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Copy pathTextures.cpp
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211 lines (177 loc) · 7.16 KB
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#include "Internal.h"
#include "modules/DFSDL.h"
#include "modules/Textures.h"
#include "Debug.h"
#include "PluginManager.h"
#include "df/enabler.h"
using df::global::enabler;
using namespace DFHack;
using namespace DFHack::DFSDL;
namespace DFHack {
DBG_DECLARE(core, textures, DebugCategory::LINFO);
}
static bool g_loaded = false;
static long g_num_dfhack_textures = 0;
static long g_dfhack_logo_texpos_start = -1;
static long g_green_pin_texpos_start = -1;
static long g_red_pin_texpos_start = -1;
static long g_icons_texpos_start = -1;
static long g_on_off_texpos_start = -1;
static long g_control_panel_texpos_start = -1;
static long g_thin_borders_texpos_start = -1;
static long g_medium_borders_texpos_start = -1;
static long g_panel_borders_texpos_start = -1;
static long g_window_borders_texpos_start = -1;
// Converts an arbitrary Surface to something like the display format
// (32-bit RGBA), and converts magenta to transparency if convert_magenta is set
// and the source surface didn't already have an alpha channel.
// It also deletes the source surface.
//
// It uses the same pixel format (RGBA, R at lowest address) regardless of
// hardware.
DFSDL_Surface * canonicalize_format(DFSDL_Surface *src) {
DFSDL_PixelFormat fmt;
fmt.palette = NULL;
fmt.BitsPerPixel = 32;
fmt.BytesPerPixel = 4;
fmt.Rloss = fmt.Gloss = fmt.Bloss = fmt.Aloss = 0;
//#if SDL_BYTEORDER == SDL_BIG_ENDIAN
// fmt.Rshift = 24; fmt.Gshift = 16; fmt.Bshift = 8; fmt.Ashift = 0;
//#else
fmt.Rshift = 0; fmt.Gshift = 8; fmt.Bshift = 16; fmt.Ashift = 24;
//#endif
fmt.Rmask = 255 << fmt.Rshift;
fmt.Gmask = 255 << fmt.Gshift;
fmt.Bmask = 255 << fmt.Bshift;
fmt.Amask = 255 << fmt.Ashift;
fmt.colorkey = 0;
fmt.alpha = 255;
DFSDL_Surface *tgt = DFSDL_ConvertSurface(src, &fmt, 0); // SDL_SWSURFACE
DFSDL_FreeSurface(src);
return tgt;
}
const uint32_t TILE_WIDTH_PX = 8;
const uint32_t TILE_HEIGHT_PX = 12;
static size_t load_textures(color_ostream & out, const char * fname,
long *texpos_start) {
DFSDL_Surface *s = DFIMG_Load(fname);
if (!s) {
out.printerr("unable to load textures from '%s'\n", fname);
return 0;
}
s = canonicalize_format(s);
DFSDL_SetAlpha(s, 0, 255);
int dimx = s->w / TILE_WIDTH_PX;
int dimy = s->h / TILE_HEIGHT_PX;
long count = 0;
for (int y = 0; y < dimy; y++) {
for (int x = 0; x < dimx; x++) {
DFSDL_Surface *tile = DFSDL_CreateRGBSurface(0, // SDL_SWSURFACE
TILE_WIDTH_PX, TILE_HEIGHT_PX, 32,
s->format->Rmask, s->format->Gmask, s->format->Bmask,
s->format->Amask);
DFSDL_SetAlpha(tile, 0,255);
DFSDL_Rect vp;
vp.x = TILE_WIDTH_PX * x;
vp.y = TILE_HEIGHT_PX * y;
vp.w = TILE_WIDTH_PX;
vp.h = TILE_HEIGHT_PX;
DFSDL_UpperBlit(s, &vp, tile, NULL);
if (!count++)
*texpos_start = enabler->textures.raws.size();
enabler->textures.raws.push_back(tile);
}
}
DFSDL_FreeSurface(s);
DEBUG(textures,out).print("loaded %ld textures from '%s'\n", count, fname);
return count;
}
// DFHack could conceivably be loaded at any time, so we need to be able to
// handle loading textures before or after a world is loaded.
// If a world is already loaded, then append our textures to the raws. they'll
// be freed when the world is unloaded and we'll reload when we get to the title
// screen. If it's pre-world, append our textures and then adjust the "init"
// texture count so our textures will no longer be freed when worlds are
// unloaded.
//
void Textures::init(color_ostream &out) {
auto & textures = enabler->textures;
long num_textures = textures.raws.size();
if (num_textures <= g_dfhack_logo_texpos_start)
g_loaded = false;
if (g_loaded)
return;
bool is_pre_world = num_textures == textures.init_texture_size;
g_num_dfhack_textures = load_textures(out, "hack/data/art/dfhack.png",
&g_dfhack_logo_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/green-pin.png",
&g_green_pin_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/red-pin.png",
&g_red_pin_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/icons.png",
&g_icons_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/on-off.png",
&g_on_off_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/control-panel.png",
&g_control_panel_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/border-thin.png",
&g_thin_borders_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/border-medium.png",
&g_medium_borders_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/border-panel.png",
&g_panel_borders_texpos_start);
g_num_dfhack_textures += load_textures(out, "hack/data/art/border-window.png",
&g_window_borders_texpos_start);
DEBUG(textures,out).print("loaded %ld textures\n", g_num_dfhack_textures);
if (is_pre_world)
textures.init_texture_size += g_num_dfhack_textures;
// NOTE: when GL modes are supported, we'll have to re-upload textures here
g_loaded = true;
}
// It's ok to leave NULLs in the raws list (according to usage in g_src)
void Textures::cleanup() {
if (!g_loaded)
return;
auto & textures = enabler->textures;
auto &raws = textures.raws;
size_t texpos_end = g_dfhack_logo_texpos_start + g_num_dfhack_textures;
for (size_t idx = g_dfhack_logo_texpos_start; idx <= texpos_end; ++idx) {
DFSDL_FreeSurface((DFSDL_Surface *)raws[idx]);
raws[idx] = NULL;
}
if (g_dfhack_logo_texpos_start == textures.init_texture_size - g_num_dfhack_textures)
textures.init_texture_size -= g_num_dfhack_textures;
g_loaded = false;
g_num_dfhack_textures = 0;
g_dfhack_logo_texpos_start = -1;
}
long Textures::getDfhackLogoTexposStart() {
return g_dfhack_logo_texpos_start;
}
long Textures::getGreenPinTexposStart() {
return g_green_pin_texpos_start;
}
long Textures::getRedPinTexposStart() {
return g_red_pin_texpos_start;
}
long Textures::getIconsTexposStart() {
return g_icons_texpos_start;
}
long Textures::getOnOffTexposStart() {
return g_on_off_texpos_start;
}
long Textures::getControlPanelTexposStart() {
return g_control_panel_texpos_start;
}
long Textures::getThinBordersTexposStart() {
return g_thin_borders_texpos_start;
}
long Textures::getMediumBordersTexposStart() {
return g_medium_borders_texpos_start;
}
long Textures::getPanelBordersTexposStart() {
return g_panel_borders_texpos_start;
}
long Textures::getWindowBordersTexposStart() {
return g_window_borders_texpos_start;
}