Mercurial > fife-parpg
view engine/core/video/sdl/sdlimage.h @ 518:e4cd18a179af
Added the PlayerActionListener.
Added the ability to load NPCs from the settings file (this may be temporary). The idea of putting the NPCs in the settings file is to allow for custom attributes to be added without modification to the editor.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 26 May 2010 21:29:46 +0000 |
parents | ad1f09d954f9 |
children | 47b49b9b0c0a |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_VIDEO_RENDERBACKENDS_SDL_SDLIMAGE_H #define FIFE_VIDEO_RENDERBACKENDS_SDL_SDLIMAGE_H // Standard C++ library includes // 3rd party library includes #include <SDL_video.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "video/image.h" namespace FIFE { /** The SDL implementation of the @c Image base class. */ class SDLImage : public Image { public: SDLImage(SDL_Surface* surface); SDLImage(const uint8_t* data, unsigned int width, unsigned int height); virtual ~SDLImage(); void render(const Rect& rect, SDL_Surface* dst, unsigned char alpha = 255); void saveImage(const std::string& filename); bool putPixel(int x, int y, int r, int g, int b); void drawLine(const Point& p1, const Point& p2, int r, int g, int b); void drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, int r, int g, int b); void drawVertex(const Point& p, const uint8_t size, int r, int g, int b); protected: void setClipArea(const Rect& cliparea, bool clear); private: // Call this before rendering void finalize(); /** SDL Alpha Optimizer * This tries to convert an image with a fake alpha channel * to an RGB image when the channel can be reasonably be replaced * by an colorkey. */ SDL_Surface* optimize(SDL_Surface* surface); void resetSdlimage(); // SDLSurface used to create the SDLImage. Uint8 m_last_alpha; // Is the surface already optimized for rendering bool m_finalized; SDL_Color m_colorkey; }; } #endif