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itgmania212121/stepmania/src/SDL_utils.cpp
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#include "global.h"
#include "SDL.h"
#include "SDL_utils.h"
#include "SDL_endian.h"
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#include "SDL_rotozoom.h" // for setting icon
#include "RageSurface_Load.h"
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#include "RageFile.h"
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#include "RageLog.h"
/* Pull in all of our SDL libraries here. */
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#ifdef _XBOX
#ifdef DEBUG
#pragma comment(lib, "SDLx-0.02/SDLxd.lib")
#else
#pragma comment(lib, "SDLx-0.02/SDLx.lib")
#endif
#elif defined _WINDOWS
#ifdef DEBUG
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#pragma comment(lib, "SDL-1.2.6/lib/SDLd.lib")
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#else
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#pragma comment(lib, "SDL-1.2.6/lib/SDL.lib")
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#endif
#endif
Uint32 mySDL_Swap24(Uint32 x)
{
return SDL_Swap32(x) >> 8; // xx223344 -> 443322xx -> 00443322
}
/* These conditionals in the inner loop are slow. Templates? */
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inline Uint32 decodepixel(const Uint8 *p, int bpp)
{
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switch(bpp)
{
case 1: return *p;
case 2: return *(Uint16 *)p;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
case 4: return *(Uint32 *)p;
default: return 0; /* shouldn't happen, but avoids warnings */
}
}
void encodepixel(Uint8 *p, int bpp, Uint32 pixel)
{
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switch(bpp)
{
case 1: *p = Uint8(pixel); break;
case 2: *(Uint16 *)p = Uint16(pixel); break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
p[0] = Uint8((pixel >> 16) & 0xff);
p[1] = Uint8((pixel >> 8) & 0xff);
p[2] = Uint8(pixel & 0xff);
} else {
p[0] = Uint8(pixel & 0xff);
p[1] = Uint8((pixel >> 8) & 0xff);
p[2] = Uint8((pixel >> 16) & 0xff);
}
break;
case 4: *(Uint32 *)p = pixel; break;
}
}
/* Get and set colors without scaling them to 0..255. Get them into
* an array, which is much easier to work with. We need the surface
* to get at flags, or we won't know if colorkey is valid. (Why isn't
* format self-contained?) Use mySDL_GetBitsPerChannel() to get the
* number of bits per channel. */
void mySDL_GetRawRGBAV(Uint32 pixel, const SDL_Surface *src, Uint8 *v)
{
const SDL_PixelFormat *fmt = src->format;
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if( src->format->BytesPerPixel == 1 )
{
v[0] = fmt->palette->colors[pixel].r;
v[1] = fmt->palette->colors[pixel].g;
v[2] = fmt->palette->colors[pixel].b;
v[3] = fmt->palette->colors[pixel].unused;
} else {
v[0] = Uint8((pixel & fmt->Rmask) >> fmt->Rshift);
v[1] = Uint8((pixel & fmt->Gmask) >> fmt->Gshift);
v[2] = Uint8((pixel & fmt->Bmask) >> fmt->Bshift);
v[3] = Uint8((pixel & fmt->Amask) >> fmt->Ashift);
}
}
void mySDL_GetRawRGBAV(const Uint8 *p, const SDL_Surface *src, Uint8 *v)
{
Uint32 pixel = decodepixel(p, src->format->BytesPerPixel);
mySDL_GetRawRGBAV(pixel, src, v);
}
void mySDL_GetRGBAV(Uint32 pixel, const SDL_Surface *src, Uint8 *v)
{
mySDL_GetRawRGBAV(pixel, src, v);
const SDL_PixelFormat *fmt = src->format;
v[0] = v[0] << fmt->Rloss;
v[1] = v[1] << fmt->Gloss;
v[2] = v[2] << fmt->Bloss;
// Correct for surfaces that don't have an alpha channel.
if( fmt->Aloss == 8)
v[3] = 255;
else
v[3] = v[3] << fmt->Aloss;
}
void mySDL_GetRGBAV(const Uint8 *p, const SDL_Surface *src, Uint8 *v)
{
Uint32 pixel = decodepixel(p, src->format->BytesPerPixel);
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if( src->format->BytesPerPixel == 1 ) // paletted
{
memcpy( v, &src->format->palette->colors[pixel], sizeof(SDL_Color));
}
else // RGBA
mySDL_GetRGBAV(pixel, src, v);
}
/* Inverse of mySDL_GetRawRGBAV. */
Uint32 mySDL_SetRawRGBAV(const SDL_PixelFormat *fmt, const Uint8 *v)
{
return v[0] << fmt->Rshift |
v[1] << fmt->Gshift |
v[2] << fmt->Bshift |
v[3] << fmt->Ashift;
}
void mySDL_SetRawRGBAV(Uint8 *p, const SDL_Surface *src, const Uint8 *v)
{
Uint32 pixel = mySDL_SetRawRGBAV(src->format, v);
encodepixel(p, src->format->BytesPerPixel, pixel);
}
/* Inverse of mySDL_GetRGBAV. */
Uint32 mySDL_SetRGBAV(const SDL_PixelFormat *fmt, const Uint8 *v)
{
return (v[0] >> fmt->Rloss) << fmt->Rshift |
(v[1] >> fmt->Gloss) << fmt->Gshift |
(v[2] >> fmt->Bloss) << fmt->Bshift |
(v[3] >> fmt->Aloss) << fmt->Ashift;
}
void mySDL_SetRGBAV(Uint8 *p, const SDL_Surface *src, const Uint8 *v)
{
Uint32 pixel = mySDL_SetRGBAV(src->format, v);
encodepixel(p, src->format->BytesPerPixel, pixel);
}
/* Get the number of bits representing each color channel in fmt. */
void mySDL_GetBitsPerChannel(const SDL_PixelFormat *fmt, Uint32 bits[4])
{
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if( fmt->BytesPerPixel == 1 )
{
/* If we're paletted, the palette is 8888. For some reason, the
* *loss values are all 8 on paletted surfaces; they should be
* 0, to represent the palette. Since they're not, we have to
* special case this. */
bits[0] = bits[1] = bits[2] = bits[3] = 8;
return;
}
/* The actual bits stored in each color is 8-loss. */
bits[0] = 8 - fmt->Rloss;
bits[1] = 8 - fmt->Gloss;
bits[2] = 8 - fmt->Bloss;
bits[3] = 8 - fmt->Aloss;
}
/* SDL_SetPalette only works when SDL video has been initialized, even on software
* surfaces. */
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void mySDL_SetPalette(SDL_Surface *dst, const SDL_Color *colors, int start, int cnt)
{
ASSERT( dst->format->palette );
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ASSERT( start+cnt <= dst->format->palette->ncolors );
memcpy( dst->format->palette->colors + start, colors,
cnt * sizeof(SDL_Color) );
}
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void CopySDLSurface( SDL_Surface *src, SDL_Surface *dest )
{
/* Copy the palette, if we have one. */
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if( src->format->BitsPerPixel == 8 && dest->format->BitsPerPixel == 8 )
{
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ASSERT( dest->format->palette );
mySDL_SetPalette( dest, src->format->palette->colors,
0, src->format->palette->ncolors);
}
mySDL_BlitSurface( src, dest, -1, -1, false );
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}
bool CompareSDLFormats( const SDL_PixelFormat *pf1, const SDL_PixelFormat *pf2 )
{
if( pf1->BitsPerPixel != pf2->BitsPerPixel ) return false;
if( pf1->Rmask == pf2->Rmask ) return false;
if( pf1->Gmask == pf2->Gmask ) return false;
if( pf1->Bmask == pf2->Bmask ) return false;
if( pf1->Amask == pf2->Amask ) return false;
return true;
}
bool ConvertSDLSurface( SDL_Surface *src, SDL_Surface *&dst,
int width, int height, int bpp,
Uint32 R, Uint32 G, Uint32 B, Uint32 A )
{
dst = SDL_CreateRGBSurfaceSane( SDL_SWSURFACE, width, height, bpp, R, G, B, A );
ASSERT( dst != NULL );
/* If the formats are the same, no conversion is needed. */
if( width == src->w && height == src->h && CompareSDLFormats( src->format, dst->format ) )
{
SDL_FreeSurface( dst );
dst = NULL;
return false;
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}
CopySDLSurface( src, dst );
return true;
}
void ConvertSDLSurface(SDL_Surface *&image,
int width, int height, int bpp,
Uint32 R, Uint32 G, Uint32 B, Uint32 A)
{
SDL_Surface *ret_image;
if( !ConvertSDLSurface( image, ret_image, width, height, bpp, R, G, B, A ) )
return;
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SDL_FreeSurface( image );
image = ret_image;
}
SDL_Surface *SDL_CreateRGBSurfaceSane
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
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SDL_Surface *ret = SDL_CreateRGBSurface(flags, width, height, depth,
Rmask, Gmask, Bmask, Amask);
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if(ret == NULL)
RageException::Throw("SDL_CreateRGBSurface(%i, %i, %i, %i, %8x, %8x, %8x, %8x) failed: %s",
flags, width, height, depth, Rmask, Gmask, Bmask, Amask, SDL_GetError());
return ret;
}
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static void FindAlphaRGB(const SDL_Surface *img, Uint8 &r, Uint8 &g, Uint8 &b, bool reverse)
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{
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r = g = b = 0;
/* If we have no alpha, there's no alpha color. */
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if( img->format->BitsPerPixel > 8 && !img->format->Amask )
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return;
/* Eww. Sorry. Iterate front-to-back or in reverse. */
for(int y = reverse? img->h-1:0;
reverse? (y >=0):(y < img->h); reverse? (--y):(++y))
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
if(reverse)
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row += img->format->BytesPerPixel * (img->w-1);
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for(int x = 0; x < img->w; ++x)
{
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Uint32 val = decodepixel(row, img->format->BytesPerPixel);
if((img->format->BitsPerPixel == 8 && val != img->format->colorkey) ||
(img->format->BitsPerPixel != 8 && val & img->format->Amask))
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{
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/* This color isn't fully transparent, so grab it. */
SDL_GetRGB(val, img->format, &r, &g, &b);
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return;
}
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if( reverse )
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row -= img->format->BytesPerPixel;
else
row += img->format->BytesPerPixel;
}
}
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/* Huh? The image is completely transparent. */
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r = g = b = 0;
}
/* Set the underlying RGB values of all pixels in 'img' that are
* completely transparent. */
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static void SetAlphaRGB(const SDL_Surface *img, Uint8 r, Uint8 g, Uint8 b)
{
/* If it's a paletted surface, all we have to do is change the palette. */
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if( img->format->BitsPerPixel == 8 )
{
for( int c = 0; c < img->format->palette->ncolors; ++c )
{
if( img->format->palette->colors[c].unused )
continue;
img->format->palette->colors[c].r = r;
img->format->palette->colors[c].g = g;
img->format->palette->colors[c].b = b;
}
return;
}
/* If it's RGBA and there's no alpha channel, we have nothing to do. */
if( img->format->BitsPerPixel > 8 && !img->format->Amask )
return;
Uint32 trans = SDL_MapRGBA(img->format, r, g, b, 0);
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for( int y = 0; y < img->h; ++y )
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
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for( int x = 0; x < img->w; ++x )
{
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Uint32 val = decodepixel( row, img->format->BytesPerPixel );
if( val != trans && !(val&img->format->Amask) )
{
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encodepixel( row, img->format->BytesPerPixel, trans );
}
row += img->format->BytesPerPixel;
}
}
}
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/* When we scale up images (which we always do in high res), pixels
* that are completely transparent can be blended with opaque pixels,
* causing their RGB elements to show. This is visible in many textures
* as a pixel-wide border in the wrong color. This is tricky to fix.
* We need to set the RGB components of completely transparent pixels
* to a reasonable color.
*
* Most images have a single border color. For these, the transparent
* color is easy: search through the image top-bottom-left-right,
* find the first non-transparent pixel, and pull out its RGB.
*
* A few images don't. We can only make a guess here. What we'll do
* is, after the above search, do the same in reverse (bottom-top-right-
* left). If the color we find is different, we'll just set the border
* color to black.
*/
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void FixHiddenAlpha( SDL_Surface *img )
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{
Uint8 r, g, b;
FindAlphaRGB(img, r, g, b, false);
Uint8 cr, cg, cb; /* compare */
FindAlphaRGB(img, cr, cg, cb, true);
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if( cr != r || cg != g || cb != b )
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r = g = b = 0;
SetAlphaRGB(img, r, g, b);
}
/* Find various traits of a surface. Do these all at once, so we only have to
* iterate the surface once. */
/* We could theoretically do a test to see if an image fits in GL_ALPHA4,
* by looking at the least significant bits of each alpha value. This is
* not likely to ever find a match, though, so don't bother; only use 8alphaonly
* if it's explicitly enabled.
*
* XXX: We could do the FindAlphaRGB search here, too, but we need that information
* in a different place. */
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int FindSurfaceTraits( const SDL_Surface *img )
{
const int NEEDS_NO_ALPHA=0, NEEDS_BOOL_ALPHA=1, NEEDS_FULL_ALPHA=2;
int alpha_type = NEEDS_NO_ALPHA;
Uint32 max_alpha;
if( img->format->BitsPerPixel == 8 )
max_alpha = 0xFF;
else
max_alpha = img->format->Amask;
for(int y = 0; y < img->h; ++y)
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
for(int x = 0; x < img->w; ++x)
{
Uint32 val = decodepixel(row, img->format->BytesPerPixel);
Uint32 alpha;
if( img->format->BitsPerPixel == 8 )
alpha = img->format->palette->colors[val].unused;
else
alpha = (val & img->format->Amask);
if( alpha == 0 )
alpha_type = max( alpha_type, NEEDS_BOOL_ALPHA );
else if( alpha != max_alpha )
alpha_type = max( alpha_type, NEEDS_FULL_ALPHA );
row += img->format->BytesPerPixel;
}
}
int ret = 0;
switch( alpha_type )
{
case NEEDS_NO_ALPHA: ret |= TRAIT_NO_TRANSPARENCY; break;
case NEEDS_BOOL_ALPHA: ret |= TRAIT_BOOL_TRANSPARENCY; break;
case NEEDS_FULL_ALPHA: break;
default: ASSERT(0);
}
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return ret;
}
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bool SDL_GetEvent( SDL_Event &event, int mask )
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{
/* SDL_PeepEvents returns error if video isn't initialized. */
if(!SDL_WasInit(SDL_INIT_VIDEO))
return false;
switch(SDL_PeepEvents(&event, 1, SDL_GETEVENT, mask))
{
case 1: return true;
case 0: return false;
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default: RageException::Throw("SDL_PeepEvents returned unexpected error: %s", SDL_GetError());
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}
}
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/* Reads all currently queued SDL events, clearing them from the queue. */
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void mySDL_GetAllEvents( vector<SDL_Event> &events )
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{
while(1)
{
SDL_Event ev;
if(SDL_PollEvent(&ev) <= 0)
break;
events.push_back(ev);
}
}
/* Pushes the given events onto the SDL event queue. */
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void mySDL_PushEvents( vector<SDL_Event> &events )
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{
for(unsigned i = 0; i < events.size(); ++i)
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SDL_PushEvent(&events[i]);
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}
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/* For some bizarre reason, SDL_EventState flushes all events. This is a pain, so
* avoid it. */
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Uint8 mySDL_EventState( Uint8 type, int state )
{
if(state == SDL_QUERY)
return SDL_EventState(type, state);
vector<SDL_Event> events;
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mySDL_GetAllEvents(events);
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/* Set the event mask. */
Uint8 ret = SDL_EventState(type, state);
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/* Don't readding events that we just turned off; they'll just sit around
* in the buffer. */
for(unsigned i = 0; i < events.size(); )
{
if(state == SDL_IGNORE && events[i].type == type)
events.erase(events.begin()+i);
else
i++;
}
/* Put them back. */
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mySDL_PushEvents(events);
return ret;
}
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void mySDL_WM_SetIcon( CString sIconFile )
{
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#if !defined(DARWIN)
if( sIconFile.empty() )
{
SDL_WM_SetIcon(NULL, NULL);
return;
}
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SDL_Surface *srf = RageSurface::LoadFile(sIconFile);
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if( srf == NULL )
return;
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/* Windows icons are 32x32 and SDL can't resize them for us, which
* causes mask corruption. (Actually, the above icon *is* 32x32;
* this is here just in case it changes.) */
ConvertSDLSurface(srf, srf->w, srf->h,
32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
zoomSurface(srf, 32, 32);
SDL_SetAlpha( srf, SDL_SRCALPHA, SDL_ALPHA_OPAQUE );
SDL_WM_SetIcon(srf, NULL /* derive from alpha */);
SDL_FreeSurface(srf);
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#endif
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}
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struct SurfaceHeader
{
int width, height, pitch;
int Rmask, Gmask, Bmask, Amask;
int bpp;
};
/* Save and load SDL_Surfaces to disk. This avoids problems with bitmaps. */
bool mySDL_SaveSurface( SDL_Surface *img, CString file )
{
RageFile f;
if( !f.Open( file, RageFile::WRITE ) )
return false;
SurfaceHeader h;
memset( &h, 0, sizeof(h) );
h.height = img->h;
h.width = img->w;
h.pitch = img->pitch;
h.Rmask = img->format->Rmask;
h.Gmask = img->format->Gmask;
h.Bmask = img->format->Bmask;
h.Amask = img->format->Amask;
h.bpp = img->format->BitsPerPixel;
f.Write( &h, sizeof(h) );
if(h.bpp == 8)
f.Write( img->format->palette->colors, 256 * sizeof(SDL_Color) );
f.Write( img->pixels, img->h * img->pitch );
return true;
}
SDL_Surface *mySDL_LoadSurface( CString file )
{
RageFile f;
if( !f.Open( file ) )
return false;
SurfaceHeader h;
if( f.Read( &h, sizeof(h) ) != sizeof(h) )
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return NULL;
SDL_Color palette[256];
if(h.bpp == 8)
if( f.Read( palette, 256 * sizeof(SDL_Color) != 256 * sizeof(SDL_Color) ) )
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return NULL;
/* Create the surface. */
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SDL_Surface *img = SDL_CreateRGBSurface(
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SDL_SWSURFACE, h.width, h.height, h.bpp,
h.Rmask, h.Gmask, h.Bmask, h.Amask);
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ASSERT( img );
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ASSERT( h.pitch == img->pitch );
if( f.Read( img->pixels, h.height * h.pitch ) != h.height * h.pitch )
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{
SDL_FreeSurface( img );
return NULL;
}
/* Set the palette. */
if( h.bpp == 8 )
mySDL_SetPalette( img, palette, 0, 256 );
return img;
}
/* Annoying: SDL_MapRGB will do a nearest-match if the specified color isn't found.
* This breaks color keyed images that don't actually use the color key. */
bool mySDL_MapRGBExact( SDL_PixelFormat *fmt, Uint8 R, Uint8 G, Uint8 B, Uint32 &color )
{
color = SDL_MapRGB(fmt, R, G, B);
if( fmt->BitsPerPixel == 8 ) {
if(fmt->palette->colors[color].r != R ||
fmt->palette->colors[color].g != G ||
fmt->palette->colors[color].b != B )
return false;
}
return true;
}
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inline static float scale( float x, float l1, float h1, float l2, float h2 )
{
return ((x - l1) / (h1 - l1) * (h2 - l2) + l2);
}
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inline void mySDL_GetRawRGBAV_XY( const SDL_Surface *src, Uint8 *v, int x, int y )
{
const Uint8 *srcp = (const Uint8 *) src->pixels + (y * src->pitch);
const Uint8 *srcpx = srcp + (x * src->format->BytesPerPixel);
mySDL_GetRawRGBAV(srcpx, src, v);
}
#include "RageUtil.h"
/* Completely unoptimized. */
void mySDL_BlitTransform( const SDL_Surface *src, SDL_Surface *dst,
const float fCoords[8] /* TL, BR, BL, TR */ )
{
ASSERT( src->format->BytesPerPixel == dst->format->BytesPerPixel );
const float Coords[8] = {
(fCoords[0] * (src->w)), (fCoords[1] * (src->h)),
(fCoords[2] * (src->w)), (fCoords[3] * (src->h)),
(fCoords[4] * (src->w)), (fCoords[5] * (src->h)),
(fCoords[6] * (src->w)), (fCoords[7] * (src->h))
};
const int TL_X = 0, TL_Y = 1, BL_X = 2, BL_Y = 3,
BR_X = 4, BR_Y = 5, TR_X = 6, TR_Y = 7;
for( int y = 0; y < dst->h; ++y )
{
Uint8 *dstp = (Uint8 *) dst->pixels + (y * dst->pitch); /* line */
Uint8 *dstpx = dstp; /* pixel */
const float start_y = scale(float(y), 0, float(dst->h), Coords[TL_Y], Coords[BL_Y]);
const float end_y = scale(float(y), 0, float(dst->h), Coords[TR_Y], Coords[BR_Y]);
const float start_x = scale(float(y), 0, float(dst->h), Coords[TL_X], Coords[BL_X]);
const float end_x = scale(float(y), 0, float(dst->h), Coords[TR_X], Coords[BR_X]);
for( int x = 0; x < dst->w; ++x )
{
const float src_xp = scale(float(x), 0, float(dst->w), start_x, end_x);
const float src_yp = scale(float(x), 0, float(dst->w), start_y, end_y);
/* If the surface is two pixels wide, src_xp is 0..2. .5 indicates
* pixel[0]; 1 indicates 50% pixel[0], 50% pixel[1]; 1.5 indicates
* pixel[1]; 2 indicates 50% pixel[1], 50% pixel[2] (which is clamped
* to pixel[1]). */
int src_x[2], src_y[2];
src_x[0] = (int) truncf(src_xp - 0.5f);
src_x[1] = src_x[0] + 1;
src_y[0] = (int) truncf(src_yp - 0.5f);
src_y[1] = src_y[0] + 1;
/* Emulate GL_REPEAT. */
src_x[0] = clamp(src_x[0], 0, src->w);
src_x[1] = clamp(src_x[1], 0, src->w);
src_y[0] = clamp(src_y[0], 0, src->h);
src_y[1] = clamp(src_y[1], 0, src->h);
/* Decode our four pixels. */
Uint8 v[4][4];
mySDL_GetRawRGBAV_XY(src, v[0], src_x[0], src_y[0]);
mySDL_GetRawRGBAV_XY(src, v[1], src_x[0], src_y[1]);
mySDL_GetRawRGBAV_XY(src, v[2], src_x[1], src_y[0]);
mySDL_GetRawRGBAV_XY(src, v[3], src_x[1], src_y[1]);
/* Distance from the pixel chosen: */
float weight_x = src_xp - (src_x[0] + 0.5f);
float weight_y = src_yp - (src_y[0] + 0.5f);
/* Filter: */
Uint8 out[4] = { 0,0,0,0 };
for(int i = 0; i < 4; ++i)
{
float sum = 0;
sum += v[0][i] * (1-weight_x) * (1-weight_y);
sum += v[1][i] * (1-weight_x) * (weight_y);
sum += v[2][i] * (weight_x) * (1-weight_y);
sum += v[3][i] * (weight_x) * (weight_y);
out[i] = (Uint8) clamp( lrintf(sum), 0, 255 );
}
/* If the source has no alpha, set the destination to opaque. */
if( src->format->Amask == 0 )
out[3] = Uint8( dst->format->Amask >> dst->format->Ashift );
mySDL_SetRawRGBAV(dstpx, dst, out);
dstpx += dst->format->BytesPerPixel;
}
}
}
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/*
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* Simplified:
*
* No source alpha.
* Palette -> palette blits assume the palette is identical (no mapping).
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* No color key.
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* No general blitting rects.
*/
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static void blit_same_type( SDL_Surface *src_surf, const SDL_Surface *dst_surf, int width, int height )
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{
const char *src = (const char *) src_surf->pixels;
const char *dst = (const char *) dst_surf->pixels;
/* Bytes to skip at the end of a line. */
const int srcskip = src_surf->pitch - width*src_surf->format->BytesPerPixel;
const int dstskip = dst_surf->pitch - width*dst_surf->format->BytesPerPixel;
/* XXX: duff's this */
while( height-- )
{
int x = 0;
while( x++ < width )
{
/* (Relatively) fast. */
switch( src_surf->format->BytesPerPixel )
{
case 1: *((Uint8 *)dst) = *((Uint8 *)src); break;
case 2: *((Uint16 *)dst) = *((Uint16 *)src); break;
case 3: ((Uint8 *)dst)[0] = ((Uint8 *)src)[0];
((Uint8 *)dst)[1] = ((Uint8 *)src)[1];
((Uint8 *)dst)[2] = ((Uint8 *)src)[2];
break;
case 4: *((Uint32 *)dst) = *((Uint32 *)src); break;
}
src += src_surf->format->BytesPerPixel;
dst += dst_surf->format->BytesPerPixel;
}
src += srcskip;
dst += dstskip;
}
}
/* Rescaling blit with no ckey. This is used to update movies in
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* D3D, so optimization is very important. */
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static void blit_rgba_to_rgba( SDL_Surface *src_surf, const SDL_Surface *dst_surf, int width, int height )
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{
const char *src = (const char *) src_surf->pixels;
const char *dst = (const char *) dst_surf->pixels;
/* Bytes to skip at the end of a line. */
const int srcskip = src_surf->pitch - width*src_surf->format->BytesPerPixel;
const int dstskip = dst_surf->pitch - width*dst_surf->format->BytesPerPixel;
Uint32 src_bits[4], dst_bits[4];
mySDL_GetBitsPerChannel(src_surf->format, src_bits);
mySDL_GetBitsPerChannel(dst_surf->format, dst_bits);
const int rshifts[4] = {
src_surf->format->Rshift + src_bits[0] - dst_bits[0],
src_surf->format->Gshift + src_bits[1] - dst_bits[1],
src_surf->format->Bshift + src_bits[2] - dst_bits[2],
src_surf->format->Ashift + src_bits[3] - dst_bits[3],
};
const int lshifts[4] = {
dst_surf->format->Rshift,
dst_surf->format->Gshift,
dst_surf->format->Bshift,
dst_surf->format->Ashift,
};
const Uint32 masks[4] = {
src_surf->format->Rmask,
src_surf->format->Gmask,
src_surf->format->Bmask,
src_surf->format->Amask
};
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int ormask = 0;
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if( src_surf->format->Amask == 0 )
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ormask = dst_surf->format->Amask;
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while( height-- )
{
int x = 0;
while( x++ < width )
{
unsigned int pixel = decodepixel((Uint8 *) src, src_surf->format->BytesPerPixel);
/* Convert pixel to the destination RGBA. */
unsigned int opixel = 0;
opixel |= (pixel & masks[0]) >> rshifts[0] << lshifts[0];
opixel |= (pixel & masks[1]) >> rshifts[1] << lshifts[1];
opixel |= (pixel & masks[2]) >> rshifts[2] << lshifts[2];
opixel |= (pixel & masks[3]) >> rshifts[3] << lshifts[3];
// Correct surfaces that don't have an alpha channel.
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opixel |= ormask;
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/* Store it. */
encodepixel((Uint8 *) dst, dst_surf->format->BytesPerPixel, opixel);
src += src_surf->format->BytesPerPixel;
dst += dst_surf->format->BytesPerPixel;
}
src += srcskip;
dst += dstskip;
}
}
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static void blit_generic( SDL_Surface *src_surf, const SDL_Surface *dst_surf, int width, int height )
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{
const char *src = (const char *) src_surf->pixels;
const char *dst = (const char *) dst_surf->pixels;
/* Bytes to skip at the end of a line. */
const int srcskip = src_surf->pitch - width*src_surf->format->BytesPerPixel;
const int dstskip = dst_surf->pitch - width*dst_surf->format->BytesPerPixel;
while( height-- )
{
int x = 0;
while( x++ < width )
{
unsigned int pixel = decodepixel((Uint8 *) src, src_surf->format->BytesPerPixel);
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Uint8 colors[4];
/* Convert pixel to the destination RGBA. */
colors[0] = src_surf->format->palette->colors[pixel].r;
colors[1] = src_surf->format->palette->colors[pixel].g;
colors[2] = src_surf->format->palette->colors[pixel].b;
colors[3] = src_surf->format->palette->colors[pixel].unused;
pixel = mySDL_SetRGBAV(dst_surf->format, colors);
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/* Store it. */
encodepixel((Uint8 *) dst, dst_surf->format->BytesPerPixel, pixel);
src += src_surf->format->BytesPerPixel;
dst += dst_surf->format->BytesPerPixel;
}
src += srcskip;
dst += dstskip;
}
}
/* Blit src onto dst. */
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void mySDL_BlitSurface(
SDL_Surface *src, SDL_Surface *dst, int width, int height, bool ckey)
{
if(width == -1)
width = src->w;
if(height == -1)
height = src->h;
width = min(src->w, dst->w);
height = min(src->h, dst->h);
/* Types of blits:
* RGBA->RGBA, same format without colorkey
* RGBA->RGBA, same format with colorkey
* PAL->PAL; ignore colorkey flag
* RGBA->RGBA different format without colorkey
* RGBA->RGBA different format with colorkey
* PAL->RGBA with colorkey
* PAL->RGBA without colorkey
*/
if( src->format->BytesPerPixel == dst->format->BytesPerPixel &&
src->format->Rmask == dst->format->Rmask &&
src->format->Gmask == dst->format->Gmask &&
src->format->Bmask == dst->format->Bmask &&
src->format->Amask == dst->format->Amask )
{
/* RGBA->RGBA with the same format, or PAL->PAL. Simple copy. */
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blit_same_type(src, dst, width, height);
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}
else if( src->format->BytesPerPixel != 1 && dst->format->BytesPerPixel != 1 )
{
/* RGBA->RGBA with different formats. */
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blit_rgba_to_rgba(src, dst, width, height);
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}
else if( src->format->BytesPerPixel == 1 && dst->format->BytesPerPixel != 1 )
{
/* PAL->RGBA. */
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blit_generic(src, dst, width, height);
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}
else
/* We don't do RGBA->PAL. */
ASSERT(0);
/*
* The destination surface may be larger than the source. For example, we may be
* blitting a 200x200 image onto a 256x256 surface for OpenGL. Normally, that extra
* space isn't actually used; we'll only render the image space. However, bilinear
* filtering will cause the lines of pixels at 201x... and ...x201 to be visible. We
* need to make sure those pixels make sense.
*
* Previously, we just cleared the image to transparent or the color key. This
* has two problems. First, we may not have space for a color key (an image with
* 256 non-transparent palette colors). Second, that's not completely correct;
* it'll force the outside border of the image to filter to transparent. If the image
* is being tiled with another image, that may leave seams.
*
* (In some cases, filtering to transparent is preferable, particularly when displaying
* a sprite in perspective. If you want that, add blank space to the image explicitly.)
*
* Copy the last column (200x... -> 201x...), then the last row (...x200 -> ...x201).
*/
if( width < dst->w )
{
/* Duplicate the last column. */
int offset = dst->format->BytesPerPixel * (width-1);
Uint8 *p = (Uint8 *) dst->pixels + offset;
for( int y = 0; y < height; ++y )
{
Uint32 pixel = decodepixel( p, dst->format->BytesPerPixel );
encodepixel( p+dst->format->BytesPerPixel, dst->format->BytesPerPixel, pixel );
p += dst->pitch;
}
}
if( height < dst->h )
{
/* Duplicate the last row. */
char *srcp = (char *) dst->pixels;
2004-05-22 22:54:16 +00:00
srcp += dst->pitch * (height-1);
memcpy( srcp + dst->pitch, srcp, dst->pitch );
}
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}
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2004-05-21 22:51:25 +00:00
/*
* This converts an image to a special 8-bit paletted format. The palette is set up
2003-10-08 01:46:00 +00:00
* so that palette indexes look like regular, packed components.
*
* For example, an image with 8 bits of grayscale and 0 bits of alpha has a palette
* that looks like { 0,0,0,255 }, { 1,1,1,255 }, { 2,2,2,255 }, ... { 255,255,255,255 }.
* This results in index components that can be treated as grayscale values.
*
* An image with 2 bits of grayscale and 2 bits of alpha look like
* { 0,0,0,0 }, { 85,85,85,0 }, { 170,170,170,0 }, { 255,255,255,0 },
* { 0,0,0,85 }, { 85,85,85,85 }, { 170,170,170,85 }, { 255,255,255,85 }, ...
*
* This results in index components that can be pulled apart like regular packed
* values: the first two bits of the index are the grayscale component, and the next
* two bits are the alpha component.
*
2004-05-21 22:51:25 +00:00
* This gives us a generic way to handle arbitrary 8-bit texture formats.
*/
2003-10-08 01:46:00 +00:00
SDL_Surface *mySDL_Palettize( SDL_Surface *src_surf, int GrayBits, int AlphaBits )
{
AlphaBits = min( AlphaBits, 8-src_surf->format->Aloss );
const int TotalBits = GrayBits + AlphaBits;
ASSERT( TotalBits <= 8 );
SDL_Surface *dst_surf = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, src_surf->w, src_surf->h,
8, 0,0,0,0 );
/* Set up the palette. */
const int TotalColors = 1 << TotalBits;
const int Ivalues = 1 << GrayBits; // number of intensity values
const int Ishift = 0; // intensity shift
const int Imask = ((1 << GrayBits) - 1) << Ishift; // intensity mask
const int Iloss = 8-GrayBits;
const int Avalues = 1 << AlphaBits; // number of alpha values
const int Ashift = GrayBits; // alpha shift
const int Amask = ((1 << AlphaBits) - 1) << Ashift; // alpha mask
const int Aloss = 8-AlphaBits;
for( int index = 0; index < TotalColors; ++index )
{
const int I = (index & Imask) >> Ishift;
const int A = (index & Amask) >> Ashift;
int ScaledI;
if( Ivalues == 1 )
ScaledI = 255; // if only one intensity value, always fullbright
else
ScaledI = clamp( int(roundf(I * (255.0f / (Ivalues-1)))), 0, 255 );
int ScaledA;
if( Avalues == 1 )
ScaledA = 255; // if only one alpha value, always opaque
else
ScaledA = clamp( int(roundf(A * (255.0f / (Avalues-1)))), 0, 255 );
SDL_Color c;
c.r = Uint8(ScaledI);
c.g = Uint8(ScaledI);
c.b = Uint8(ScaledI);
c.unused = Uint8(ScaledA);
SDL_SetColors( dst_surf, &c, index, 1);
}
const char *src = (const char *) src_surf->pixels;
const char *dst = (const char *) dst_surf->pixels;
int height = src_surf->h;
int width = src_surf->w;
/* Bytes to skip at the end of a line. */
const int srcskip = src_surf->pitch - width*src_surf->format->BytesPerPixel;
const int dstskip = dst_surf->pitch - width*dst_surf->format->BytesPerPixel;
while( height-- )
{
int x = 0;
while( x++ < width )
{
unsigned int pixel = decodepixel((Uint8 *) src, src_surf->format->BytesPerPixel);
Uint8 colors[4];
mySDL_GetRGBAV(pixel, src_surf, colors);
int Ival = 0;
Ival += colors[0];
Ival += colors[1];
Ival += colors[2];
Ival /= 3;
pixel = (Ival >> Iloss) << Ishift |
(colors[3] >> Aloss) << Ashift;
/* Store it. */
*((Uint8 *) dst) = Uint8(pixel);
src += src_surf->format->BytesPerPixel;
dst += dst_surf->format->BytesPerPixel;
}
src += srcskip;
dst += dstskip;
}
return dst_surf;
}
2003-12-04 21:11:29 +00:00
int RWRageFile_Seek( struct SDL_RWops *context, int offset, int whence )
{
RageFile *f = (RageFile *) context->hidden.unknown.data1;
return f->Seek( (int) offset, whence );
}
int RWRageFile_Read( struct SDL_RWops *context, void *ptr, int size, int nmemb )
{
RageFile *f = (RageFile *) context->hidden.unknown.data1;
return f->Read( ptr, size, nmemb );
}
int RWRageFile_Write( struct SDL_RWops *context, const void *ptr, int size, int nmemb )
{
RageFile *f = (RageFile *) context->hidden.unknown.data1;
return f->Write( ptr, size, nmemb );
}
/* Close and free an allocated SDL_FSops structure */
int RWRageFile_Close(struct SDL_RWops *context)
{
return 0;
}
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void OpenRWops( SDL_RWops *rw, RageFile *f )
2003-12-04 20:41:00 +00:00
{
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rw->hidden.unknown.data1 = f;
rw->seek = RWRageFile_Seek;
rw->read = RWRageFile_Read;
rw->write = RWRageFile_Write;
rw->close = RWRageFile_Close;
}
struct RWString
{
CString *buf;
int fp;
RWString( CString *b ): buf(b), fp(0) { }
};
int RWString_Seek( struct SDL_RWops *context, int offset, int whence )
{
RWString *f = (RWString *) context->hidden.unknown.data1;
switch(whence)
{
case SEEK_CUR: offset += f->fp; break;
case SEEK_END: offset += f->buf->size(); break;
}
f->fp = min( offset, (int) f->buf->size() );
return f->fp;
}
int RWString_Read( struct SDL_RWops *context, void *ptr, int size, int nmemb )
{
RWString *f = (RWString *) context->hidden.unknown.data1;
CString &buf = *f->buf;
size *= nmemb;
size = min( size, (int) buf.size() - f->fp );
memcpy( ptr, buf.data()+f->fp, size );
f->fp += size;
return size;
}
int RWString_Write( struct SDL_RWops *context, const void *ptr, int size, int nmemb )
{
RWString *f = (RWString *) context->hidden.unknown.data1;
CString &buf = *f->buf;
size *= nmemb;
const int ahead = buf.size() - f->fp;
const int overwrite = min( size, ahead );
buf.replace( buf.begin() + f->fp, buf.begin() + f->fp + overwrite,
(const char*)ptr, size );
f->fp += size;
return size;
}
/* Close and free an allocated SDL_FSops structure */
int RWString_Close(struct SDL_RWops *context)
{
RWString *f = (RWString *) context->hidden.unknown.data1;
delete f;
return 0;
}
2004-05-18 19:25:53 +00:00
void OpenRWops( SDL_RWops *rw, CString *sBuf )
{
2004-05-18 19:25:53 +00:00
rw->hidden.unknown.data1 = new RWString( sBuf );
rw->seek = RWString_Seek;
rw->read = RWString_Read;
rw->write = RWString_Write;
rw->close = RWString_Close;
}
2004-02-20 05:10:39 +00:00
SDL_Surface *mySDL_MakeDummySurface( int height, int width )
{
SDL_Surface *ret_image = SDL_CreateRGBSurfaceSane(
SDL_SWSURFACE, width, height, 8, 0,0,0,0);
ASSERT( ret_image != NULL );
SDL_Color pink = { 0xFF, 0x10, 0xFF, 0xFF };
mySDL_SetPalette( ret_image, &pink, 0, 1 );
2004-02-20 05:10:39 +00:00
memset( ret_image->pixels, 0, ret_image->h*ret_image->pitch );
return ret_image;
}
2004-04-09 21:52:50 +00:00
/* SDL sometimes fails to set an error, in which case we get the null string. We
* sometimes use that as a sentinel return value. This function returns "(none)"
* if no error is set. */
CString mySDL_GetError()
{
CString error = SDL_GetError();
if( error == "" )
return "(none)"; /* SDL sometimes fails to set an error */
return error;
}
/* When we receive surfaces from other libraries, the "unused" palette entry is
* undefined. We use it for alpha, so set it to 255. */
void mySDL_FixupPalettedAlpha( SDL_Surface *img )
{
if( img->format->BitsPerPixel != 8 )
return;
for( int index = 0; index < img->format->palette->ncolors; ++index )
img->format->palette->colors[index].unused = 0xFF;
/* If the surface had a color key set, transfer it. */
if( img->flags & SDL_SRCCOLORKEY )
{
img->flags &= ~SDL_SRCCOLORKEY;
2004-05-18 18:49:49 +00:00
ASSERT_M( (int)img->format->colorkey < img->format->palette->ncolors, ssprintf("%i",img->format->colorkey) );
img->format->palette->colors[ img->format->colorkey ].unused = 0;
}
}
void mySDL_AddColorKey( SDL_Surface *img, Uint32 color )
{
ASSERT_M( img->format->BitsPerPixel == 8, ssprintf( "%i", img->format->BitsPerPixel) );
2004-05-18 03:15:51 +00:00
ASSERT_M( color < (Uint32) img->format->palette->ncolors, ssprintf("%i < %i", color, img->format->palette->ncolors ) );
img->format->palette->colors[ color ].unused = 0;
}
/* HACK: Some banners and textures have #F800F8 as the color key. Search the edge
* it; if we find it, use that as the color key. */
static bool ImageUsesOffHotPink( const SDL_Surface *img )
{
Uint32 OffHotPink;
if( !mySDL_MapRGBExact( img->format, 0xF8, 0, 0xF8, OffHotPink ) )
return false;
const uint8_t *p = (uint8_t*) img->pixels;
for( int x = 0; x < img->w; ++x )
{
Uint32 val = decodepixel( p, img->format->BytesPerPixel );
if( val == OffHotPink )
return true;
p += img->format->BytesPerPixel;
}
p = (uint8_t*)img->pixels;
p += img->pitch * (img->h-1);
for( int i=0; i < img->w; i++ )
{
Uint32 val = decodepixel( p, img->format->BytesPerPixel );
if( val == OffHotPink )
return true;
p += img->format->BytesPerPixel;
}
return false;
}
/* Set #FF00FF and #F800F8 to transparent. img may be reallocated if it has no alpha
* bits. */
void ApplyHotPinkColorKey( SDL_Surface *&img )
{
if( img->format->BitsPerPixel == 8 )
{
Uint32 color;
if( mySDL_MapRGBExact( img->format, 0xF8, 0, 0xF8, color ) )
mySDL_AddColorKey( img, color );
if( mySDL_MapRGBExact( img->format, 0xFF, 0, 0xFF, color ) )
mySDL_AddColorKey( img, color );
return;
}
/* RGBA. */
/* Make sure we have alpha. */
if( !img->format->Amask )
{
/* We don't have any alpha. Try to enable it without copying. */
int usable_bits = (1<<img->format->BitsPerPixel)-1;
usable_bits &= ~img->format->Rmask;
usable_bits &= ~img->format->Gmask;
usable_bits &= ~img->format->Bmask;
for( int i = 0; img->format->Amask == 0 && i < 32; ++i )
{
if( usable_bits & (1<<i) )
{
img->format->Amask = 1<<i;
img->format->Aloss = 7;
img->format->Ashift = (Uint8) i;
}
}
if( img->format->Amask == 0 )
ConvertSDLSurface( img, img->w, img->h,
32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF );
}
Uint32 HotPink;
bool bHaveColorKey;
if( ImageUsesOffHotPink(img) )
bHaveColorKey = mySDL_MapRGBExact( img->format, 0xF8, 0, 0xF8, HotPink );
else
bHaveColorKey = mySDL_MapRGBExact( img->format, 0xFF, 0, 0xFF, HotPink );
if( !bHaveColorKey )
return;
for( int y = 0; y < img->h; ++y )
{
Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
for( int x = 0; x < img->w; ++x )
{
Uint32 val = decodepixel( row, img->format->BytesPerPixel );
if( val == HotPink )
encodepixel( row, img->format->BytesPerPixel, 0 );
row += img->format->BytesPerPixel;
}
}
}
2004-05-18 07:11:11 +00:00
/*
* (c) 2002-2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/