- Pixel class generalizes pixel access, reads, writes, and applies
pixel value modifications to textures of any SDL_TEXTUREACCESS_* and any pixel format - Color inherits SDL_Color directly instead of emulating it - added cast operator for converting Box to SDL_Rect
This commit is contained in:
parent
14afcef0ce
commit
8346f43f21
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@ -248,6 +248,11 @@ SDL_Rect Box::get_int_rect() const
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return {static_cast<int>(rect.x), static_cast<int>(rect.y), static_cast<int>(rect.w), static_cast<int>(rect.h)};
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}
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Box::operator SDL_Rect() const
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{
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return {static_cast<int>(rect.x), static_cast<int>(rect.y), static_cast<int>(rect.w), static_cast<int>(rect.h)};
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}
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void Box::clear()
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{
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set_nw(glm::vec2(0, 0));
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@ -14,6 +14,7 @@ struct Segment;
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struct Box
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{
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SDL_FRect rect = {0, 0, 0, 0};
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Box(const glm::vec2& = {0, 0}, const glm::vec2& = {0, 0});
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@ -61,6 +62,7 @@ struct Box
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void set_center(const glm::vec2&);
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SDL_FRect* get_rect();
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SDL_Rect get_int_rect() const;
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operator SDL_Rect() const;
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void clear();
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void scale(float, bool = false);
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void move(const glm::vec2&);
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@ -2,37 +2,36 @@
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Color::Color() : Color(0, 0, 0, 255) {}
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Color::Color(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a) : r(r), g(g), b(b), a(a) {};
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Color::Color(const SDL_Color& color) : Color(color.r, color.g, color.b, color.a) {};
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void Color::set_rgb_float(const float& rf, const float& gf, const float& bf)
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void Color::set_percent(const float& red, const float& green, const float& blue)
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{
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r = std::round(255.0f * rf);
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g = std::round(255.0f * gf);
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b = std::round(255.0f * bf);
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r = std::round(255.0f * red);
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g = std::round(255.0f * green);
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b = std::round(255.0f * blue);
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}
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void Color::set_hsv(const float& h, const float& s, const float& v)
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void Color::set_percent(const float& red, const float& green, const float& blue, const float& alpha)
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{
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float rf, gf, bf;
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HSVtoRGB(rf, gf, bf, h, s, v);
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set_rgb_float(rf, gf, bf);
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a = std::round(255.0f * alpha);
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set_percent(red, green, blue);
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}
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void Color::set_hsv(const float& hue, const float& saturation, const float& value)
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{
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float red_percent, green_percent, blue_percent;
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HSVtoRGB(red_percent, green_percent, blue_percent, hue, saturation, value);
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set_percent(red_percent, green_percent, blue_percent);
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}
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void Color::shift_hue(float offset)
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{
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float h, s, v;
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float rf = r / 255.0f, gf = g / 255.0f, bf = b / 255.0f;
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RGBtoHSV(rf, gf, bf, h, s, v);
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h = std::fmod(h + offset, 360.0);
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HSVtoRGB(rf, gf, bf, h, s, v);
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set_rgb_float(rf, gf, bf);
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}
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SDL_Color Color::get_sdl_color()
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{
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return {r, g, b, a};
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float hue, saturation, value;
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float red_percent = r / 255.0f, green_percent = g / 255.0f, blue_percent = b / 255.0f;
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RGBtoHSV(red_percent, green_percent, blue_percent, hue, saturation, value);
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hue = std::fmod(hue + offset, 360.0);
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HSVtoRGB(red_percent, green_percent, blue_percent, hue, saturation, value);
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set_percent(red_percent, green_percent, blue_percent);
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}
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std::ostream& operator<<(std::ostream& out, const Color& color)
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@ -5,21 +5,36 @@
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#include <cstdlib>
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#include <cmath>
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#include <ostream>
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#include <type_traits>
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#include "SDL_pixels.h"
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#include "extension.hpp"
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struct Color
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struct Color : SDL_Color
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{
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std::uint8_t r, g, b, a;
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Color();
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Color(std::uint8_t, std::uint8_t, std::uint8_t, std::uint8_t = 255);
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Color(const SDL_Color&);
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void set_rgb_float(const float&, const float&, const float&);
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void set_percent(const float&, const float&, const float&);
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void set_percent(const float&, const float&, const float&, const float&);
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void set_hsv(const float&, const float& = 1.0f, const float& = 1.0f);
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void shift_hue(float);
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SDL_Color get_sdl_color();
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template <typename T>
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Color(T red, T green, T blue, T alpha = 255)
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{
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if (std::is_floating_point<T>())
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{
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red = std::round(red);
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green = std::round(green);
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blue = std::round(blue);
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alpha = std::round(alpha);
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}
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r = static_cast<int>(red) & 255;
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g = static_cast<int>(green) & 255;
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b = static_cast<int>(blue) & 255;
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a = static_cast<int>(alpha) & 255;
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}
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};
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@ -0,0 +1,135 @@
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#include "Pixels.hpp"
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Pixels::Pixels(SDL_Renderer* renderer, SDL_Texture* texture) : Pixels(renderer, texture, sfw::get_texture_box(texture)) {}
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Pixels::Pixels(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect& rect) : texture(texture), rect(rect)
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{
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Uint32 format_enum;
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int w, h;
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SDL_QueryTexture(texture, &format_enum, &texture_access, &w, &h);
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format = SDL_AllocFormat(format_enum);
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if (texture_access == SDL_TEXTUREACCESS_STATIC || texture_access == SDL_TEXTUREACCESS_TARGET)
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{
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bool is_duplicate;
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SDL_Texture* base;
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if (texture_access == SDL_TEXTUREACCESS_STATIC)
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{
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base = sfw::duplicate_texture(renderer, texture);
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is_duplicate = true;
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}
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else
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{
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base = texture;
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is_duplicate = false;
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}
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SDL_SetRenderTarget(renderer, base);
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int bytes_total = get_bytes_per_row() * rect.h;
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source = operator new(bytes_total);
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if (SDL_RenderReadPixels(renderer, &rect, format->format, source, format->BytesPerPixel * rect.w) < 0)
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{
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sfw::print_sdl_error("could not read pixels");
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operator delete(source);
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}
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else
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{
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allocated = true;
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}
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if (is_duplicate)
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{
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SDL_DestroyTexture(base);
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}
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}
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else if (texture_access == SDL_TEXTUREACCESS_STREAMING)
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{
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int pitch;
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if (SDL_LockTexture(texture, &rect, &source, &pitch) < 0)
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{
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sfw::print_sdl_error("could not lock texture");
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}
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}
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else
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{
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sfw::print_error("unknown texture format for loading pixels");
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}
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}
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int Pixels::get_bytes_per_row() const
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{
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return format->BytesPerPixel * rect.w;
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}
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void* Pixels::operator()(int x, int y)
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{
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std::uint8_t* access = static_cast<std::uint8_t*>(source);
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if (x < 0 || x >= rect.w)
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{
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x = sfw::mod(x, static_cast<int>(rect.w));
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}
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if (y < 0 || y >= rect.y)
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{
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y = sfw::mod(y, static_cast<int>(rect.h));
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}
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return access + y * get_bytes_per_row() + x * format->BytesPerPixel;
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}
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Color Pixels::operator()(int x, int y) const
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{
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std::uint8_t* access = static_cast<std::uint8_t*>(source);
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if (x < 0 || x >= rect.w)
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{
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x = sfw::mod(x, static_cast<int>(rect.w));
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}
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if (y < 0 || x >= rect.y)
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{
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y = sfw::mod(y, static_cast<int>(rect.h));
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}
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Uint32* pixel = reinterpret_cast<Uint32*>(access + y * get_bytes_per_row() + x * format->BytesPerPixel);
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Color color;
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SDL_GetRGBA(*pixel, const_cast<SDL_PixelFormat*>(format), &color.r, &color.g, &color.b, &color.a);
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return color;
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}
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void Pixels::set(const SDL_Color& color, int x, int y)
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{
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std::uint32_t pixel = SDL_MapRGBA(const_cast<SDL_PixelFormat*>(format), color.r, color.g, color.b, color.a);
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if (format->BytesPerPixel == 1)
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{
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std::uint8_t* access = reinterpret_cast<std::uint8_t*>((*this)(x, y));
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*access = static_cast<std::uint8_t>(pixel);
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}
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else if (format->BytesPerPixel == 2)
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{
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std::uint16_t* access = reinterpret_cast<std::uint16_t*>((*this)(x, y));
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*access = static_cast<std::uint16_t>(pixel);
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}
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else
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{
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std::uint32_t* access = reinterpret_cast<std::uint32_t*>((*this)(x, y));
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*access = static_cast<std::uint32_t>(pixel);
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}
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}
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void Pixels::apply()
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{
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if (texture_access == SDL_TEXTUREACCESS_STATIC || texture_access == SDL_TEXTUREACCESS_TARGET)
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{
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SDL_UpdateTexture(texture, &rect, source, get_bytes_per_row());
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}
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else
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{
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SDL_UnlockTexture(texture);
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}
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}
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Pixels::~Pixels()
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{
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if (allocated)
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{
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operator delete(source);
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}
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if (texture_access == SDL_TEXTUREACCESS_STREAMING)
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{
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SDL_UnlockTexture(texture);
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}
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SDL_FreeFormat(format);
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}
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@ -0,0 +1,34 @@
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#ifndef Pixels_h_
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#define Pixels_h_
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#include "SDL.h"
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#include "Box.hpp"
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#include "Color.hpp"
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#include "extension.hpp"
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struct Sprite;
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struct Pixels
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{
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void* source = nullptr;
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SDL_PixelFormat* format = nullptr;
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SDL_Texture* texture;
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int texture_access = 0;
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SDL_Rect rect;
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bool allocated = false;
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Pixels(SDL_Renderer*, SDL_Texture* texture);
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Pixels(SDL_Renderer*, SDL_Texture* texture, const SDL_Rect&);
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Pixels(Sprite&);
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Pixels(Sprite&, const SDL_Rect&);
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int get_bytes_per_row() const;
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void* operator()(int x, int y);
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Color operator()(int x, int y) const;
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void set(const SDL_Color&, int x, int y);
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void apply();
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~Pixels();
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};
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#endif
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@ -797,3 +797,6 @@ void Frameset::reverse()
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{
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reversed = !reversed;
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}
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Pixels::Pixels(Sprite& sprite) : Pixels(sprite.get_renderer(), sprite.get_current_frame()) {}
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Pixels::Pixels(Sprite& sprite, const SDL_Rect& rect) : Pixels(sprite.get_renderer(), sprite.get_current_frame(), rect) {}
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@ -156,6 +156,7 @@ struct Frameset
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};
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#include "Pixels.hpp"
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#include "Game.hpp"
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#endif
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@ -201,48 +201,56 @@ SDL_Texture* sfw::get_hue_shifted_texture(SDL_Renderer* renderer, SDL_Texture* b
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SDL_Texture* hue_shifted_texture = sfw::duplicate_texture(renderer, base);
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Uint32 pixel_format;
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int w, h;
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SDL_QueryTexture(hue_shifted_texture, &pixel_format, NULL, &w, &h);
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SDL_PixelFormat* pixel_format_struct = SDL_AllocFormat(pixel_format);
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SDL_SetRenderTarget(renderer, hue_shifted_texture);
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int bytes_per_pixel = SDL_BYTESPERPIXEL(pixel_format);
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int bytes_per_row = bytes_per_pixel * w;
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int bytes_total = bytes_per_row * h;
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int length = bytes_total / 4 + (bytes_total % 4 ? 1 : 0);
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Uint32* pixels = new Uint32[length];
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if (SDL_RenderReadPixels(renderer, NULL, pixel_format, pixels, bytes_per_row) < 0)
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if (SDL_QueryTexture(hue_shifted_texture, &pixel_format, nullptr, &w, &h) < 0)
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{
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print_sdl_error("Could not read pixels");
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print_sdl_error("could not query texture");
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}
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else
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{
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Color rgba;
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for (int ii = 0; ii < length; ii++)
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SDL_PixelFormat* pixel_format_struct = SDL_AllocFormat(pixel_format);
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SDL_SetRenderTarget(renderer, hue_shifted_texture);
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int bytes_per_pixel = SDL_BYTESPERPIXEL(pixel_format);
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int bytes_per_row = bytes_per_pixel * w;
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int bytes_total = bytes_per_row * h;
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int length = bytes_total / 4 + (bytes_total % 4 ? 1 : 0);
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Uint32* pixels = new Uint32[length];
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if (SDL_RenderReadPixels(renderer, NULL, pixel_format, pixels, bytes_per_row) < 0)
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{
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SDL_GetRGBA(pixels[ii], const_cast<const SDL_PixelFormat*>(pixel_format_struct),
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&rgba.r, &rgba.g, &rgba.b, &rgba.a);
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rgba.shift_hue(offset);
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pixels[ii] = SDL_MapRGBA(const_cast<const SDL_PixelFormat*>(pixel_format_struct), rgba.r, rgba.g, rgba.b, rgba.a);
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print_sdl_error("Could not read pixels");
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}
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if (SDL_UpdateTexture(hue_shifted_texture, NULL, pixels, bytes_per_row) < 0)
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else
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{
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print_sdl_error("Could not apply hue shifted pixels update to texture");
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Color rgba;
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for (int ii = 0; ii < length; ii++)
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{
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SDL_GetRGBA(pixels[ii], const_cast<const SDL_PixelFormat*>(pixel_format_struct),
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&rgba.r, &rgba.g, &rgba.b, &rgba.a);
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rgba.shift_hue(offset);
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pixels[ii] = SDL_MapRGBA(const_cast<const SDL_PixelFormat*>(pixel_format_struct), rgba.r, rgba.g, rgba.b, rgba.a);
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}
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if (SDL_UpdateTexture(hue_shifted_texture, NULL, pixels, bytes_per_row) < 0)
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{
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print_sdl_error("Could not apply hue shifted pixels update to texture");
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}
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}
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delete[] pixels;
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SDL_FreeFormat(pixel_format_struct);
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}
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delete[] pixels;
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SDL_FreeFormat(pixel_format_struct);
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return hue_shifted_texture;
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}
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SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, Uint32 format)
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SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base)
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{
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Box box = get_texture_box(base);
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return duplicate_texture(renderer, base, box.get_size(), format);
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return duplicate_texture(renderer, base, box.get_size());
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}
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SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, const glm::vec2& size, Uint32 format)
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SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, const glm::vec2& size)
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{
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SDL_BlendMode original_blend_mode;
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SDL_GetTextureBlendMode(base, &original_blend_mode);
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Uint32 format;
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SDL_QueryTexture(base, &format, nullptr, nullptr, nullptr);
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SDL_Texture* duplicate = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_TARGET, size.x, size.y);
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if (duplicate == NULL)
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{
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@ -256,10 +264,10 @@ SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, c
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}
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SDL_SetTextureBlendMode(base, SDL_BLENDMODE_NONE);
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SDL_SetTextureBlendMode(duplicate, SDL_BLENDMODE_BLEND);
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if ((SDL_RenderCopyF(renderer, base, NULL, NULL)) < 0)
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if ((SDL_RenderCopyF(renderer, base, nullptr, nullptr)) < 0)
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{
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print_sdl_error("could not render base onto duplicate");
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return NULL;
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return nullptr;
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}
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SDL_SetTextureBlendMode(base, original_blend_mode);
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SDL_SetTextureBlendMode(duplicate, original_blend_mode);
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@ -267,27 +275,29 @@ SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, c
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}
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SDL_Texture* sfw::get_remapped_texture(
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SDL_Renderer* renderer, SDL_Texture* base, const std::map<SDL_Color, SDL_Color>& map, Uint32 format)
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SDL_Renderer* renderer, SDL_Texture* base, const std::map<SDL_Color, SDL_Color>& map)
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{
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SDL_Texture* remapped = duplicate_texture(renderer, base, format);
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if (remapped == NULL)
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SDL_Texture* remapped = duplicate_texture(renderer, base);
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if (remapped == nullptr)
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{
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print_sdl_error("could not duplicate base texture");
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return NULL;
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return nullptr;
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}
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if ((SDL_SetRenderTarget(renderer, remapped)) < 0)
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{
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print_sdl_error("could not set render target to remapped texture");
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return NULL;
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||||
return nullptr;
|
||||
}
|
||||
Box box = get_texture_box(remapped);
|
||||
std::uint32_t format;
|
||||
SDL_QueryTexture(remapped, &format, nullptr, nullptr, nullptr);
|
||||
int bytes_per_pixel = SDL_BYTESPERPIXEL(format);
|
||||
int bytes_total = bytes_per_pixel * box.get_w() * box.get_h();
|
||||
unsigned char* pixels = new unsigned char[bytes_total];
|
||||
if ((SDL_RenderReadPixels(renderer, NULL, format, pixels, bytes_total / box.get_h())) < 0)
|
||||
if ((SDL_RenderReadPixels(renderer, nullptr, format, pixels, bytes_total / box.get_h())) < 0)
|
||||
{
|
||||
print_sdl_error("could not read pixels after setting remapped texture as target");
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
SDL_Color color;
|
||||
for (int ii = 0; ii < bytes_total; ii += bytes_per_pixel)
|
||||
|
@ -312,7 +322,7 @@ SDL_Texture* sfw::get_remapped_texture(
|
|||
}
|
||||
}
|
||||
}
|
||||
if (SDL_UpdateTexture(remapped, NULL, pixels, bytes_total / box.get_h()) < 0)
|
||||
if (SDL_UpdateTexture(remapped, nullptr, pixels, bytes_total / box.get_h()) < 0)
|
||||
{
|
||||
print_sdl_error("could not update remapped texture");
|
||||
}
|
||||
|
@ -321,19 +331,19 @@ SDL_Texture* sfw::get_remapped_texture(
|
|||
}
|
||||
|
||||
SDL_Texture* sfw::get_remapped_texture(
|
||||
SDL_Renderer* renderer, const std::string& path, const std::map<SDL_Color, SDL_Color>& map, Uint32 format)
|
||||
SDL_Renderer* renderer, const std::string& path, const std::map<SDL_Color, SDL_Color>& map)
|
||||
{
|
||||
SDL_Texture* base = IMG_LoadTexture(renderer, path.c_str());
|
||||
if (base == NULL)
|
||||
if (base == nullptr)
|
||||
{
|
||||
print_sdl_error("error loading file");
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
SDL_Texture* remapped = get_remapped_texture(renderer, base, map, format);
|
||||
if (remapped == NULL)
|
||||
SDL_Texture* remapped = get_remapped_texture(renderer, base, map);
|
||||
if (remapped == nullptr)
|
||||
{
|
||||
print_error("could not remap texture");
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
SDL_DestroyTexture(base);
|
||||
return remapped;
|
||||
|
|
|
@ -39,6 +39,8 @@ namespace sfw
|
|||
Box get_texture_box(SDL_Texture*);
|
||||
void populate_pixel_2d_array(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&);
|
||||
void populate_pixel_2d_array(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&, const Box&);
|
||||
void apply_array_to_texture(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&);
|
||||
void apply_array_to_texture(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&, const Box&);
|
||||
std::vector<SDL_Texture*> get_halo_frames(
|
||||
Node&, float, int, const std::vector<SDL_Color>& = {{0, 0, 0, 255}, {255, 255, 255, 255}}, float = 4.0f, bool = true);
|
||||
std::vector<SDL_Texture*> get_portal_frames(SDL_Renderer*, glm::vec2, float = 60, float = 30, int = 4, int = 6);
|
||||
|
@ -47,13 +49,10 @@ namespace sfw
|
|||
SDL_Texture* get_filled_texture(SDL_Renderer*, glm::vec2, const SDL_Color&, Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* get_filled_texture(SDL_Renderer*, glm::vec2, SDL_Texture*, Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* get_hue_shifted_texture(SDL_Renderer*, SDL_Texture*, float);
|
||||
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, const glm::vec2&, Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* get_remapped_texture(
|
||||
SDL_Renderer*, SDL_Texture*, const std::map<SDL_Color, SDL_Color>&, Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* get_remapped_texture(
|
||||
SDL_Renderer*, const std::string&, const std::map<SDL_Color, SDL_Color>&,
|
||||
Uint32 = SDL_PIXELFORMAT_RGBA32);
|
||||
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*);
|
||||
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, const glm::vec2&);
|
||||
SDL_Texture* get_remapped_texture(SDL_Renderer*, SDL_Texture*, const std::map<SDL_Color, SDL_Color>&);
|
||||
SDL_Texture* get_remapped_texture(SDL_Renderer*, const std::string&, const std::map<SDL_Color, SDL_Color>&);
|
||||
SDL_Texture* get_pixel_scaled_texture(SDL_Renderer*, SDL_Texture*, int = 1, int = scaler::scale2x);
|
||||
std::vector<fs::path> glob(fs::path);
|
||||
fs::path get_next_file_name(
|
||||
|
@ -80,7 +79,7 @@ namespace sfw
|
|||
}
|
||||
|
||||
template<typename N>
|
||||
float mod(N a, N b)
|
||||
inline float mod(N a, N b)
|
||||
{
|
||||
return (b + (a % b)) % b;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue