// CPixmap.cpp // #include #include #include #include #include #include #include #include "def.h" #include "pixmap.h" #include "misc.h" #include "blupi.h" ///////////////////////////////////////////////////////////////////////////// // Constructeur. CPixmap::CPixmap() { int i; m_bFullScreen = false; m_mouseType = MOUSETYPEGRA; m_bDebug = true; m_bPalette = true; m_mouseSprite = SPRITE_WAIT; m_bBackDisplayed = false; for (i = 0; i < MAXCURSORS; i++) m_lpSDLCursors[i] = nullptr; for ( i=0 ; i limit ) { rcRect.right = limit; } if ( dst.y < m_clipRect.top ) { rcRect.top += m_clipRect.top-dst.y; dst.y = m_clipRect.top; } limit = (m_clipRect.bottom-dst.y)+rcRect.top; if ( rcRect.bottom > limit ) { rcRect.bottom = limit; } if ( rcRect.left >= rcRect.right || rcRect.top >= rcRect.bottom ) return 0; if ( chDst < 0 ) { SDL_Rect srcRect, dstRect; srcRect.x = rcRect.left; srcRect.y = rcRect.top; srcRect.w = rcRect.right - rcRect.left; srcRect.h = rcRect.bottom - rcRect.top; dstRect = srcRect; dstRect.x = dst.x; dstRect.y = dst.y; res = SDL_RenderCopy (g_renderer, m_lpSDLTexture[channel], &srcRect, &dstRect); } else { SDL_Rect srcRect, dstRect; srcRect.x = rcRect.left; srcRect.y = rcRect.top; srcRect.w = rcRect.right - rcRect.left; srcRect.h = rcRect.bottom - rcRect.top; dstRect = srcRect; dstRect.x = dst.x; dstRect.y = dst.y; SDL_SetRenderTarget (g_renderer, m_lpSDLTexture[chDst]); res = SDL_RenderCopy (g_renderer, m_lpSDLTexture[channel], &srcRect, &dstRect); SDL_SetRenderTarget (g_renderer, nullptr); } return res; } // Effectue un appel BltFast. // Les modes sont 0=transparent, 1=opaque. int CPixmap::BltFast(SDL_Texture *lpSDL, int channel, POINT dst, RECT rcRect) { int res; SDL_Rect srcRect, dstRect; srcRect.x = rcRect.left; srcRect.y = rcRect.top; srcRect.w = rcRect.right - rcRect.left; srcRect.h = rcRect.bottom - rcRect.top; dstRect = srcRect; dstRect.x = dst.x; dstRect.y = dst.y; SDL_SetRenderTarget (g_renderer, lpSDL); res = SDL_RenderCopy (g_renderer, m_lpSDLTexture[channel], &srcRect, &dstRect); SDL_SetRenderTarget (g_renderer, nullptr); return res; } // Cache une image contenant des icônes. bool CPixmap::Cache(int channel, char *pFilename, POINT totalDim, POINT iconDim) { if ( channel < 0 || channel >= MAXIMAGE ) return false; std::string file = pFilename; if (_access ((file + ".bmp").c_str (), 0 /* F_OK */) != -1) file += ".bmp"; SDL_Surface *surface = SDL_LoadBMP (file.c_str ()); if (channel == CHBLUPI) m_lpSDLBlupi = surface; SDL_Texture *texture = SDL_CreateTextureFromSurface (g_renderer, surface); unsigned int format; int access, w, h; SDL_QueryTexture (texture, &format, &access, &w, &h); if (!m_lpSDLTexture[channel]) { m_lpSDLTexture[channel] = SDL_CreateTexture (g_renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, w, h); SDL_SetTextureBlendMode (m_lpSDLTexture[channel], SDL_BLENDMODE_BLEND); } else { SDL_SetRenderTarget (g_renderer, m_lpSDLTexture[channel]); SDL_SetRenderDrawColor (g_renderer, 0, 0, 0, 0); SDL_RenderClear (g_renderer); SDL_SetRenderTarget (g_renderer, nullptr); } SDL_SetRenderTarget (g_renderer, m_lpSDLTexture[channel]); SDL_RenderCopy (g_renderer, texture, nullptr, nullptr); SDL_SetRenderTarget (g_renderer, nullptr); SDL_DestroyTexture (texture); //m_lpSDLTexture[channel] = SDL_CreateTextureFromSurface (g_renderer, surface); if (!m_lpSDLTexture[channel]) { SDL_LogError (SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture from surface: %s", SDL_GetError ()); return false; } if (channel != CHBLUPI) SDL_FreeSurface (surface); strcpy(m_filename[channel], pFilename); m_totalDim[channel] = totalDim; m_iconDim[channel] = iconDim; return true; } // Cache une image globale. bool CPixmap::Cache(int channel, char *pFilename, POINT totalDim) { POINT iconDim; if ( channel < 0 || channel >= MAXIMAGE ) return false; iconDim.x = 0; iconDim.y = 0; return Cache(channel, pFilename, totalDim, iconDim); } // Cache une image provenant d'un bitmap. bool CPixmap::Cache(int channel, SDL_Surface *surface, POINT totalDim) { if ( channel < 0 || channel >= MAXIMAGE ) return false; // Create the offscreen surface, by loading our bitmap. if (m_lpSDLTexture[channel]) SDL_DestroyTexture (m_lpSDLTexture[channel]); m_lpSDLTexture[channel] = SDL_CreateTextureFromSurface (g_renderer, surface); if (m_lpSDLTexture[channel] == NULL ) return false; m_totalDim[channel] = totalDim; m_iconDim[channel] = totalDim; return true; } // Modifie la région de clipping. void CPixmap::SetClipping(RECT clip) { m_clipRect = clip; } // Retourne la région de clipping. RECT CPixmap::GetClipping() { return m_clipRect; } // Teste si un point fait partie d'une icône. bool CPixmap::IsIconPixel(int channel, int rank, POINT pos) { int nbx, nby; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; if ( m_iconDim[channel].x == 0 || m_iconDim[channel].y == 0 ) return false; nbx = m_totalDim[channel].x / m_iconDim[channel].x; nby = m_totalDim[channel].y / m_iconDim[channel].y; if ( rank < 0 || rank >= nbx*nby ) return false; pos.x += (rank % nbx) * m_iconDim[channel].x; pos.y += (rank / nbx) * m_iconDim[channel].y; SDL_Rect rect; rect.x = pos.x; rect.y = pos.y; rect.w = 1; rect.h = 1; Uint32 pixel = 0; SDL_SetRenderTarget (g_renderer, m_lpSDLTexture[channel]); SDL_RenderReadPixels (g_renderer, &rect, 0, &pixel, 4); SDL_SetRenderTarget (g_renderer, nullptr); return !!pixel; } // Dessine une partie d'image rectangulaire. // Les modes sont 0=transparent, 1=opaque. bool CPixmap::DrawIcon(int chDst, int channel, int rank, POINT pos, bool bMask) { int nbx, nby; RECT rect; COLORREF oldColor1, oldColor2; if ( channel < 0 || channel >= MAXIMAGE ) return false; if ( channel != CHMAP && m_lpSDLTexture[channel] == NULL ) return false; if ( m_iconDim[channel].x == 0 || m_iconDim[channel].y == 0 ) return false; nbx = m_totalDim[channel].x / m_iconDim[channel].x; nby = m_totalDim[channel].y / m_iconDim[channel].y; if ( rank < 0 || rank >= nbx*nby ) return false; rect.left = (rank%nbx)*m_iconDim[channel].x; rect.top = (rank/nbx)*m_iconDim[channel].y; rect.right = rect.left + m_iconDim[channel].x; rect.bottom = rect.top + m_iconDim[channel].y; oldColor1 = m_colorSurface[2*channel+0]; oldColor2 = m_colorSurface[2*channel+1]; return !BltFast (chDst, channel, pos, rect); } // Dessine une partie d'image rectangulaire. // Les modes sont 0=transparent, 1=opaque. // // Correspondances in,out : // 0,0 2,1 ... // 1,16 3,17 // // 32,32 34,33 // 33,48 35,49 bool CPixmap::DrawIconDemi(int chDst, int channel, int rank, POINT pos, bool bMask) { int nbx, nby; RECT rect; COLORREF oldColor1, oldColor2; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; if ( m_iconDim[channel].x == 0 || m_iconDim[channel].y == 0 ) return false; nbx = m_totalDim[channel].x / m_iconDim[channel].x; nby = m_totalDim[channel].y / (m_iconDim[channel].y/2); rank = (rank/32)*32+((rank%32)/2)+((rank%2)*16); if ( rank < 0 || rank >= nbx*nby ) return false; rect.left = (rank%nbx)* m_iconDim[channel].x; rect.top = (rank/nbx)*(m_iconDim[channel].y/2); rect.right = rect.left + m_iconDim[channel].x; rect.bottom = rect.top +(m_iconDim[channel].y/2); oldColor1 = m_colorSurface[2*channel+0]; oldColor2 = m_colorSurface[2*channel+1]; return !BltFast (chDst, channel, pos, rect); } // Dessine une partie d'image rectangulaire. bool CPixmap::DrawIconPart(int chDst, int channel, int rank, POINT pos, int startY, int endY, bool bMask) { int nbx, nby; RECT rect; COLORREF oldColor1, oldColor2; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; if ( m_iconDim[channel].x == 0 || m_iconDim[channel].y == 0 ) return false; nbx = m_totalDim[channel].x / m_iconDim[channel].x; nby = m_totalDim[channel].y / m_iconDim[channel].y; if ( rank < 0 || rank >= nbx*nby ) return false; rect.left = (rank%nbx)*m_iconDim[channel].x; rect.top = (rank/nbx)*m_iconDim[channel].y; rect.right = rect.left + m_iconDim[channel].x; rect.bottom = rect.top + endY; pos.y += startY; rect.top += startY; oldColor1 = m_colorSurface[2*channel+0]; oldColor2 = m_colorSurface[2*channel+1]; return !BltFast (chDst, channel, pos, rect); } // Dessine une partie d'image n'importe où. bool CPixmap::DrawPart(int chDst, int channel, POINT dest, RECT rect, bool bMask) { COLORREF oldColor1, oldColor2; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; oldColor1 = m_colorSurface[2*channel+0]; oldColor2 = m_colorSurface[2*channel+1]; return !BltFast (chDst, channel, dest, rect); } // Dessine une partie d'image rectangulaire. bool CPixmap::DrawImage(int chDst, int channel, RECT rect) { POINT dst; int res; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; dst.x = rect.left; dst.y = rect.top; res = BltFast(chDst, channel, dst, rect); if (res) return false; if ( channel == CHBACK ) { m_bBackDisplayed = false; } return true; } // Construit une icône en utilisant un masque. bool CPixmap::BuildIconMask(int channelMask, int rankMask, int channel, int rankSrc, int rankDst) { int nbx, nby; POINT posDst; RECT rect; int res; if ( channel < 0 || channel >= MAXIMAGE ) return false; if (m_lpSDLTexture[channel] == NULL ) return false; if ( m_iconDim[channel].x == 0 || m_iconDim[channel].y == 0 ) return false; nbx = m_totalDim[channel].x / m_iconDim[channel].x; nby = m_totalDim[channel].y / m_iconDim[channel].y; if ( rankSrc < 0 || rankSrc >= nbx*nby ) return false; if ( rankDst < 0 || rankDst >= nbx*nby ) return false; rect.left = (rankSrc%nbx)*m_iconDim[channel].x; rect.top = (rankSrc/nbx)*m_iconDim[channel].y; rect.right = rect.left + m_iconDim[channel].x; rect.bottom = rect.top + m_iconDim[channel].y; posDst.x = (rankDst%nbx)*m_iconDim[channel].x; posDst.y = (rankDst/nbx)*m_iconDim[channel].y; res = BltFast(m_lpSDLTexture[channel], channel, posDst, rect); if (res) return false; if ( m_iconDim[channelMask].x == 0 || m_iconDim[channelMask].y == 0 ) return false; nbx = m_totalDim[channelMask].x / m_iconDim[channelMask].x; nby = m_totalDim[channelMask].y / m_iconDim[channelMask].y; if ( rankMask < 0 || rankMask >= nbx*nby ) return false; rect.left = (rankMask%nbx)*m_iconDim[channelMask].x; rect.top = (rankMask/nbx)*m_iconDim[channelMask].y; rect.right = rect.left + m_iconDim[channelMask].x; rect.bottom = rect.top + m_iconDim[channelMask].y; res = BltFast(m_lpSDLTexture[channel], channelMask, posDst, rect); return !res; } // Affiche le pixmap à l'écran. // Retourne false en cas d'erreur. bool CPixmap::Display() { RECT MapRect; m_bBackDisplayed = true; MapRect.left = 0; MapRect.top = 0; MapRect.right = m_dim.x; MapRect.bottom = m_dim.y; SDL_RenderPresent (g_renderer); return true; } // Change le lutin de la souris. void CPixmap::SetMouseSprite(int sprite, bool bDemoPlay) { if ( m_mouseSprite == sprite ) return; m_mouseSprite = sprite; SDL_SetCursor (m_lpSDLCursors[sprite - 1]); } // Montre ou cache la souris. void CPixmap::MouseShow(bool bShow) { SDL_ShowCursor (bShow); } // Retourne le rectangle correspondant au sprite // de la souris dans CHBLUPI. RECT CPixmap::MouseRectSprite() { int rank, nbx; RECT rcRect; rank = 348; if ( m_mouseSprite == SPRITE_ARROW ) rank = 348; if ( m_mouseSprite == SPRITE_POINTER ) rank = 349; if ( m_mouseSprite == SPRITE_MAP ) rank = 350; if ( m_mouseSprite == SPRITE_WAIT ) rank = 351; if ( m_mouseSprite == SPRITE_FILL ) rank = 352; if ( m_mouseSprite == SPRITE_ARROWL ) rank = 353; if ( m_mouseSprite == SPRITE_ARROWR ) rank = 354; if ( m_mouseSprite == SPRITE_ARROWU ) rank = 355; if ( m_mouseSprite == SPRITE_ARROWD ) rank = 356; if ( m_mouseSprite == SPRITE_ARROWDL ) rank = 357; if ( m_mouseSprite == SPRITE_ARROWDR ) rank = 358; if ( m_mouseSprite == SPRITE_ARROWUL ) rank = 359; if ( m_mouseSprite == SPRITE_ARROWUR ) rank = 360; nbx = m_totalDim[CHBLUPI].x / m_iconDim[CHBLUPI].x; rcRect.left = (rank%nbx)*m_iconDim[CHBLUPI].x; rcRect.top = (rank/nbx)*m_iconDim[CHBLUPI].y; rcRect.right = rcRect.left+m_iconDim[CHBLUPI].x; rcRect.bottom = rcRect.top +m_iconDim[CHBLUPI].y; return rcRect; } SDL_Point CPixmap::GetCursorHotSpot (int sprite) { static const int hotspots[MAXCURSORS * 2] = { 30, 30, // SPRITE_ARROW 20, 15, // SPRITE_POINTER 31, 26, // SPRITE_MAP 25, 14, // SPRITE_ARROWU 24, 35, // SPRITE_ARROWD 15, 24, // SPRITE_ARROWL 35, 24, // SPRITE_ARROWR 18, 16, // SPRITE_ARROWUL 32, 18, // SPRITE_ARROWUR 17, 30, // SPRITE_ARROWDL 32, 32, // SPRITE_ARROWDR 30, 30, // SPRITE_WAIT 30, 30, // SPRITE_EMPTY 21, 51, // SPRITE_FILL }; SDL_Point hotspot = { 0, 0 }; if (sprite >= SPRITE_BEGIN && sprite <= SPRITE_END) { const int rank = sprite - SPRITE_BEGIN; // rank <- 0..n hotspot.x = hotspots[rank * 2 + 0]; hotspot.y = hotspots[rank * 2 + 1]; } return hotspot; } SDL_Rect CPixmap::GetCursorRect (int sprite) { int rank; SDL_Rect rcRect; switch (sprite) { default: case SPRITE_ARROW: rank = 348; break; case SPRITE_POINTER: rank = 349; break; case SPRITE_MAP: rank = 350; break; case SPRITE_WAIT: rank = 351; break; case SPRITE_FILL: rank = 352; break; case SPRITE_ARROWL: rank = 353; break; case SPRITE_ARROWR: rank = 354; break; case SPRITE_ARROWU: rank = 355; break; case SPRITE_ARROWD: rank = 356; break; case SPRITE_ARROWDL: rank = 357; break; case SPRITE_ARROWDR: rank = 358; break; case SPRITE_ARROWUL: rank = 359; break; case SPRITE_ARROWUR: rank = 360; break; } int nbx = m_totalDim[CHBLUPI].x / m_iconDim[CHBLUPI].x; rcRect.x = (rank % nbx) * m_iconDim[CHBLUPI].x; rcRect.y = (rank / nbx) * m_iconDim[CHBLUPI].y; rcRect.w = m_iconDim[CHBLUPI].x; rcRect.h = m_iconDim[CHBLUPI].y; return rcRect; } void CPixmap::LoadCursors () { Uint32 rmask, gmask, bmask, amask; /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif for (int sprite = SPRITE_BEGIN; sprite <= SPRITE_END; ++sprite) { SDL_Point hotspot = this->GetCursorHotSpot (sprite); SDL_Rect rect = this->GetCursorRect (sprite); SDL_Surface *surface = SDL_CreateRGBSurface (0, rect.w, rect.h, 32, rmask, gmask, bmask, amask); SDL_BlitSurface (m_lpSDLBlupi, &rect, surface, nullptr); // FIXME: change cursor first value to 0 m_lpSDLCursors[sprite - 1] = SDL_CreateColorCursor (surface, hotspot.x, hotspot.y); } } void CPixmap::ChangeSprite (MouseSprites sprite) { if (m_lpCurrentCursor == m_lpSDLCursors[sprite - 1]) return; SDL_SetCursor (m_lpSDLCursors[sprite - 1]); m_lpCurrentCursor = m_lpSDLCursors[sprite - 1]; }