📄 graphics.cpp
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/*Copyright (C) 2003 Parallel RealitiesThis program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.*/#include "graphics.h"SDL_Surface *loadImage(char *filename){ SDL_Surface *image, *newImage; #if USEPACK unpack(filename, PAK_IMG); image = IMG_Load_RW(engine.sdlrw, 1); #else image = IMG_Load(filename); #endif if (image == NULL) { printf("Couldn't load %s: %s\n", filename, SDL_GetError()); showErrorAndExit(0, filename); } newImage = SDL_DisplayFormat(image); if ( newImage ) { SDL_FreeSurface(image); } else { // This happens when we are loading the window icon image newImage = image; } return graphics.setTransparent(newImage);}/*Simply draws the stars in their positions on screen and movesthem around. They are wrapped around using the wrapFloat()function, as defined above, and putpixel as defined in graphics.cpp*/void doStarfield(){ /* Lock the screen for direct access to the pixels */ if (SDL_MUSTLOCK(graphics.screen)) { if (SDL_LockSurface(graphics.screen) < 0 ) { showErrorAndExit(2, ""); } } int color = 0; SDL_Rect r; for (int i = 0 ; i < 200 ; i++) { if (star[i].speed == 3) color = graphics.white; else if (star[i].speed == 2) color = graphics.lightGrey; else if (star[i].speed == 1) color = graphics.darkGrey; Math::wrapFloat(&(star[i].x += (engine.ssx * star[i].speed)), 0, 799); Math::wrapFloat(&(star[i].y += (engine.ssy * star[i].speed)), 0, 599); graphics.putpixel(graphics.screen, (int)star[i].x, (int)star[i].y, color); r.x = (int)star[i].x; r.y = (int)star[i].y; r.w = 1; r.h = 1; graphics.addBuffer(r.x, r.y, r.w, r.h); } if (SDL_MUSTLOCK(graphics.screen)) { SDL_UnlockSurface(graphics.screen); }}int isOnScreen(int x, int y, int w, int h){ if ((x + w > 0) && (x < 800) && (y + h > 0) && (y < 600)) return 1; return 0;}
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