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https://github.com/TerryCavanagh/VVVVVV.git
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Add BlitSurfaceTinted()
This will be used to change the color of existing textures while preserving their lightness values.
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2 changed files with 72 additions and 0 deletions
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@ -312,6 +312,76 @@ void BlitSurfaceColoured(
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SDL_FreeSurface(tempsurface);
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SDL_FreeSurface(tempsurface);
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}
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}
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void BlitSurfaceTinted(
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SDL_Surface* _src,
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SDL_Rect* _srcRect,
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SDL_Surface* _dest,
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SDL_Rect* _destRect,
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colourTransform& ct
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) {
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SDL_Rect *tempRect = _destRect;
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const SDL_PixelFormat& fmt = *(_src->format);
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SDL_Surface* tempsurface = SDL_CreateRGBSurface(
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SDL_SWSURFACE,
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_src->w,
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_src->h,
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fmt.BitsPerPixel,
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fmt.Rmask,
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fmt.Gmask,
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fmt.Bmask,
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fmt.Amask
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);
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for (int x = 0; x < tempsurface->w; x++) {
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for (int y = 0; y < tempsurface->h; y++) {
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Uint32 pixel = ReadPixel(_src, x, y);
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Uint8 pixred = (pixel & _src->format->Rmask) >> 16;
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Uint8 pixgreen = (pixel & _src->format->Gmask) >> 8;
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Uint8 pixblue = (pixel & _src->format->Bmask) >> 0;
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double temp_pixred = pixred * 0.299;
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double temp_pixgreen = pixgreen * 0.587;
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double temp_pixblue = pixblue * 0.114;
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double gray = floor((temp_pixred + temp_pixgreen + temp_pixblue + 0.5));
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Uint8 ctred = (ct.colour & graphics.backBuffer->format->Rmask) >> 16;
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Uint8 ctgreen = (ct.colour & graphics.backBuffer->format->Gmask) >> 8;
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Uint8 ctblue = (ct.colour & graphics.backBuffer->format->Bmask) >> 0;
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temp_pixred = gray * ctred / 255.0;
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temp_pixgreen = gray * ctgreen / 255.0;
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temp_pixblue = gray * ctblue / 255.0;
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if (temp_pixred > 255)
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temp_pixred = 255;
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if (temp_pixgreen > 255)
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temp_pixgreen = 255;
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if (temp_pixblue > 255)
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temp_pixblue = 255;
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pixred = temp_pixred;
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pixgreen = temp_pixgreen;
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pixblue = temp_pixblue;
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Uint32 Alpha = pixel & fmt.Amask;
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Uint32 result = (pixred << 16) + (pixgreen << 8) + (pixblue << 0);
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Uint32 CTAlpha = ct.colour & fmt.Amask;
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float div1 = ((Alpha >> 24) / 255.0f);
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float div2 = ((CTAlpha >> 24) / 255.0f);
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Uint32 UseAlpha = (div1 * div2) * 255.0f;
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DrawPixel(tempsurface, x, y, result | (UseAlpha << 24));
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}
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}
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SDL_BlitSurface(tempsurface, _srcRect, _dest, tempRect);
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SDL_FreeSurface(tempsurface);
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}
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int scrollamount = 0;
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int scrollamount = 0;
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bool isscrolling = 0;
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bool isscrolling = 0;
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@ -25,6 +25,8 @@ void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _d
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void BlitSurfaceColoured( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
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void BlitSurfaceColoured( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
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void BlitSurfaceTinted( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
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void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int r, int g, int b );
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