libsuperderpy/src/utils.h

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/*! \file utils.h
* \brief Headers of helper functions.
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*/
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/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (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 of
* MERCHANTABILITY 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 License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LIBSUPERDERPY_UTILS_H
#define LIBSUPERDERPY_UTILS_H
#include "libsuperderpy.h"
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struct Gamestate;
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/*! \brief Draws rectangle filled with vertical gradient. */
void DrawVerticalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR top, ALLEGRO_COLOR bottom);
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/*! \brief Draws rectangle filled with horizontal gradient. */
void DrawHorizontalGradientRect(float x, float y, float w, float h, ALLEGRO_COLOR left, ALLEGRO_COLOR right);
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/*! \brief Draws text with shadow.
*
* Draws given text two times: once with color (0,0,0,128) and 1px off in both x and y axis,
* and second time with actual given color and position.
*/
void DrawTextWithShadow(ALLEGRO_FONT* font, ALLEGRO_COLOR color, float x, float y, int flags, char const* text);
int DrawWrappedText(ALLEGRO_FONT* font, ALLEGRO_COLOR color, float x, float y, int width, int flags, char const* text);
int DrawWrappedTextWithShadow(ALLEGRO_FONT* font, ALLEGRO_COLOR color, float x, float y, int width, int flags, char const* text);
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void DrawCentered(ALLEGRO_BITMAP* bitmap, float x, float y, int flags);
void DrawCenteredScaled(ALLEGRO_BITMAP* bitmap, float x, float y, double sx, double sy, int flags);
void DrawCenteredTintedScaled(ALLEGRO_BITMAP* bitmap, ALLEGRO_COLOR tint, float x, float y, double sx, double sy, int flags);
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/*! \brief Clears the current target completely, without taking current clipping rectangle into account. */
void ClearToColor(struct Game* game, ALLEGRO_COLOR color);
ALLEGRO_COLOR InterpolateColor(ALLEGRO_COLOR c1, ALLEGRO_COLOR c2, float frac);
void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height);
/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
ALLEGRO_BITMAP* LoadScaledBitmap(struct Game* game, char* filename, int width, int height);
/*! \brief Finds path for data file. */
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char* GetDataFilePath(struct Game* game, const char* filename);
__attribute__((__format__(__printf__, 5, 6))) void PrintConsoleWithContext(struct Game* game, int line, const char* file, const char* func, char* format, ...);
/*! \brief Print some message on game console.
*
* Draws message on console bitmap, so it'll be displayed when calling DrawConsole.
* If game->debug is true, then it also prints given message on stdout.
* It needs to be called in printf style.
*/
#define PrintConsole(game, format, ...) PrintConsoleWithContext(game, __LINE__, __FILE__, __func__, format, ##__VA_ARGS__)
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__attribute__((__format__(__printf__, 6, 7))) void FatalErrorWithContext(struct Game* game, int line, const char* file, const char* func, bool exit, char* format, ...);
#define FatalError(game, exit, format, ...) FatalErrorWithContext(game, __LINE__, __FILE__, __func__, exit, format, ##__VA_ARGS__)
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void SetupViewport(struct Game* game);
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void WindowCoordsToViewport(struct Game* game, int* x, int* y);
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ALLEGRO_BITMAP* GetFramebuffer(struct Game* game);
void SetFramebufferAsTarget(struct Game* game);
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ALLEGRO_BITMAP* CreateNotPreservedBitmap(int width, int height);
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void EnableCompositor(struct Game* game, void compositor(struct Game* game, struct Gamestate* gamestates, ALLEGRO_BITMAP* loading_fb));
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void DisableCompositor(struct Game* game);
char* StrToLower(struct Game* game, char* text);
char* StrToUpper(struct Game* game, char* text);
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char* PunchNumber(struct Game* game, char* text, char ch, int number);
/*! \brief Quits the game. On platforms that allow it, brings the game to the background without quiting if <allow_pausing> is true. */
void QuitGame(struct Game* game, bool allow_pausing);
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#endif