Commit Graph

16 Commits

Author SHA1 Message Date
Misa 0e0f5c47a5 Remove unused function FlipSurfaceHorizontal()
This function was marked as unused by cppcheck.
2021-01-02 09:06:42 -05:00
Misa 7687440273 Use SDL_abs() instead of libc abs() in ApplyFilter()
Always good to use the SDL stdlib where possible.
2020-11-07 19:41:25 -05:00
Misa 1a2dd787f3 Interpolate scrolling in Analogue Mode filter
I can't really make the filter update only every timestep, because it's
per-pixel and operates on deltaframes too, so it TECHNICALLY runs faster
in over-30-FPS mode than not. That said, it's not really noticeable, the
filter doesn't look bad for updating more often or anything. However, I
can at least interpolate the scrolling, so it's smooth in over-30-FPS
mode.
2020-11-07 19:41:25 -05:00
Misa 760f1e8e5a Don't hardcode SDL_CreateRGBSurface BitsPerPixel/mask args
For some reason, GetSubSurface() and ApplyFilter() were hardcoding the
bits-per-pixel and/or mask arguments to SDL_CreateRGBSurface(). I've
made them simply re-use the bits-per-pixel and masks of the input
surfaces they operate on, but the bits-per-pixel should always be 32 and
masks should always go first-byte alpha, second-byte red, third-byte
green, fourth-byte blue.
2020-09-08 16:16:40 -04:00
Misa 8af9007b5f Axe SDL_BYTEORDER checks
The game usually runs on little-endian anyways, but even if it did run
on big-endian, it doesn't check endianness everywhere so these checks
are useless. Furthermore, the code should be written so that endianness
doesn't matter in the first place.
2020-09-08 16:16:40 -04:00
Misa 68a54d2594 Axe endian_swap() function and template
Neither of these were used anywhere, so to simplify the code and prevent
having potentially broken code that's never shown to be broken because
it's never tested, I'm removing these.
2020-09-08 16:16:40 -04:00
Misa 79fd3e1d36 Remove -1,-1 offset from ScaleSurface()
For some reason, ScaleSurface() was drawing each pixel one pixel up and
to the left from its actual position. I have no idea why.

But this was causing an issue where pixels would just be dropped,
because they would be drawn outside of the temporary SDL_Surface from
which the scaled surface would be drawn onto. Also, the offset just
creates a visual one-pixel offset in the result for no reason. So I'm
just removing it.

Big Viridian also suffered from this one-pixel offset, so now they will
no longer look like they're floating above the ground when standing on
the floor.
2020-08-06 22:10:47 -04:00
Misa 5f776faba7 Ax ScaleSurfaceSlow() in favor of ScaleSurface()
ScaleSurfaceSlow() uses DrawPixel() instead of SDL_FillRect() to scale a
given surface, which is slow and inefficient, and makes it less likely
that the game could be moved to SDL_Render.

Unfortunately, it has this weird -1,-1 offset, but that will be fixed in
the next commit.
2020-08-06 22:10:47 -04:00
Misa 57dca99a4e Ax OverlaySurfaceKeyed(), set proper foregroundBuffer blend mode
So, earlier in the development of 2.0, Simon Roth (I presume)
encountered a problem: Oh no, all my backgrounds aren't appearing! And
this is because my foregroundBuffer, which contains all the drawn tiles,
is drawing complete black over it!

So he had a solution that seems ingenius, but is actually really really
hacky and super 100% NOT the proper solution. Just, take the
foregroundBuffer, iterate over each pixel, and DON'T draw any pixel
that's 0xDEADBEEF. 0xDEADBEEF is a special signal meaning "don't draw
this pixel". It is called a 'key'.

Unfortunately, this causes a bug where translucent pixels on tiles
(pixels between 0% and 100% opacity) didn't get drawn correctly. They
would be drawn against this weird blue color.

Now, in #103, I came across this weird constant and decided "hey, this
looks awfully like that weird blue color I came across, maybe if I set
it to 0x00000000, i.e. complete and transparent black, the issue will be
fixed". And it DID appear to be fixed. However, I didn't look too
closely, nor did I test it that much, and all that ended up doing was
drawing the pixels against black, which more subtly disguised the
problem with translucent pixels.

So, after some investigation, I noticed that BlitSurfaceColoured() was
drawing translucent pixels just fine. And I thought at the time that
there was something wrong with BlitSurfaceStandard(), or something.
Further along later I realized that all drawn tiles were passing through
this weird OverlaySurfaceKeyed() function. And removing it in favor of a
straight SDL_BlitSurface() produced the bug I mentioned above: Oh no,
all the backgrounds don't show up, because my foregroundBuffer is
drawing pure black over them!

Well... just... set the proper blend mode for foregroundBuffer. It
should be SDL_BLENDMODE_BLEND instead of SDL_BLENDMODE_NONE.

Then you don't have to worry about your transparency at all. If you did
it right, you won't have to resort this hacky color-keying business.

*sigh*
2020-08-06 22:10:30 -04:00
Misa 627e971e90 Remove unnecessary intersectRect() function
This function checked the intersection of rectangles, but it used floats
for some reason when its only caller used ints. There's already an
intersection function (UtilityClass::intersects()), so we should be
using that one instead in order to minimize code duplication.

Graphics::Hitest() is used for per-pixel collision detection, directly
checking the pixels of both entities' sprites. I checked with one of my
TASes and it still syncs, so I'm pretty sure this won't cause any
issues.
2020-08-04 15:59:21 -04:00
Misa 584f73f0a4 Add BlitSurfaceTinted()
This will be used to change the color of existing textures while
preserving their lightness values.
2020-06-29 19:07:45 -04:00
Misa 97b8e062ff Move analogue mode filter update logic to fixed-timestep loop
Otherwise if the analogue filter is scrolling, it'll scroll by REALLY
fast.
2020-06-19 09:05:48 -04:00
Misa 7c511b1550 Fix mixed indentation in GraphicsUtil.cpp
To be fair, it was more on the level of entire functions using different
indentation than the surrounding code, but it's not consistent enough
for me to justify leaving it alone.
2020-04-03 10:40:50 -04:00
AllyTally 6b1a7ebce6 Make "[Press ENTER to return to editor]" fade out after a bit
This makes the "[Press ENTER to return to editor]" fade out after a few frames, allowing screenshots of custom levels to be cleaner and to make sure nothing is obscured while the user is editing their level.
This commit also adds alpha support in BlitSurfaceColoured, where it takes into account the alpha of the pixel *and* the alpha of the color.
`graphics::getRGBA(r,g,b,a)` was added to help with this.
2020-02-09 22:31:33 -04:00
Rémi Verschelde a83e83ca1b Fix warnings raised by GCC 8 2020-01-11 08:53:32 -05:00
Ethan Lee f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00