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https://gitlab.com/dosowisko.net/libsuperderpy.git
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91 lines
4.2 KiB
C
91 lines
4.2 KiB
C
/*! \file utils.h
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* \brief Headers of helper functions.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* 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.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* 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
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#define LIBSUPERDERPY_UTILS_H
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#include "libsuperderpy.h"
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struct Gamestate;
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/*! \brief Draws rectangle filled with vertical gradient. */
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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. */
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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.
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*
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* Draws given text two times: once with color (0,0,0,128) and 1px off in both x and y axis,
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* and second time with actual given color and position.
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*/
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void DrawTextWithShadow(ALLEGRO_FONT* font, ALLEGRO_COLOR color, float x, float y, int flags, char const* text);
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int DrawWrappedText(ALLEGRO_FONT* font, ALLEGRO_COLOR color, float x, float y, int width, int flags, char const* text);
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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);
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void DrawCenteredScaled(ALLEGRO_BITMAP* bitmap, float x, float y, double sx, double sy, int flags);
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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. */
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void ClearToColor(struct Game* game, ALLEGRO_COLOR color);
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ALLEGRO_COLOR InterpolateColor(ALLEGRO_COLOR c1, ALLEGRO_COLOR c2, float frac);
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void ScaleBitmap(ALLEGRO_BITMAP* source, int width, int height);
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/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
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ALLEGRO_BITMAP* LoadScaledBitmap(struct Game* game, char* filename, int width, int height);
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/*! \brief Finds path for data file. */
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char* GetDataFilePath(struct Game* game, const char* filename);
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__attribute__((__format__(__printf__, 5, 6))) void PrintConsoleWithContext(struct Game* game, int line, const char* file, const char* func, char* format, ...);
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/*! \brief Print some message on game console.
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*
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* Draws message on console bitmap, so it'll be displayed when calling DrawConsole.
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* If game->debug is true, then it also prints given message on stdout.
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* It needs to be called in printf style.
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*/
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#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, ...);
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#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);
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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);
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char* StrToLower(struct Game* game, char* text);
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char* StrToUpper(struct Game* game, char* text);
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char* PunchNumber(struct Game* game, char* text, char ch, int number);
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/*! \brief Quits the game. On platforms that allow it, brings the game to the background without quiting if <allow_pausing> is true. */
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void QuitGame(struct Game* game, bool allow_pausing);
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#endif
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