#include "DiabloUI/art_draw.h" #include "DiabloUI/diabloui.h" #include "palette.h" #include "utils/display.h" #include "utils/sdl_compat.h" namespace devilution { void UpdatePalette(Art *art, const SDL_Surface *output) { if (art->surface->format->BitsPerPixel != 8) return; if (art->palette_version == pal_surface_palette_version) return; if (output == nullptr || output->format->BitsPerPixel != 8) output = PalSurface; if (SDLC_SetSurfaceColors(art->surface.get(), output->format->palette) <= -1) ErrSdl(); art->palette_version = pal_surface_palette_version; } void DrawArt(Point screenPosition, Art *art, int nFrame, Uint16 srcW, Uint16 srcH) { if (art->surface == nullptr || screenPosition.y >= gnScreenHeight || screenPosition.x >= gnScreenWidth) return; SDL_Rect srcRect = MakeSdlRect(0, nFrame * art->h(), art->w(), art->h()); ScaleOutputRect(&srcRect); if (srcW != 0 && srcW < srcRect.w) srcRect.w = srcW; if (srcH != 0 && srcH < srcRect.h) srcRect.h = srcH; if (screenPosition.x + srcRect.w <= 0 || screenPosition.y + srcRect.h <= 0) return; SDL_Rect dstRect = MakeSdlRect(screenPosition.x, screenPosition.y, srcRect.w, srcRect.h); ScaleOutputRect(&dstRect); UpdatePalette(art); if (SDL_BlitSurface(art->surface.get(), &srcRect, DiabloUiSurface(), &dstRect) < 0) ErrSdl(); } void DrawArt(const Surface &out, Point position, Art *art, int nFrame, Uint16 srcW, Uint16 srcH) { if (art->surface == nullptr || position.y >= out.h() || position.x >= out.w()) return; SDL_Rect srcRect = MakeSdlRect(0, nFrame * art->h(), art->w(), art->h()); if (srcW != 0 && srcW < srcRect.w) srcRect.w = srcW; if (srcH != 0 && srcH < srcRect.h) srcRect.h = srcH; if (position.x + srcRect.w <= 0 || position.y + srcRect.h <= 0) return; out.Clip(&srcRect, &position); SDL_Rect dstRect = MakeSdlRect(position.x + out.region.x, position.y + out.region.y, 0, 0); UpdatePalette(art, out.surface); if (SDL_BlitSurface(art->surface.get(), &srcRect, out.surface, &dstRect) < 0) ErrSdl(); } void DrawAnimatedArt(Art *art, Point screenPosition) { DrawArt(screenPosition, art, GetAnimationFrame(art->frames)); } int GetAnimationFrame(int frames, int fps) { int frame = (SDL_GetTicks() / fps) % frames; return frame > frames ? 0 : frame; } } // namespace devilution