added some sound definitions for BD engine game elements
[rocksndiamonds.git] / src / libgame / sdl.c
index 89d2af1efb8c28896ca76876bdec6f67b8509a91..76c70cc4a66e6b2d3d8ee27c9b1261b5330197da 100644 (file)
@@ -415,6 +415,25 @@ const char *SDLGetRendererName(void)
   return renderer_info.name;
 }
 
+static SDL_Surface *SDLGetOpaqueSurface(SDL_Surface *surface)
+{
+  SDL_Surface *new_surface;
+
+  if (surface == NULL)
+    return NULL;
+
+  if ((new_surface = SDLGetNativeSurface(surface)) == NULL)
+    Fail("SDLGetNativeSurface() failed");
+
+  // remove alpha channel from native non-transparent surface, if defined
+  SDLSetAlpha(new_surface, FALSE, 0);
+
+  // remove transparent color from native non-transparent surface, if defined
+  SDL_SetColorKey(new_surface, UNSET_TRANSPARENT_PIXEL, 0);
+
+  return new_surface;
+}
+
 SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface)
 {
   SDL_PixelFormat format;
@@ -483,6 +502,31 @@ SDL_Surface *SDLCreateNativeSurface(int width, int height, int depth)
   return surface;
 }
 
+Bitmap *SDLGetBitmapFromSurface(SDL_Surface *surface)
+{
+  int width  = surface->w;
+  int height = surface->h;
+  int depth  = video.default_depth;
+  Bitmap *bitmap = CreateBitmap(width, height, depth);
+
+  // free default surface (not needed anymore)
+  SDL_FreeSurface(bitmap->surface);
+
+  // get native, non-transparent surface from original surface
+  bitmap->surface = SDLGetOpaqueSurface(surface);
+
+  // get native, potentially transparent surface from original surface
+  bitmap->surface_masked = SDLGetNativeSurface(surface);
+
+  // set black pixel to transparent if no alpha channel / transparent color
+  if (!SDLHasAlpha(bitmap->surface_masked) &&
+      !SDLHasColorKey(bitmap->surface_masked))
+    SDL_SetColorKey(bitmap->surface_masked, SET_TRANSPARENT_PIXEL,
+                   SDL_MapRGB(bitmap->surface_masked->format, 0x00, 0x00, 0x00));
+
+  return bitmap;
+}
+
 static SDL_Texture *SDLCreateTextureFromSurface(SDL_Surface *surface)
 {
   if (program.headless)
@@ -2320,25 +2364,6 @@ SDL_Surface *SDLZoomSurface(SDL_Surface *src, int dst_width, int dst_height)
   return zoom_dst;
 }
 
-static SDL_Surface *SDLGetOpaqueSurface(SDL_Surface *surface)
-{
-  SDL_Surface *new_surface;
-
-  if (surface == NULL)
-    return NULL;
-
-  if ((new_surface = SDLGetNativeSurface(surface)) == NULL)
-    Fail("SDLGetNativeSurface() failed");
-
-  // remove alpha channel from native non-transparent surface, if defined
-  SDLSetAlpha(new_surface, FALSE, 0);
-
-  // remove transparent color from native non-transparent surface, if defined
-  SDL_SetColorKey(new_surface, UNSET_TRANSPARENT_PIXEL, 0);
-
-  return new_surface;
-}
-
 Bitmap *SDLZoomBitmap(Bitmap *src_bitmap, int dst_width, int dst_height)
 {
   Bitmap *dst_bitmap = CreateBitmapStruct();