alpha channel is not used, but copied to destination
    SDL_SetAlpha(tmpImage, 0, SDL_ALPHA_OPAQUE);
#endif  // USE_SDL2

    // Determine 32-bit masks based on byte order
    uint32_t rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    rmask = 0xff000000;
    gmask = 0x00ff0000;
    bmask = 0x0000ff00;
    amask = 0x000000ff;
#else  // SDL_BYTEORDER == SDL_BIG_ENDIAN

    rmask = 0x000000ff;
    gmask = 0x0000ff00;
    bmask = 0x00ff0000;
    amask = 0xff000000;
#endif  // SDL_BYTEORDER == SDL_BIG_ENDIAN

    if (tmpImage->format->BitsPerPixel != 32
        || realWidth != width || realHeight != height
        || rmask != tmpImage->format->Rmask
        || gmask != tmpImage->format->Gmask
        || amask != tmpImage->format->Amask)
    {
        SDL_Surface *oldImage = tmpImage;
#ifdef USE_SDL2
        SDL_SetSurfaceBlendMode(oldImage, SDL_BLENDMODE_NONE);
#endif  // USE_SDL2

        tmpImage = MSDL_CreateRGBSurface(SDL_SWSURFACE, realWidth, realHeight,
            32, rmask, gmask, bmask, amask);

        if (!tmpImage)
        {
            reportAlways("Error, image convert failed: out of memory");
            return nullptr;
        }
        SDL_BlitSurface(oldImage, nullptr, tmpImage, nullptr);
    }
    return tmpImage;
}
コード例 #21
0
/**
 * Helper that blits in a specific blend mode, -1 for basic blitting, -2 for color mod, -3 for alpha mod, -4 for mixed blend modes.
 */
void _testBlitBlendMode(int mode)
{
    int ret;
    int i, j, ni, nj;
    SDL_Surface *face;
    SDL_Rect rect;
    int nmode;
    SDL_BlendMode bmode;
    int checkFailCount1;
    int checkFailCount2;
    int checkFailCount3;
    int checkFailCount4;

    /* Check test surface */
    SDLTest_AssertCheck(testSurface != NULL, "Verify testSurface is not NULL");
    if (testSurface == NULL) return;

    /* Create sample surface */
    face = SDLTest_ImageFace();
    SDLTest_AssertCheck(face != NULL, "Verify face surface is not NULL");
    if (face == NULL) return;

        /* Reset alpha modulation */
    ret = SDL_SetSurfaceAlphaMod(face, 255);
    SDLTest_AssertPass("Call to SDL_SetSurfaceAlphaMod()");
    SDLTest_AssertCheck(ret == 0, "Verify result from SDL_SetSurfaceAlphaMod(), expected: 0, got: %i", ret);

        /* Reset color modulation */
    ret = SDL_SetSurfaceColorMod(face, 255, 255, 255);
    SDLTest_AssertPass("Call to SDL_SetSurfaceColorMod()");
    SDLTest_AssertCheck(ret == 0, "Verify result from SDL_SetSurfaceColorMod(), expected: 0, got: %i", ret);

        /* Reset color key */
    ret = SDL_SetColorKey(face, SDL_FALSE, 0);
    SDLTest_AssertPass("Call to SDL_SetColorKey()");
    SDLTest_AssertCheck(ret == 0, "Verify result from SDL_SetColorKey(), expected: 0, got: %i", ret);

    /* Clear the test surface */
        _clearTestSurface();

    /* Target rect size */
    rect.w = face->w;
    rect.h = face->h;

    /* Steps to take */
    ni = testSurface->w - face->w;
    nj = testSurface->h - face->h;

    /* Optionally set blend mode. */
    if (mode >= 0) {
        ret = SDL_SetSurfaceBlendMode( face, (SDL_BlendMode)mode );
        SDLTest_AssertPass("Call to SDL_SetSurfaceBlendMode()");
        SDLTest_AssertCheck(ret == 0, "Verify result from SDL_SetSurfaceBlendMode(..., %i), expected: 0, got: %i", mode, ret);
    }

    /* Test blend mode. */
    checkFailCount1 = 0;
    checkFailCount2 = 0;
    checkFailCount3 = 0;
    checkFailCount4 = 0;
    for (j=0; j <= nj; j+=4) {
      for (i=0; i <= ni; i+=4) {
        if (mode == -2) {
            /* Set color mod. */
            ret = SDL_SetSurfaceColorMod( face, (255/nj)*j, (255/ni)*i, (255/nj)*j );
            if (ret != 0) checkFailCount2++;
        }
        else if (mode == -3) {
            /* Set alpha mod. */
            ret = SDL_SetSurfaceAlphaMod( face, (255/ni)*i );
            if (ret != 0) checkFailCount3++;
        }
        else if (mode == -4) {
            /* Crazy blending mode magic. */
            nmode = (i/4*j/4) % 4;
            if (nmode==0) {
                bmode = SDL_BLENDMODE_NONE;
            } else if (nmode==1) {
                bmode = SDL_BLENDMODE_BLEND;
            } else if (nmode==2) {
                bmode = SDL_BLENDMODE_ADD;
            } else if (nmode==3) {
                bmode = SDL_BLENDMODE_MOD;
            }
            ret = SDL_SetSurfaceBlendMode( face, bmode );
            if (ret != 0) checkFailCount4++;
        }

         /* Blitting. */
         rect.x = i;
         rect.y = j;
         ret = SDL_BlitSurface( face, NULL, testSurface, &rect );
         if (ret != 0) checkFailCount1++;
      }
    }
    SDLTest_AssertCheck(checkFailCount1 == 0, "Validate results from calls to SDL_BlitSurface, expected: 0, got: %i", checkFailCount1);
    SDLTest_AssertCheck(checkFailCount2 == 0, "Validate results from calls to SDL_SetSurfaceColorMod, expected: 0, got: %i", checkFailCount2);
    SDLTest_AssertCheck(checkFailCount3 == 0, "Validate results from calls to SDL_SetSurfaceAlphaMod, expected: 0, got: %i", checkFailCount3);
    SDLTest_AssertCheck(checkFailCount4 == 0, "Validate results from calls to SDL_SetSurfaceBlendMode, expected: 0, got: %i", checkFailCount4);

    /* Clean up */
    SDL_FreeSurface(face);
    face = NULL;
}
コード例 #22
0
ファイル: surface.cpp プロジェクト: soulik/LuaSDL-2.0
	int inline Surface::setAlphaMod(State & state, SDL_Surface  * surface){
		SDL_SetSurfaceAlphaMod(surface, (Uint8)state.stack->to<int>(1));
		return 0;
	}
コード例 #23
0
ファイル: SDL_render_sw.c プロジェクト: ifzz/exsdk
static int
SW_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    return SDL_SetSurfaceAlphaMod(surface, texture->a);
}
コード例 #24
0
void SDL_TMXMap::Populate_Map(SDL_Renderer *Render)
{
    if( MapSurf || getMapFile().length())
    {
        if (!MapSurf)
        {
            std::ifstream *in_xml = new ifstream(getMapFile().c_str(), ifstream::in);
            if(!in_xml->is_open())
            {
                std::cout << "No way to Populate Map. Quitting..." <<endl;
                return;
            }
            std::stringstream *ss_xml = new std::stringstream;
            *ss_xml << in_xml->rdbuf();
            char *xml_data = new char[ss_xml->str().length()+1]();
            strcpy(xml_data, ss_xml->str().c_str());
            in_xml->close();
            delete ss_xml;
            Load_Map(xml_data);
            MapSurf = SDL_CreateRGBSurface(0, getWidth()*getTileWidth(), getHeight()*getTileHeight(), 32, rmask, gmask, bmask, amask);
        }

        string ResDir = "Resources\\";
        SDL_Surface **TileSurf = new SDL_Surface*[getNumTilesets()];
        for ( unsigned int fn = 0; fn < getNumTilesets(); fn++)
        {
            //eventually, there will be a means to load multiple images per tileset. TODO: Make a loop that allows it.
            //TODO: Write it so that it also works with
            string Filenname = ResDir + getTileset(fn).getImage(0).getFilename();
            TileSurf[fn] = IMG_Load(Filenname.c_str());
            if (!TileSurf[fn]) return;
        }

        unsigned long color = getTileset(0).getImage(0).getTrans();
        SDL_Color CKey;
        CKey.r = (color & 0xFF0000)   >> 16;
        CKey.g = (color & 0x00FF00)   >> 8 ;
        CKey.b = (color & 0x0000FF)        ;
        SDL_SetColorKey( MapSurf , SDL_TRUE , SDL_MapRGB(TileSurf[0]->format , CKey.r , CKey.g , CKey.b));
        SDL_Rect SrcRect;
        SDL_Rect DstRect;
        DstRect.h = getTileHeight();
        DstRect.w = getTileWidth();
        unsigned char **in_data  = new unsigned char* [getNumLayers()];
        unsigned char **out_data = new unsigned char* [getNumLayers()];
        unsigned int **tiledata = (unsigned int **) out_data;
        for(unsigned i = 0; i < getNumLayers(); i++)
        {
            in_data[i]  = new unsigned char [getLayer(i).getData().getData().size()];
            out_data[i] = new unsigned char [getWidth()*getHeight()*4];
            memcpy( in_data[i] , getLayer(i).getData().getData().c_str() , getLayer(i).getData().getData().size() );
            unsigned char *dec_data = new unsigned char[( getLayer(i).getData().getData().size())];
            TMX_Decode( in_data[i] , dec_data , getLayer(i).getData().getData().size() );
            TMX_Uncompress( dec_data , out_data[i] , ( getLayer(i).getData().getData().size() ), getWidth() * getHeight() * 4,
                           getLayer(i).getData().getCompression().c_str());
        }

        delete[]in_data;

        for (unsigned l = 0; l < TMX_Map::getNumLayers(); l++)
        {

            LayerSurf.push_back(SDL_CreateRGBSurface(0, getWidth()*getTileWidth(), getHeight()*getTileHeight(), 32, rmask, gmask, bmask, amask));
            SDL_SetSurfaceAlphaMod(LayerSurf[l], getLayer(l).getOpacity() * 255);
            for(unsigned int y = 0; y < getHeight(); y++)
            {
                DstRect.y = y * getTileHeight();
                for (unsigned int x = 0; x  < getWidth(); x++)
                {
                    if(tiledata[l][y*getWidth()+x])
                    {
                        DstRect.x = x * getTileWidth();
                        unsigned tilesetindex = findTileset(tiledata[l][y*getWidth()+x]);
                        unsigned srcindex = tiledata[l][y*getWidth()+x] - getTileset(tilesetindex).getGID();
                        SrcRect.h = getTileset(tilesetindex).getTileHeight();
                        SrcRect.w = getTileset(tilesetindex).getTileWidth();
                        float Float_TPL = (float) getTileset(tilesetindex).getImage(0).getWidth()
                                                  / (getTileset(tilesetindex).getTileWidth() + getTileset(tilesetindex).getSpacing());
                        unsigned long Tiles_Per_Line = (long) ceil(Float_TPL);
                        SrcRect.x = srcindex % Tiles_Per_Line * (getTileset(tilesetindex).getTileWidth() + getTileset(tilesetindex).getSpacing());
                        SrcRect.y = srcindex / Tiles_Per_Line * (getTileset(tilesetindex).getTileWidth() + getTileset(tilesetindex).getSpacing());
                        if( SDL_BlitSurface(TileSurf[tilesetindex], &SrcRect, LayerSurf[l], &DstRect) )
						{
							cout << "SDL_BlitSurface Failed: " << SDL_GetError() << endl;
							// if for some reason the application does not implode and instead run this code, we need to know why it crapped us.
							exit (-2);
						}
                    }
                }
            }
            if(getLayer(l).isVisible()) SDL_BlitSurface(LayerSurf[l],NULL, MapSurf, NULL);
        }

        delete[] tiledata;
        for (unsigned l = 0; l < getNumTilesets(); l++)
            SDL_FreeSurface(TileSurf[l]);

        MapTex = SDL_CreateTextureFromSurface(Render, MapSurf);
        SDL_FreeSurface(MapSurf);
    }
    else std::cout << "No way to Populate Map. Quitting..." << endl;