X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=51c2baf83e8ef9e4f5f5508c3ac9b34a158f8e36;hb=de8b3ae622eae10f1caf96872fb1790f7bd9644b;hp=635816c7a0796be538506859fb57c5a4e0806804;hpb=e4bf86b0ac3fd50612eee1439beba2fbaaa7cd09;p=rocksndiamonds.git diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 635816c7..51c2baf8 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -172,6 +172,34 @@ inline boolean SDLSetVideoMode(DrawBuffer **backbuffer, boolean fullscreen) return success; } +inline void SDLCreateBitmapContent(Bitmap *new_bitmap, + int width, int height, int depth) +{ + SDL_Surface *surface_tmp, *surface_native; + + if ((surface_tmp = SDL_CreateRGBSurface(SURFACE_FLAGS, width, height, depth, + 0, 0, 0, 0)) + == NULL) + Error(ERR_EXIT, "SDL_CreateRGBSurface() failed: %s", SDL_GetError()); + + if ((surface_native = SDL_DisplayFormat(surface_tmp)) == NULL) + Error(ERR_EXIT, "SDL_DisplayFormat() failed: %s", SDL_GetError()); + + SDL_FreeSurface(surface_tmp); + + new_bitmap->surface = surface_native; +} + +inline void SDLFreeBitmapPointers(Bitmap *bitmap) +{ + if (bitmap->surface) + SDL_FreeSurface(bitmap->surface); + if (bitmap->surface_masked) + SDL_FreeSurface(bitmap->surface_masked); + bitmap->surface = NULL; + bitmap->surface_masked = NULL; +} + inline void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, int src_x, int src_y, int width, int height, @@ -520,9 +548,9 @@ void sge_PutPixel(SDL_Surface *surface, Sint16 x, Sint16 y, Uint32 color) } void sge_PutPixelRGB(SDL_Surface *surface, Sint16 x, Sint16 y, - Uint8 R, Uint8 G, Uint8 B) + Uint8 r, Uint8 g, Uint8 b) { - sge_PutPixel(surface, x, y, SDL_MapRGB(surface->format, R, G, B)); + sge_PutPixel(surface, x, y, SDL_MapRGB(surface->format, r, g, b)); } Sint32 sge_CalcYPitch(SDL_Surface *dest, Sint16 y) @@ -837,6 +865,30 @@ void sge_LineRGB(SDL_Surface *Surface, Sint16 x1, Sint16 y1, Sint16 x2, } +/* + ----------------------------------------------------------------------------- + quick (no, it's slow) and dirty hack to "invert" rectangle inside SDL surface + ----------------------------------------------------------------------------- +*/ + +inline void SDLInvertArea(Bitmap *bitmap, int src_x, int src_y, + int width, int height, Uint32 color) +{ + SDL_Surface *surface = bitmap->surface; + int x, y; + + for (y=src_y; y < src_y + height; y++) + { + for (x=src_x; x < src_x + width; x++) + { + Uint32 pixel = SDLGetPixel(bitmap, x, y); + + sge_PutPixel(surface, x, y, pixel == BLACK_PIXEL ? color : BLACK_PIXEL); + } + } +} + + /* ========================================================================= */ /* The following functions were taken from the SDL_gfx library version 2.0.3 */ /* (Rotozoomer) by Andreas Schiffler */ @@ -1181,6 +1233,72 @@ Bitmap *SDLLoadImage(char *filename) } +/* ------------------------------------------------------------------------- */ +/* custom cursor fuctions */ +/* ------------------------------------------------------------------------- */ + +static SDL_Cursor *create_cursor(const char **image) +{ + int i, row, col; + Uint8 data[4*32]; + Uint8 mask[4*32]; + int hot_x, hot_y; + + i = -1; + for (row=0; row<32; ++row) + { + for (col=0; col<32; ++col) + { + if (col % 8) + { + data[i] <<= 1; + mask[i] <<= 1; + } + else + { + i++; + data[i] = mask[i] = 0; + } + + switch (image[4+row][col]) + { + case 'X': + data[i] |= 0x01; + mask[i] |= 0x01; + break; + case '.': + mask[i] |= 0x01; + break; + case ' ': + break; + } + } + } + + sscanf(image[4+row], "%d,%d", &hot_x, &hot_y); + + return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y); +} + +void SDLSetMouseCursor(const char **cursor_image) +{ + static const char **last_cursor_image = NULL; + static SDL_Cursor *cursor_default = NULL; + static SDL_Cursor *cursor_current = NULL; + + if (cursor_default == NULL) + cursor_default = SDL_GetCursor(); + + if (cursor_image != NULL && cursor_image != last_cursor_image) + { + cursor_current = create_cursor(cursor_image); + last_cursor_image = cursor_image; + } + + SDL_SetCursor(cursor_image ? cursor_current : cursor_default); +} + + /* ========================================================================= */ /* audio functions */ /* ========================================================================= */