⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 sdlgraphics.cpp

📁 Linux系统下的《红色警戒》游戏
💻 CPP
📖 第 1 页 / 共 2 页
字号:
/*      _______   __   __   __   ______   __   __   _______   __   __                  *     / _____/\ / /\ / /\ / /\ / ____/\ / /\ / /\ / ___  /\ /  |\/ /\                 *    / /\____\// / // / // / // /\___\// /_// / // /\_/ / // , |/ / /                  *   / / /__   / / // / // / // / /    / ___  / // ___  / // /| ' / /                   *  / /_// /\ / /_// / // / // /_/_   / / // / // /\_/ / // / |  / /                    * /______/ //______/ //_/ //_____/\ /_/ //_/ //_/ //_/ //_/ /|_/ /                     * \______\/ \______\/ \_\/ \_____\/ \_\/ \_\/ \_\/ \_\/ \_\/ \_\/                       * * Copyright (c) 2004, 2005 darkbits                        Js_./ * Per Larsson a.k.a finalman                          _RqZ{a<^_aa * Olof Naess閚 a.k.a jansem/yakslem                _asww7!uY`>  )\a// *                                                 _Qhm`] _f "'c  1!5m * Visit: http://guichan.darkbits.org             )Qk<P ` _: :+' .'  "{[ *                                               .)j(] .d_/ '-(  P .   S * License: (BSD)                                <Td/Z <fP"5(\"??"\a.  .L * Redistribution and use in source and          _dV>ws?a-?'      ._/L  #' * binary forms, with or without                 )4d[#7r, .   '     )d`)[ * modification, are permitted provided         _Q-5'5W..j/?'   -?!\)cam' * that the following conditions are met:       j<<WP+k/);.        _W=j f * 1. Redistributions of source code must       .$%w\/]Q  . ."'  .  mj$ *    retain the above copyright notice,        ]E.pYY(Q]>.   a     J@\ *    this list of conditions and the           j(]1u<sE"L,. .   ./^ ]{a *    following disclaimer.                     4'_uomm\.  )L);-4     (3= * 2. Redistributions in binary form must        )_]X{Z('a_"a7'<a"a,  ]"[ *    reproduce the above copyright notice,       #}<]m7`Za??4,P-"'7. ).m *    this list of conditions and the            ]d2e)Q(<Q(  ?94   b-  LQ/ *    following disclaimer in the                <B!</]C)d_, '(<' .f. =C+m *    documentation and/or other materials      .Z!=J ]e []('-4f _ ) -.)m]' *    provided with the distribution.          .w[5]' _[ /.)_-"+?   _/ <W" * 3. Neither the name of Guichan nor the      :$we` _! + _/ .        j? *    names of its contributors may be used     =3)= _f  (_yQmWW$#(    " *    to endorse or promote products derived     -   W,  sQQQQmZQ#Wwa].. *    from this software without specific        (js, \[QQW$QWW#?!V"". *    prior written permission.                    ]y:.<\..          . *                                                 -]n w/ '         [. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT       )/ )/           ! * HOLDERS AND CONTRIBUTORS "AS IS" AND ANY         <  (; sac    ,    ' * EXPRESS OR IMPLIED WARRANTIES, INCLUDING,               ]^ .-  % * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF            c <   r * MERCHANTABILITY AND FITNESS FOR A PARTICULAR            aga<  <La * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE          5%  )P'-3L * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR        _bQf` y`..)a * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,          ,J?4P'.P"_(\?d'., * EXEMPLARY, OR CONSEQUENTIAL DAMAGES               _Pa,)!f/<[]/  ?" * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT      _2-..:. .r+_,.. . * OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,     ?a.<%"'  " -'.a_ _, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION)                     ^ * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *//* * For comments regarding functions please see the header file.  */#include "guichan/exception.h"#include "guichan/font.h"#include "guichan/sdl/sdlgraphics.h"#include "guichan/sdl/sdlpixel.h"#include "stratagus.h"#include "video.h"// For some reason an old version of MSVC did not like std::abs,// so we added this macro.#ifndef ABS#define ABS(x) ((x)<0?-(x):(x))#endifnamespace gcn{    SDLGraphics::SDLGraphics()    {        mAlpha = false;    }        void SDLGraphics::_beginDraw()    {        Rectangle area;        area.x = 0;        area.y = 0;        area.width = mTarget->w;        area.height = mTarget->h;        pushClipArea(area);            }    void SDLGraphics::_endDraw()    {        popClipArea();    }        void SDLGraphics::setTarget(SDL_Surface* target)    {        mTarget = target;            }    bool SDLGraphics::pushClipArea(Rectangle area)    {        SDL_Rect rect;        bool result = Graphics::pushClipArea(area);                ClipRectangle carea = mClipStack.top();        rect.x = carea.x;        rect.y = carea.y;        rect.w = carea.width;        rect.h = carea.height;            SDL_SetClipRect(mTarget, &rect);        return result;        }    void SDLGraphics::popClipArea()    {        SDL_Rect rect;        Graphics::popClipArea();        if (mClipStack.empty())        {            return;        }                ClipRectangle carea = mClipStack.top();        rect.x = carea.x;        rect.y = carea.y;        rect.w = carea.width;        rect.h = carea.height;            SDL_SetClipRect(mTarget, &rect);        }      SDL_Surface* SDLGraphics::getTarget() const    {        return mTarget;    }      void SDLGraphics::drawImage(const Image* image, int srcX,                                int srcY, int dstX, int dstY,                                int width, int height)    {        ClipRectangle top = mClipStack.top();        SDL_Rect src;        SDL_Rect dst;        src.x = srcX;        src.y = srcY;        src.w = width;        src.h = height;        dst.x = dstX + top.xOffset;        dst.y = dstY + top.yOffset;        SDL_Surface* srcImage = (SDL_Surface*)image->_getData();            SDL_BlitSurface(srcImage, &src, mTarget, &dst);        }    void SDLGraphics::fillRectangle(const Rectangle& rectangle)    {            Rectangle area = rectangle;        ClipRectangle top = mClipStack.top();         area.x += top.xOffset;        area.y += top.yOffset;        if(!area.intersect(top) || mColor.a == 0)        {            return;        }        if (mAlpha)        {            int x1 = area.x > top.x ? area.x : top.x;            int y1 = area.y > top.y ? area.y : top.y;            int x2 = area.x + area.width < top.x + top.width ? area.x + area.width : top.x + top.width;            int y2 = area.y + area.height < top.y + top.height ? area.y + area.height : top.y + top.height;			Video.FillTransRectangle(SDL_MapRGB(TheScreen->format, mColor.r, mColor.g, mColor.b),				x1, y1, x2 - x1, y2 - y1, mColor.a);        }        else        {            SDL_Rect rect;            rect.x = area.x;            rect.y = area.y;            rect.w = area.width;            rect.h = area.height;                Uint32 color = SDL_MapRGBA(mTarget->format, mColor.r, mColor.g, mColor.b, mColor.a);            SDL_FillRect(mTarget, &rect, color);        }            }    void SDLGraphics::drawPoint(int x, int y)    {        ClipRectangle top = mClipStack.top();        x += top.xOffset;        y += top.yOffset;        if(!top.isPointInRect(x,y))            return;        if (mAlpha)        {            SDLputPixelAlpha(mTarget, x, y, mColor);        }        else        {                        SDLputPixel(mTarget, x, y, mColor);        }        }    void SDLGraphics::drawHLine(int x1, int y, int x2)    {        ClipRectangle top = mClipStack.top();        x1 += top.xOffset;        y += top.yOffset;        x2 += top.xOffset;        if (y < top.y || y >= top.y + top.height)            return;            if (x1 > x2)        {            x1 ^= x2;            x2 ^= x1;            x1 ^= x2;        }        if (top.x > x1)        {            if (top.x > x2)            {                return;            }            x1 = top.x;        }        if (top.x + top.width <= x2)        {            if (top.x + top.width <= x1)            {                return;            }                  x2 = top.x + top.width -1;        }            int bpp = mTarget->format->BytesPerPixel;            SDL_LockSurface(mTarget);        Uint8 *p = (Uint8 *)mTarget->pixels + y * mTarget->pitch + x1 * bpp;            Uint32 pixel = SDL_MapRGB(mTarget->format, mColor.r, mColor.g, mColor.b);            switch(bpp) {          case 1:          {              for (;x1 <= x2; ++x1)              {                   *(p++) = pixel;              }          } break;                case 2:          {              Uint16* q = (Uint16*)p;              for (;x1 <= x2; ++x1)              {                  *(q++) = pixel;              }          } break;                  case 3:            {              if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {                  for (;x1 <= x2; ++x1)                  {                      p[0] = (pixel >> 16) & 0xff;                      p[1] = (pixel >> 8) & 0xff;                      p[2] = pixel & 0xff;                      p += 3;                  }              }              else              {                  for (;x1 <= x2; ++x1)                  {                      p[0] = pixel & 0xff;                      p[1] = (pixel >> 8) & 0xff;                      p[2] = (pixel >> 16) & 0xff;                      p += 3;                  }              }           } break;            case 4:          {              Uint32* q = (Uint32*)p;              for (;x1 <= x2; ++x1)              {                  if (mAlpha)                  {                      *q = SDLAlpha32(pixel,*q,mColor.a);                      q++;                  }                  else                  {                      *(q++) = pixel;                  }              }          } break;        } // end switch

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -