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Use SDL_Color for colors instead of colourTransform

colourTransform is a struct with only one member, a Uint32. The issue
with `Uint32`s is that it requires a bunch of bit shifting logic to edit
the colors. The issue with bit shifting logic is that people have a
tendency to hardcode the shift amounts instead of using the shift amount
variables of the SDL_PixelFormat, which makes it annoying to change the
color masks of surfaces.

This commit fixes both issues by unhardcoding the bit shift amounts in
DrawPixel and ReadPixel, and by axing the `Uint32`s in favor of using
SDL_Color.

According to the SDL_PixelFormat documentation (
https://wiki.libsdl.org/SDL2/SDL_PixelFormat ), the logic to read and
draw to pixels from colors below 32-bit was just wrong. Specifically,
for 8-bit, there's a color palette used instead of some intrinsic color
information stored in the pixel itself. But we shouldn't need that logic
anyways because we don't use colors below 32-bit. So I axed that too.
This commit is contained in:
Misa 2023-01-01 16:36:43 -08:00
parent f24265f0fb
commit 351a022ebd
13 changed files with 309 additions and 327 deletions

View file

@ -1604,7 +1604,7 @@ void customlevelclass::generatecustomminimap(void)
// Return a graphics-ready color based off of the given tileset and tilecol
// Much kudos to Dav999 for saving me a lot of work, because I stole these colors from const.lua in Ved! -Info Teddy
Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
SDL_Color customlevelclass::getonewaycol(const int rx, const int ry)
{
const RoomProperty* const room = getroomprop(rx, ry);
switch (room->tileset) {
@ -1763,7 +1763,7 @@ Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
}
// This version detects the room automatically
Uint32 customlevelclass::getonewaycol(void)
SDL_Color customlevelclass::getonewaycol(void)
{
#ifndef NO_EDITOR
if (game.gamestate == EDITORMODE)

View file

@ -155,8 +155,8 @@ public:
int version;
Uint32 getonewaycol(const int rx, const int ry);
Uint32 getonewaycol(void);
SDL_Color getonewaycol(int rx, int ry);
SDL_Color getonewaycol(void);
bool onewaycol_override;
};

View file

@ -279,20 +279,20 @@ static int edentat( int xp, int yp )
return -1;
}
static void fillbox( int x, int y, int x2, int y2, int c )
static void fillbox(const int x, const int y, const int x2, const int y2, const SDL_Color color)
{
FillRect(graphics.backBuffer, x, y, x2-x, 1, c);
FillRect(graphics.backBuffer, x, y2-1, x2-x, 1, c);
FillRect(graphics.backBuffer, x, y, 1, y2-y, c);
FillRect(graphics.backBuffer, x2-1, y, 1, y2-y, c);
FillRect(graphics.backBuffer, x, y, x2-x, 1, color);
FillRect(graphics.backBuffer, x, y2-1, x2-x, 1, color);
FillRect(graphics.backBuffer, x, y, 1, y2-y, color);
FillRect(graphics.backBuffer, x2-1, y, 1, y2-y, color);
}
static void fillboxabs( int x, int y, int x2, int y2, int c )
static void fillboxabs(const int x, const int y, const int x2, const int y2, const SDL_Color color)
{
FillRect(graphics.backBuffer, x, y, x2, 1, c);
FillRect(graphics.backBuffer, x, y+y2-1, x2, 1, c);
FillRect(graphics.backBuffer, x, y, 1, y2, c);
FillRect(graphics.backBuffer, x+x2-1, y, 1, y2, c);
FillRect(graphics.backBuffer, x, y, x2, 1, color);
FillRect(graphics.backBuffer, x, y+y2-1, x2, 1, color);
FillRect(graphics.backBuffer, x, y, 1, y2, color);
FillRect(graphics.backBuffer, x+x2-1, y, 1, y2, color);
}
@ -595,8 +595,7 @@ void editorrender(void)
// Special case for drawing gray entities
bool custom_gray = room->tileset == 3 && room->tilecol == 6;
colourTransform gray_ct;
gray_ct.colour = 0xFFFFFFFF;
const SDL_Color gray_ct = {255, 255, 255, 255};
// Draw entities backward to remain accurate with ingame
for (int i = customentities.size() - 1; i >= 0; i--)
@ -610,9 +609,10 @@ void editorrender(void)
switch(customentities[i].t)
{
case 1: //Entities
if (custom_gray) {
if (custom_gray)
{
graphics.setcol(18);
ed.entcolreal = graphics.ct.colour;
ed.entcolreal = graphics.ct;
}
graphics.drawsprite((customentities[i].x*8)- (ed.levx*40*8),(customentities[i].y*8)- (ed.levy*30*8),ed.getenemyframe(room->enemytype),ed.entcolreal);
if(customentities[i].p1==0) graphics.Print((customentities[i].x*8)- (ed.levx*40*8)+4,(customentities[i].y*8)- (ed.levy*30*8)+4, "V", 255, 255, 255 - help.glow, false);
@ -933,10 +933,8 @@ void editorrender(void)
tpoint.x = ed.ghosts[i].x;
tpoint.y = ed.ghosts[i].y;
graphics.setcolreal(ed.ghosts[i].realcol);
Uint32 alpha = graphics.ct.colour & graphics.backBuffer->format->Amask;
Uint32 therest = graphics.ct.colour & 0x00FFFFFF;
alpha = (3 * (alpha >> 24) / 4) << 24;
graphics.ct.colour = therest | alpha;
const int alpha = 3 * graphics.ct.a / 4;
graphics.ct.a = (Uint8) alpha;
SDL_Rect drawRect = graphics.sprites_rect;
drawRect.x += tpoint.x;
drawRect.y += tpoint.y;
@ -1607,7 +1605,7 @@ void editorrenderfixed(void)
ed.entcol=cl.getenemycol(game.customcol);
graphics.setcol(ed.entcol);
ed.entcolreal = graphics.ct.colour;
ed.entcolreal = graphics.ct;
if (game.ghostsenabled)
{
@ -1621,7 +1619,7 @@ void editorrenderfixed(void)
}
graphics.setcol(ghost.col);
ghost.realcol = graphics.ct.colour;
ghost.realcol = graphics.ct;
}
if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {

View file

@ -42,7 +42,7 @@ struct GhostInfo
int x; // .xp
int y; // .yp
int col; // .colour
Uint32 realcol;
SDL_Color realcol;
int frame; // .drawframe
};
@ -93,7 +93,7 @@ public:
void switch_warpdir(const bool reversed);
int entcol;
Uint32 entcolreal;
SDL_Color entcolreal;
int kludgewarpdir[customlevelclass::numrooms];

View file

@ -65,7 +65,7 @@ void entclass::clear(void)
dir = 0;
actionframe = 0;
realcol = 0;
SDL_zero(realcol);
lerpoldxp = 0;
lerpoldyp = 0;
}
@ -618,14 +618,14 @@ void entclass::updatecolour(void)
case 10: // 2x1 Sprite
case 13: // Special for epilogue: huge hero!
graphics.setcol(colour);
realcol = graphics.ct.colour;
realcol = graphics.ct;
break;
case 3: // Big chunky pixels!
realcol = graphics.bigchunkygetcol(colour);
break;
case 4: // Small pickups
graphics.huetilesetcol(colour);
realcol = graphics.ct.colour;
realcol = graphics.ct;
break;
case 11: // The fucking elephant
if (game.noflashingmode)
@ -636,7 +636,7 @@ void entclass::updatecolour(void)
{
graphics.setcol(colour);
}
realcol = graphics.ct.colour;
realcol = graphics.ct;
break;
case 12: // Regular sprites that don't wrap
// if we're outside the screen, we need to draw indicators
@ -648,7 +648,7 @@ void entclass::updatecolour(void)
{
graphics.setcol(colour);
}
realcol = graphics.ct.colour;
realcol = graphics.ct;
break;
default:
break;

View file

@ -53,7 +53,7 @@ public:
int visualonground, visualonroof;
int yp;int xp;
Uint32 realcol;
SDL_Color realcol;
int lerpoldxp, lerpoldyp;
};

View file

@ -84,8 +84,8 @@ void Graphics::init(void)
backgrounddrawn = false;
warpskip = 0;
warpfcol = 0x000000;
warpbcol = 0x000000;
SDL_zero(warpfcol);
SDL_zero(warpbcol);
spcol = 0;
spcoldel = 0;
@ -106,7 +106,7 @@ void Graphics::init(void)
// initialize everything else to zero
backBuffer = NULL;
ct = colourTransform();
SDL_zero(ct);
foregrounddrawn = false;
foregroundBuffer = NULL;
backgrounddrawn = false;
@ -132,15 +132,15 @@ void Graphics::init(void)
screenshake_x = 0;
screenshake_y = 0;
col_crewred = 0x00000000;
col_crewyellow = 0x00000000;
col_crewgreen = 0x00000000;
col_crewcyan = 0x00000000;
col_crewblue = 0x00000000;
col_crewpurple = 0x00000000;
col_crewinactive = 0x00000000;
col_clock = 0x00000000;
col_trinket = 0x00000000;
SDL_zero(col_crewred);
SDL_zero(col_crewyellow);
SDL_zero(col_crewgreen);
SDL_zero(col_crewcyan);
SDL_zero(col_crewblue);
SDL_zero(col_crewpurple);
SDL_zero(col_crewinactive);
SDL_zero(col_clock);
SDL_zero(col_trinket);
col_tr = 0;
col_tg = 0;
col_tb = 0;
@ -199,12 +199,12 @@ void Graphics::create_buffers(const SDL_PixelFormat* fmt)
footerbuffer = CREATE_SURFACE(320, 10);
SDL_SetSurfaceBlendMode(footerbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(footerbuffer, 127);
FillRect(footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
FillRect(footerbuffer, 0, 0, 0);
roomname_translator::dimbuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(roomname_translator::dimbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(roomname_translator::dimbuffer, 96);
FillRect(roomname_translator::dimbuffer, SDL_MapRGB(fmt, 0, 0, 0));
FillRect(roomname_translator::dimbuffer, 0, 0, 0);
ghostbuffer = CREATE_SURFACE(320, 240);
SDL_SetSurfaceBlendMode(ghostbuffer, SDL_BLENDMODE_BLEND);
@ -299,24 +299,24 @@ void Graphics::drawspritesetcol(int x, int y, int t, int c)
void Graphics::updatetitlecolours(void)
{
setcol(15);
col_crewred = ct.colour;
col_crewred = ct;
setcol(14);
col_crewyellow = ct.colour;
col_crewyellow = ct;
setcol(13);
col_crewgreen = ct.colour;
col_crewgreen = ct;
setcol(0);
col_crewcyan = ct.colour;
col_crewcyan = ct;
setcol(16);
col_crewblue = ct.colour;
col_crewblue = ct;
setcol(20);
col_crewpurple = ct.colour;
col_crewpurple = ct;
setcol(19);
col_crewinactive = ct.colour;
col_crewinactive = ct;
setcol(18);
col_clock = ct.colour;
col_clock = ct;
setcol(18);
col_trinket = ct.colour;
col_trinket = ct;
}
#define PROCESS_TILESHEET_CHECK_ERROR(tilesheet, tile_square) \
@ -496,7 +496,7 @@ static void print_char(
const int x,
const int y,
const int scale,
colourTransform& ct
const SDL_Color color
) {
SDL_Rect font_rect = {x, y, 8*scale, 8*scale};
SDL_Surface* surface;
@ -514,7 +514,7 @@ static void print_char(
surface = font;
}
BlitSurfaceColoured(surface, NULL, buffer, &font_rect, ct);
BlitSurfaceColoured(surface, NULL, buffer, &font_rect, color);
if (scale > 1)
{
@ -542,7 +542,7 @@ void Graphics::do_print(
b = SDL_clamp(b, 0, 255);
a = SDL_clamp(a, 0, 255);
ct.colour = getRGBA(r, g, b, a);
ct = getRGBA(r, g, b, a);
while (iter != text.end())
{
@ -1033,7 +1033,7 @@ void Graphics::drawsprite( int x, int y, int t, int r, int g, int b )
BlitSurfaceColoured(sprites[t], NULL, backBuffer, &rect, ct);
}
void Graphics::drawsprite(int x, int y, int t, Uint32 c)
void Graphics::drawsprite(int x, int y, int t, const SDL_Color color)
{
if (!INBOUNDS_VEC(t, sprites))
{
@ -1042,7 +1042,7 @@ void Graphics::drawsprite(int x, int y, int t, Uint32 c)
}
SDL_Rect rect = {x, y, sprites_rect.w, sprites_rect.h};
setcolreal(c);
setcolreal(color);
BlitSurfaceColoured(sprites[t], NULL, backBuffer, &rect, ct);
}
@ -1068,7 +1068,7 @@ void Graphics::drawtile( int x, int y, int t )
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles1_mounted))
{
colourTransform thect = {cl.getonewaycol()};
const SDL_Color thect = cl.getonewaycol();
BlitSurfaceTinted(tiles[t], NULL, backBuffer, &rect, thect);
}
else
@ -1092,7 +1092,7 @@ void Graphics::drawtile2( int x, int y, int t )
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles2_mounted))
{
colourTransform thect = {cl.getonewaycol()};
const SDL_Color thect = cl.getonewaycol();
BlitSurfaceTinted(tiles2[t], NULL, backBuffer, &rect, thect);
}
else
@ -1431,14 +1431,14 @@ void Graphics::cutscenebars(void)
const int usethispos = lerp(oldcutscenebarspos, cutscenebarspos);
if (showcutscenebars)
{
FillRect(backBuffer, 0, 0, usethispos, 16, 0x000000);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0x000000);
FillRect(backBuffer, 0, 0, usethispos, 16, 0, 0, 0);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0, 0, 0);
}
else if (cutscenebarspos > 0) //disappearing
{
//draw
FillRect(backBuffer, 0, 0, usethispos, 16, 0x000000);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0x000000);
FillRect(backBuffer, 0, 0, usethispos, 16, 0, 0, 0);
FillRect(backBuffer, 360-usethispos, 224, usethispos, 16, 0, 0, 0);
}
}
@ -1702,13 +1702,13 @@ void Graphics::drawfade(void)
case FADE_FADING_OUT:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
{
FillRect(backBuffer, fadebars[i], i * 16, usethisamount, 16, 0x000000 );
FillRect(backBuffer, fadebars[i], i * 16, usethisamount, 16, 0, 0, 0);
}
break;
case FADE_FADING_IN:
for (size_t i = 0; i < SDL_arraysize(fadebars); i++)
{
FillRect(backBuffer, fadebars[i]-usethisamount, i * 16, 500, 16, 0x000000 );
FillRect(backBuffer, fadebars[i]-usethisamount, i * 16, 500, 16, 0, 0, 0);
}
break;
case FADE_NONE:
@ -1924,13 +1924,12 @@ bool Graphics::Hitest(SDL_Surface* surface1, point p1, SDL_Surface* surface2, po
{
for(int y = r3_bottom; y < r3_top; y++)
{
Uint32 pixel1 = ReadPixel(surface1 , x - p1.x, y - p1.y);
Uint32 pixel2 = ReadPixel(surface2 , x - p2.x, y - p2.y);
const SDL_Color pixel1 = ReadPixel(surface1, x - p1.x, y - p1.y);
const SDL_Color pixel2 = ReadPixel(surface2, x - p2.x, y - p2.y);
/* INTENTIONAL BUG! In previous versions, the game mistakenly
* checked the red channel, not the alpha channel.
* We preserve it here because some people abuse this. */
if ((pixel1 & surface1->format->Rmask)
&& (pixel2 & surface2->format->Rmask))
if (pixel1.r != 0 && pixel2.r != 0)
{
return true;
}
@ -2269,8 +2268,7 @@ void Graphics::drawentity(const int i, const int yoff)
drawRect.x += 8 * ii;
if (custom_gray)
{
colourTransform temp_ct;
temp_ct.colour = 0xFFFFFFFF;
const SDL_Color temp_ct = {255, 255, 255, 255};
BlitSurfaceTinted(tilesvec[obj.entities[i].drawframe], NULL, backBuffer, &drawRect, temp_ct);
}
else
@ -2501,7 +2499,10 @@ void Graphics::drawbackground( int t )
break;
case 2:
{
int bcol = 0, bcol2 = 0;
SDL_Color bcol;
SDL_Color bcol2;
SDL_zero(bcol);
SDL_zero(bcol2);
//Lab
switch(rcol)
@ -3096,15 +3097,15 @@ void Graphics::setcol( int t )
{
//Player Normal
case 0:
ct.colour = getRGB(160- help.glow/2 - (fRandom()*20), 200- help.glow/2, 220 - help.glow);
ct = getRGB(160 - help.glow/2 - (fRandom() * 20), 200 - help.glow/2, 220 - help.glow);
break;
//Player Hurt
case 1:
ct.colour = getRGB(196 - (fRandom() * 64), 10, 10);
ct = getRGB(196 - (fRandom() * 64), 10, 10);
break;
//Enemies and stuff
case 2:
ct.colour = getRGB(225-(help.glow/2), 75, 30);
ct = getRGB(225 - (help.glow / 2), 75, 30);
break;
case 3: //Trinket
if (!trinketcolset)
@ -3114,109 +3115,109 @@ void Graphics::setcol( int t )
trinketb = 164 + (fRandom() * 60);
trinketcolset = true;
}
ct.colour = getRGB(trinketr, trinketg, trinketb);
ct = getRGB(trinketr, trinketg, trinketb);
break;
case 4: //Inactive savepoint
{
const int temp = (help.glow / 2) + (fRandom() * 8);
ct.colour = getRGB(80 + temp, 80 + temp, 80 + temp);
ct = getRGB(80 + temp, 80 + temp, 80 + temp);
break;
}
case 5: //Active savepoint
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
ct = getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
break;
case 6: //Enemy : Red
ct.colour = getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
ct = getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
break;
case 7: //Enemy : Green
ct.colour = getRGB(100 - help.glow/2 - (fRandom()*30), 250 - help.glow/2, 100 - help.glow/2 - (fRandom()*30));
ct = getRGB(100 - help.glow/2 - (fRandom() * 30), 250 - help.glow/2, 100 - help.glow/2 - (fRandom() * 30));
break;
case 8: //Enemy : Purple
ct.colour = getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (fRandom()*30));
ct = getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (fRandom() * 30));
break;
case 9: //Enemy : Yellow
ct.colour = getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
ct = getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
break;
case 10: //Warp point (white)
ct.colour = getRGB(255 - (fRandom() * 64), 255 - (fRandom() * 64), 255 - (fRandom() * 64));
ct = getRGB(255 - (fRandom() * 64), 255 - (fRandom() * 64), 255 - (fRandom() * 64));
break;
case 11: //Enemy : Cyan
ct.colour = getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
ct = getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
break;
case 12: //Enemy : Blue
ct.colour = getRGB(90- help.glow/2, 90 - help.glow/2, 250 - help.glow/2);
ct = getRGB(90 - help.glow/2, 90 - help.glow/2, 250 - help.glow/2);
break;
//Crew Members
//green
case 13:
ct.colour = getRGB(120- help.glow/4 - (fRandom()*20), 220 - help.glow/4, 120- help.glow/4);
ct = getRGB(120 - help.glow/4 - (fRandom() * 20), 220 - help.glow/4, 120 - help.glow/4);
break;
//Yellow
case 14:
ct.colour = getRGB(220- help.glow/4 - (fRandom()*20), 210 - help.glow/4, 120- help.glow/4);
ct = getRGB(220 - help.glow/4 - (fRandom() * 20), 210 - help.glow/4, 120 - help.glow/4);
break;
//pink
case 15:
ct.colour = getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
ct = getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
break;
//Blue
case 16:
ct.colour = getRGB(75, 75, 255- help.glow/4 - (fRandom()*20));
ct = getRGB(75, 75, 255 - help.glow/4 - (fRandom() * 20));
break;
case 17: //Enemy : Orange
ct.colour = getRGB(250 - help.glow/2, 130 - help.glow/2, 20);
ct = getRGB(250 - help.glow/2, 130 - help.glow/2, 20);
break;
case 18: //Enemy : Gray
ct.colour = getRGB(130- help.glow/2, 130 - help.glow/2, 130 - help.glow/2);
ct = getRGB(130 - help.glow/2, 130 - help.glow/2, 130 - help.glow/2);
break;
case 19: //Enemy : Dark gray
ct.colour = getRGB(60- help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
ct = getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
break;
//Purple
case 20:
ct.colour = getRGB(220 - help.glow / 4 - (fRandom() * 20), 120 - help.glow / 4, 210 - help.glow / 4);
ct = getRGB(220 - help.glow/4 - (fRandom() * 20), 120 - help.glow/4, 210 - help.glow/4);
break;
case 21: //Enemy : Light Gray
ct.colour = getRGB(180- help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
ct = getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
break;
case 22: //Enemy : Indicator Gray
ct.colour = getRGB(230- help.glow/2, 230- help.glow/2, 230- help.glow/2);
ct = getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
break;
case 23: //Enemy : Indicator Gray
ct.colour = getRGB(255- help.glow/2 - (fRandom() * 40) , 255- help.glow/2 - (fRandom() * 40), 255- help.glow/2 - (fRandom() * 40));
ct = getRGB(255 - help.glow/2 - (fRandom() * 40) , 255 - help.glow/2 - (fRandom() * 40), 255 - help.glow/2 - (fRandom() * 40));
break;
//Trophies
//cyan
case 30:
ct.colour = RGBf(160, 200, 220);
ct = RGBf(160, 200, 220);
break;
//Purple
case 31:
ct.colour = RGBf(220, 120, 210);
ct = RGBf(220, 120, 210);
break;
//Yellow
case 32:
ct.colour = RGBf(220, 210, 120);
ct = RGBf(220, 210, 120);
break;
//red
case 33:
ct.colour = RGBf(255, 70, 70);
ct = RGBf(255, 70, 70);
break;
//green
case 34:
ct.colour = RGBf(120, 220, 120);
ct = RGBf(120, 220, 120);
break;
//Blue
case 35:
ct.colour = RGBf(75, 75, 255);
ct = RGBf(75, 75, 255);
break;
//Gold
case 36:
ct.colour = getRGB(180, 120, 20);
ct = getRGB(180, 120, 20);
break;
case 37: //Trinket
if (!trinketcolset)
@ -3226,15 +3227,15 @@ void Graphics::setcol( int t )
trinketb = 164 + (fRandom() * 60);
trinketcolset = true;
}
ct.colour = RGBf(trinketr, trinketg, trinketb);
ct = RGBf(trinketr, trinketg, trinketb);
break;
//Silver
case 38:
ct.colour = RGBf(196, 196, 196);
ct = RGBf(196, 196, 196);
break;
//Bronze
case 39:
ct.colour = RGBf(128, 64, 10);
ct = RGBf(128, 64, 10);
break;
//Awesome
case 40: //Teleporter in action!
@ -3242,19 +3243,19 @@ void Graphics::setcol( int t )
const int temp = fRandom() * 150;
if(temp<33)
{
ct.colour = RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
ct = RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 66)
{
ct.colour = RGBf(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
ct = RGBf(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 100)
{
ct.colour = RGBf(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
ct = RGBf(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
}
else
{
ct.colour = RGBf(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
ct = RGBf(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
}
break;
}
@ -3262,36 +3263,36 @@ void Graphics::setcol( int t )
case 100: //Inactive Teleporter
{
const int temp = (help.glow / 2) + (fRandom() * 8);
ct.colour = getRGB(42 + temp, 42 + temp, 42 + temp);
ct = getRGB(42 + temp, 42 + temp, 42 + temp);
break;
}
case 101: //Active Teleporter
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
ct = getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
break;
case 102: //Teleporter in action!
{
const int temp = fRandom() * 150;
if (temp < 33)
{
ct.colour = getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
ct = getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 66)
{
ct.colour = getRGB(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
ct = getRGB(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
}
else if (temp < 100)
{
ct.colour = getRGB(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
ct = getRGB(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
}
else
{
ct.colour = getRGB(164+(fRandom()*64),164+(fRandom()*64), 255-(fRandom()*64));
ct = getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
}
break;
}
default:
ct.colour = getRGB(255, 255, 255);
ct = getRGB(255, 255, 255);
break;
}
}
@ -3341,7 +3342,7 @@ void Graphics::huetilesetcol(int t)
}
}
Uint32 Graphics::bigchunkygetcol(int t)
SDL_Color Graphics::bigchunkygetcol(int t)
{
//A seperate index of colours, for simplicity
switch (t)
@ -3351,7 +3352,8 @@ Uint32 Graphics::bigchunkygetcol(int t)
case 2:
return getRGB(int(160- help.glow/2 - (fRandom()*20)), 200- help.glow/2, 220 - help.glow);
}
return 0x00000000;
const SDL_Color color = {0, 0, 0, 0};
return color;
}
void Graphics::setwarprect( int a, int b, int c, int d )
@ -3498,7 +3500,7 @@ int Graphics::crewcolour(const int t)
void Graphics::flashlight(void)
{
FillRect(backBuffer, 0xBBBBBBBB);
FillRect(backBuffer, 0xBB, 0xBB, 0xBB, 0xBB);
}
void Graphics::screenshake(void)
@ -3608,7 +3610,7 @@ void Graphics::bigbrprint(int x, int y, const std::string& s, int r, int g, int
bigrprint(x, y, s, r, g, b, cen, sc);
}
void Graphics::drawtele(int x, int y, int t, Uint32 c)
void Graphics::drawtele(int x, int y, int t, const SDL_Color color)
{
setcolreal(getRGB(16,16,16));
@ -3619,7 +3621,7 @@ void Graphics::drawtele(int x, int y, int t, Uint32 c)
BlitSurfaceColoured(tele[0], NULL, backBuffer, &telerect, ct);
}
setcolreal(c);
setcolreal(color);
if (t > 9) t = 8;
if (t < 1) t = 1;
@ -3630,32 +3632,30 @@ void Graphics::drawtele(int x, int y, int t, Uint32 c)
}
}
Uint32 Graphics::getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
SDL_Color Graphics::getRGBA(const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
return SDL_MapRGBA(backBuffer->format, r, g, b, a);
const SDL_Color color = {r, g, b, a};
return color;
}
Uint32 Graphics::getRGB(Uint8 r, Uint8 g, Uint8 b)
SDL_Color Graphics::getRGB(const Uint8 r, const Uint8 g, const Uint8 b)
{
return SDL_MapRGB(backBuffer->format, r, g, b);
const SDL_Color color = {r, g, b, 255};
return color;
}
Uint32 Graphics::getRGB(Uint32 _col)
{
return ( _col);
}
Uint32 Graphics::RGBf(int r, int g, int b)
SDL_Color Graphics::RGBf(int r, int g, int b)
{
r = (r + 128) / 3;
g = (g + 128) / 3;
b = (b + 128) / 3;
return SDL_MapRGB(backBuffer->format, r, g, b);
const SDL_Color color = {(Uint8) r, (Uint8) g, (Uint8) b, 255};
return color;
}
void Graphics::setcolreal(Uint32 t)
void Graphics::setcolreal(const SDL_Color color)
{
ct.colour = t;
ct = color;
}
void Graphics::drawforetile(int x, int y, int t)
@ -3672,7 +3672,7 @@ void Graphics::drawforetile(int x, int y, int t)
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles1_mounted))
{
colourTransform thect = {cl.getonewaycol()};
const SDL_Color thect = cl.getonewaycol();
BlitSurfaceTinted(tiles[t], NULL, foregroundBuffer, &rect, thect);
}
else
@ -3696,7 +3696,7 @@ void Graphics::drawforetile2(int x, int y, int t)
#if !defined(NO_CUSTOM_LEVELS)
if (shouldrecoloroneway(t, tiles2_mounted))
{
colourTransform thect = {cl.getonewaycol()};
const SDL_Color thect = cl.getonewaycol();
BlitSurfaceTinted(tiles2[t], NULL, foregroundBuffer, &rect, thect);
}
else
@ -3800,7 +3800,7 @@ fail:
return false;
}
Uint32 Graphics::crewcolourreal(int t)
SDL_Color Graphics::crewcolourreal(int t)
{
switch (t)
{
@ -3830,7 +3830,7 @@ void Graphics::render_roomname(const char* roomname, int r, int g, int b)
}
else
{
FillRect(backBuffer, footerrect, 0);
FillRect(backBuffer, footerrect, 0, 0, 0);
Print(5, 231, roomname, r, g, b, true);
}
}

View file

@ -7,7 +7,6 @@
#include "Game.h"
#include "GraphicsResources.h"
#include "GraphicsUtil.h"
#include "Maths.h"
#include "Textbox.h"
#include "TowerBG.h"
@ -42,7 +41,7 @@ public:
void drawhuetile(int x, int y, int t);
void huetilesetcol(int t);
Uint32 bigchunkygetcol(int t);
SDL_Color bigchunkygetcol(int t);
void drawgravityline(int t);
@ -141,7 +140,7 @@ public:
void drawgui(void);
void drawsprite(int x, int y, int t, int r, int g, int b);
void drawsprite(int x, int y, int t, Uint32 c);
void drawsprite(int x, int y, int t, SDL_Color color);
void printcrewname(int x, int y, int t);
void printcrewnamedark(int x, int y, int t);
@ -202,18 +201,15 @@ public:
void bigbrprint(int x, int y, const std::string& t, int r, int g, int b, bool cen = false, float sc = 2);
void drawtele(int x, int y, int t, Uint32 c);
void drawtele(int x, int y, int t, SDL_Color c);
Uint32 getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
SDL_Color getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
Uint32 getRGB(Uint8 r, Uint8 g, Uint8 b);
SDL_Color getRGB(Uint8 r, Uint8 g, Uint8 b);
Uint32 getRGB(Uint32 _col);
SDL_Color RGBf(int r, int g, int b);
Uint32 RGBf(int r, int g, int b);
void setcolreal(Uint32 t);
void setcolreal(SDL_Color color);
void drawbackground(int t);
void updatebackground(int t);
@ -263,7 +259,7 @@ public:
void setcol(int t);
void drawfinalmap(void);
colourTransform ct;
SDL_Color ct;
int rcol;
@ -346,7 +342,9 @@ public:
int backboxvy[numbackboxes];
float backboxint[numbackboxes];
int warpskip, warpfcol, warpbcol;
int warpskip;
SDL_Color warpfcol;
SDL_Color warpbcol;
bool translucentroomname;
@ -366,15 +364,15 @@ public:
#endif
float alpha;
Uint32 col_crewred;
Uint32 col_crewyellow;
Uint32 col_crewgreen;
Uint32 col_crewcyan;
Uint32 col_crewblue;
Uint32 col_crewpurple; //actually pink
Uint32 col_crewinactive;
Uint32 col_clock;
Uint32 col_trinket;
SDL_Color col_crewred;
SDL_Color col_crewyellow;
SDL_Color col_crewgreen;
SDL_Color col_crewcyan;
SDL_Color col_crewblue;
SDL_Color col_crewpurple; //actually pink
SDL_Color col_crewinactive;
SDL_Color col_clock;
SDL_Color col_trinket;
int col_tr;
int col_tg;
int col_tb;
@ -382,7 +380,7 @@ public:
bool kludgeswnlinewidth;
Uint32 crewcolourreal(int t);
SDL_Color crewcolourreal(int t);
void render_roomname(const char* roomname, int r, int g, int b);

View file

@ -1,5 +1,3 @@
#include "GraphicsUtil.h"
#include <SDL.h>
#include <stddef.h>
#include <stdlib.h>
@ -91,62 +89,65 @@ SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, i
return preSurface;
}
static void DrawPixel( SDL_Surface *_surface, int x, int y, Uint32 pixel )
static void DrawPixel(SDL_Surface* surface, const int x, const int y, const SDL_Color color)
{
int bpp = _surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to set */
Uint8 *p = (Uint8 *)_surface->pixels + y * _surface->pitch + x * bpp;
const SDL_PixelFormat* fmt = surface->format;
const int bpp = fmt->BytesPerPixel;
Uint32* pixel = (Uint32*) ((Uint8*) surface->pixels + y * surface->pitch + x * bpp);
const Uint32 packed =
(color.r << fmt->Rshift) |
(color.g << fmt->Gshift) |
(color.b << fmt->Bshift) |
(color.a << fmt->Ashift);
switch (bpp)
{
case 1:
*p = pixel;
break;
case 2:
*(Uint16 *)p = pixel;
break;
case 3:
p[0] = (pixel >> 16) & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = pixel & 0xff;
break;
SDL_assert(0 && "Non-32-bit colors not supported!");
return;
case 4:
*(Uint32 *)p = pixel;
*pixel = packed;
break;
}
}
Uint32 ReadPixel( SDL_Surface *_surface, int x, int y )
SDL_Color ReadPixel(const SDL_Surface* surface, const int x, const int y)
{
int bpp = _surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)_surface->pixels + y * _surface->pitch + x * bpp;
const SDL_PixelFormat* fmt = surface->format;
const int bpp = surface->format->BytesPerPixel;
const Uint32* pixel = (Uint32*) ((Uint8*) surface->pixels + y * surface->pitch + x * bpp);
switch (bpp)
{
case 1:
return *p;
break;
case 2:
return *(Uint16 *)p;
break;
case 3:
return p[0] | p[1] << 8 | p[2] << 16;
{
SDL_assert(0 && "Non-32-bit colors not supported!");
const SDL_Color color = {0, 0, 0, 0};
return color;
}
case 4:
return *(Uint32 *)p;
break;
default:
return 0; /* shouldn't happen, but avoids warnings */
{
const SDL_Color color = {
(Uint8) ((*pixel & fmt->Rmask) >> fmt->Rshift),
(Uint8) ((*pixel & fmt->Gmask) >> fmt->Gshift),
(Uint8) ((*pixel & fmt->Bmask) >> fmt->Bshift),
(Uint8) ((*pixel & fmt->Amask) >> fmt->Ashift)
};
return color;
}
}
/* shouldn't happen, but avoids warnings */
const SDL_Color color = {0, 0, 0, 0};
return color;
}
SDL_Surface * ScaleSurface( SDL_Surface *_surface, int Width, int Height, SDL_Surface * Dest )
{
if(!_surface || !Width || !Height)
@ -199,95 +200,70 @@ void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _d
}
void BlitSurfaceColoured(
SDL_Surface* _src,
SDL_Rect* _srcRect,
SDL_Surface* _dest,
SDL_Rect* _destRect,
colourTransform& ct
SDL_Surface* src,
const SDL_Rect* src_rect,
SDL_Surface* dest,
SDL_Rect* dest_rect,
const SDL_Color color
) {
SDL_Rect *tempRect = _destRect;
const SDL_PixelFormat& fmt = *(_src->format);
SDL_Surface* tempsurface = RecreateSurface(_src);
SDL_Surface* tempsurface = RecreateSurface(src);
for (int x = 0; x < tempsurface->w; x++)
{
for (int y = 0; y < tempsurface->h; y++)
{
Uint32 pixel = ReadPixel(_src, x, y);
Uint32 Alpha = pixel & fmt.Amask;
Uint32 result = ct.colour & 0x00FFFFFF;
Uint32 CTAlpha = ct.colour & fmt.Amask;
float div1 = ((Alpha >> 24) / 255.0f);
float div2 = ((CTAlpha >> 24) / 255.0f);
Uint32 UseAlpha = (div1 * div2) * 255.0f;
DrawPixel(tempsurface, x, y, result | (UseAlpha << 24));
const SDL_Color pixel = ReadPixel(src, x, y);
const float div1 = pixel.a / 255.0f;
const float div2 = color.a / 255.0f;
const Uint8 alpha = (div1 * div2) * 255.0f;
const SDL_Color result = {color.r, color.g, color.b, alpha};
DrawPixel(tempsurface, x, y, result);
}
}
SDL_BlitSurface(tempsurface, _srcRect, _dest, tempRect);
SDL_BlitSurface(tempsurface, src_rect, dest, dest_rect);
VVV_freefunc(SDL_FreeSurface, tempsurface);
}
void BlitSurfaceTinted(
SDL_Surface* _src,
SDL_Rect* _srcRect,
SDL_Surface* _dest,
SDL_Rect* _destRect,
colourTransform& ct
SDL_Surface* src,
const SDL_Rect* src_rect,
SDL_Surface* dest,
SDL_Rect* dest_rect,
const SDL_Color color
) {
SDL_Rect *tempRect = _destRect;
SDL_Surface* tempsurface = RecreateSurface(src);
const SDL_PixelFormat& fmt = *(_src->format);
for (int x = 0; x < tempsurface->w; x++)
{
for (int y = 0; y < tempsurface->h; y++)
{
const SDL_Color pixel = ReadPixel(src, x, y);
SDL_Surface* tempsurface = RecreateSurface(_src);
double red = pixel.r * 0.299;
double green = pixel.g * 0.587;
double blue = pixel.b * 0.114;
for (int x = 0; x < tempsurface->w; x++) {
for (int y = 0; y < tempsurface->h; y++) {
Uint32 pixel = ReadPixel(_src, x, y);
const double gray = SDL_floor(red + green + blue + 0.5);
Uint8 pixred = (pixel & _src->format->Rmask) >> 16;
Uint8 pixgreen = (pixel & _src->format->Gmask) >> 8;
Uint8 pixblue = (pixel & _src->format->Bmask) >> 0;
red = gray * color.r / 255.0;
green = gray * color.g / 255.0;
blue = gray * color.b / 255.0;
double temp_pixred = pixred * 0.299;
double temp_pixgreen = pixgreen * 0.587;
double temp_pixblue = pixblue * 0.114;
red = SDL_clamp(red, 0, 255);
green = SDL_clamp(green, 0, 255);
blue = SDL_clamp(blue, 0, 255);
double gray = SDL_floor((temp_pixred + temp_pixgreen + temp_pixblue + 0.5));
const float div1 = pixel.a / 255.0f;
const float div2 = color.a / 255.0f;
const Uint8 alpha = (div1 * div2) * 255.0f;
Uint8 ctred = (ct.colour & graphics.backBuffer->format->Rmask) >> 16;
Uint8 ctgreen = (ct.colour & graphics.backBuffer->format->Gmask) >> 8;
Uint8 ctblue = (ct.colour & graphics.backBuffer->format->Bmask) >> 0;
temp_pixred = gray * ctred / 255.0;
temp_pixgreen = gray * ctgreen / 255.0;
temp_pixblue = gray * ctblue / 255.0;
if (temp_pixred > 255)
temp_pixred = 255;
if (temp_pixgreen > 255)
temp_pixgreen = 255;
if (temp_pixblue > 255)
temp_pixblue = 255;
pixred = temp_pixred;
pixgreen = temp_pixgreen;
pixblue = temp_pixblue;
Uint32 Alpha = pixel & fmt.Amask;
Uint32 result = (pixred << 16) + (pixgreen << 8) + (pixblue << 0);
Uint32 CTAlpha = ct.colour & fmt.Amask;
float div1 = ((Alpha >> 24) / 255.0f);
float div2 = ((CTAlpha >> 24) / 255.0f);
Uint32 UseAlpha = (div1 * div2) * 255.0f;
DrawPixel(tempsurface, x, y, result | (UseAlpha << 24));
const SDL_Color result = {(Uint8) red, (Uint8) green, (Uint8) blue, alpha};
DrawPixel(tempsurface, x, y, result);
}
}
SDL_BlitSurface(tempsurface, _srcRect, _dest, tempRect);
SDL_BlitSurface(tempsurface, src_rect, dest, dest_rect);
VVV_freefunc(SDL_FreeSurface, tempsurface);
}
@ -316,25 +292,25 @@ void UpdateFilter(void)
}
}
SDL_Surface* ApplyFilter( SDL_Surface* _src )
SDL_Surface* ApplyFilter(SDL_Surface* src)
{
SDL_Surface* _ret = RecreateSurface(_src);
SDL_Surface* ret = RecreateSurface(src);
int redOffset = rand() % 4;
const int red_offset = rand() % 4;
for(int x = 0; x < _src->w; x++)
for (int x = 0; x < ret->w; x++)
{
for(int y = 0; y < _src->h; y++)
for (int y = 0; y < ret->h; y++)
{
int sampley = (y + (int) graphics.lerp(oldscrollamount, scrollamount) )% 240;
const int sampley = (y + (int) graphics.lerp(oldscrollamount, scrollamount)) % 240;
Uint32 pixel = ReadPixel(_src, x,sampley);
const SDL_Color pixel = ReadPixel(src, x, sampley);
Uint8 green = (pixel & _src->format->Gmask) >> 8;
Uint8 blue = (pixel & _src->format->Bmask) >> 0;
Uint8 green = pixel.g;
Uint8 blue = pixel.b;
Uint32 pixelOffset = ReadPixel(_src, SDL_min(x+redOffset, 319), sampley) ;
Uint8 red = (pixelOffset & _src->format->Rmask) >> 16 ;
const SDL_Color pixel_offset = ReadPixel(src, SDL_min(x + red_offset, 319), sampley);
Uint8 red = pixel_offset.r;
double mult;
int tmp; /* needed to avoid char overflow */
@ -356,24 +332,24 @@ SDL_Surface* ApplyFilter( SDL_Surface* _src )
if (y % 2 == 0)
{
red = static_cast<Uint8>(red / 1.2f);
green = static_cast<Uint8>(green / 1.2f);
blue = static_cast<Uint8>(blue / 1.2f);
red = (Uint8) (red / 1.2f);
green = (Uint8) (green / 1.2f);
blue = (Uint8) (blue / 1.2f);
}
int distX = static_cast<int>((SDL_abs (160.0f -x ) / 160.0f) *16);
int distY = static_cast<int>((SDL_abs (120.0f -y ) / 120.0f)*32);
int distX = (int) ((SDL_abs(160.0f - x) / 160.0f) * 16);
int distY = (int) ((SDL_abs(120.0f - y) / 120.0f) * 32);
red = SDL_max(red - (distX + distY), 0);
green = SDL_max(green - (distX + distY), 0);
blue = SDL_max(blue - (distX + distY), 0);
Uint32 finalPixel = ((red<<16) + (green<<8) + (blue<<0)) | (pixel &_src->format->Amask);
DrawPixel(_ret,x,y, finalPixel);
const SDL_Color color = {red, green, blue, pixel.a};
DrawPixel(ret, x, y, color);
}
}
}
}
return _ret;
return ret;
}
void FillRect( SDL_Surface* _surface, const int _x, const int _y, const int _w, const int _h, const int r, int g, int b )
@ -389,26 +365,35 @@ void FillRect( SDL_Surface* _surface, const int r, int g, int b )
SDL_FillRect(_surface, NULL, color);
}
void FillRect( SDL_Surface* _surface, const int color )
{
SDL_FillRect(_surface, NULL, color);
}
void FillRect( SDL_Surface* _surface, const int x, const int y, const int w, const int h, int rgba )
{
SDL_Rect rect = {x, y, w, h};
SDL_FillRect(_surface, &rect, rgba);
}
void FillRect( SDL_Surface* _surface, SDL_Rect& _rect, const int r, int g, int b )
{
Uint32 color = SDL_MapRGB(_surface->format, r, g, b);
SDL_FillRect(_surface, &_rect, color);
}
void FillRect( SDL_Surface* _surface, SDL_Rect rect, int rgba )
void FillRect(SDL_Surface* surface, const SDL_Rect rect, const SDL_Color color)
{
SDL_FillRect(_surface, &rect, rgba);
const Uint32 mapped = SDL_MapRGBA(surface->format, color.r, color.g, color.b, color.a);
SDL_FillRect(surface, &rect, mapped);
}
void FillRect(SDL_Surface* surface, const SDL_Color color)
{
const Uint32 mapped = SDL_MapRGBA(surface->format, color.r, color.g, color.b, color.a);
SDL_FillRect(surface, NULL, mapped);
}
void FillRect(SDL_Surface* surface, const int x, const int y, const int w, const int h, const SDL_Color color)
{
const SDL_Rect rect = {x, y, w, h};
const Uint32 mapped = SDL_MapRGBA(surface->format, color.r, color.g, color.b, color.a);
SDL_FillRect(surface, &rect, mapped);
}
void FillRect(SDL_Surface* surface, const int r, const int g, const int b, const int a)
{
const Uint32 mapped = SDL_MapRGBA(surface->format, r, g, b, a);
SDL_FillRect(surface, NULL, mapped);
}
void ClearSurface(SDL_Surface* surface)

View file

@ -3,37 +3,33 @@
#include <SDL.h>
struct colourTransform
{
Uint32 colour;
};
void setRect(SDL_Rect& _r, int x, int y, int w, int h);
SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, int height );
Uint32 ReadPixel( SDL_Surface *surface, int x, int y );
SDL_Color ReadPixel(const SDL_Surface* surface, int x, int y);
SDL_Surface * ScaleSurface( SDL_Surface *Surface, int Width, int Height, SDL_Surface * Dest = NULL );
void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect );
void BlitSurfaceColoured( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
void BlitSurfaceColoured(SDL_Surface* src, const SDL_Rect* src_rect, SDL_Surface* dest, SDL_Rect* dest_rect, SDL_Color color);
void BlitSurfaceTinted( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
void BlitSurfaceTinted(SDL_Surface* src, const SDL_Rect* src_rect, SDL_Surface* dest, SDL_Rect* dest_rect, SDL_Color color);
void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, const int r, int g, int b );
void FillRect( SDL_Surface* surface, const int r, int g, int b );
void FillRect( SDL_Surface* surface, const int color );
void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, int rgba );
void FillRect( SDL_Surface* surface, SDL_Rect& rect, const int r, int g, int b );
void FillRect( SDL_Surface* surface, SDL_Rect rect, int rgba );
void FillRect(SDL_Surface* surface, SDL_Rect rect, SDL_Color color);
void FillRect(SDL_Surface* surface, SDL_Color color);
void FillRect(SDL_Surface* surface, int x, int y, int w, int h, SDL_Color color);
void FillRect(SDL_Surface* surface, int r, int g, int b, int a);
void ClearSurface(SDL_Surface* surface);

View file

@ -9,6 +9,7 @@
#include "Game.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "KeyPoll.h"
#include "Localization.h"
#include "LocalizationMaint.h"

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@ -13,6 +13,7 @@
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "Input.h"
#include "InterimVersion.h"
#include "KeyPoll.h"

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@ -2,6 +2,7 @@
#include "Enums.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "Localization.h"
#include "KeyPoll.h"
#include "UtilityClass.h"
@ -9,7 +10,9 @@
static int pre_fakepercent=0, pre_transition=30;
static bool pre_startgame=false;
static int pre_darkcol=0, pre_lightcol=0, pre_curcol=0, pre_coltimer=0, pre_offset=0;
static SDL_Color pre_darkcol = {0, 0, 0, 0};
static SDL_Color pre_lightcol = {0, 0, 0, 0};
static int pre_curcol = 0, pre_coltimer = 0, pre_offset = 0;
static int pre_frontrectx=30, pre_frontrecty=20, pre_frontrectw=260, pre_frontrecth=200;
static int pre_temprectx=0, pre_temprecty=0, pre_temprectw=320, pre_temprecth=240;