#include "DiabloUI/art_draw.h" #include "DiabloUI/diabloui.h" #include "render.h" #include "utils/display.h" #include "utils/sdl_compat.h" namespace devilution { void DrawArt(Sint16 screenX, Sint16 screenY, Art *art, int nFrame, Uint16 srcW, Uint16 srcH) { if (screenY >= gnScreenHeight || screenX >= gnScreenWidth || art->surface == NULL) return; SDL_Rect src_rect; src_rect.x = 0; src_rect.y = nFrame * art->h(); src_rect.w = art->w(); src_rect.h = art->h(); ScaleOutputRect(&src_rect); if (srcW && srcW < src_rect.w) src_rect.w = srcW; if (srcH && srcH < src_rect.h) src_rect.h = srcH; SDL_Rect dst_rect = { screenX, screenY, src_rect.w, src_rect.h }; ScaleOutputRect(&dst_rect); if (art->surface->format->BitsPerPixel == 8 && art->palette_version != pal_surface_palette_version) { if (SDLC_SetSurfaceColors(art->surface.get(), pal_surface->format->palette) <= -1) ErrSdl(); art->palette_version = pal_surface_palette_version; } if (SDL_BlitSurface(art->surface.get(), &src_rect, DiabloUiSurface(), &dst_rect) < 0) ErrSdl(); } void DrawArt(CelOutputBuffer out, Sint16 screenX, Sint16 screenY, Art *art, int nFrame, Uint16 srcW, Uint16 srcH) { if (screenY >= gnScreenHeight || screenX >= gnScreenWidth || art->surface == NULL) return; SDL_Rect src_rect; src_rect.x = 0; src_rect.y = nFrame * art->h(); src_rect.w = art->w(); src_rect.h = art->h(); if (srcW && srcW < src_rect.w) src_rect.w = srcW; if (srcH && srcH < src_rect.h) src_rect.h = srcH; SDL_Rect dst_rect; dst_rect.x = BUFFER_BORDER_LEFT + screenX; dst_rect.y = BUFFER_BORDER_TOP + screenY; dst_rect.w = src_rect.w; dst_rect.h = src_rect.h; if (art->surface->format->BitsPerPixel == 8 && art->palette_version != pal_surface_palette_version) { if (SDLC_SetSurfaceColors(art->surface.get(), out.surface->format->palette) <= -1) ErrSdl(); art->palette_version = pal_surface_palette_version; } if (SDL_BlitSurface(art->surface.get(), &src_rect, out.surface, &dst_rect) < 0) ErrSdl(); } void DrawAnimatedArt(Art *art, int screenX, int screenY) { DrawArt(screenX, screenY, art, GetAnimationFrame(art->frames)); } int GetAnimationFrame(int frames, int fps) { int frame = (SDL_GetTicks() / fps) % frames; return frame > frames ? 0 : frame; } } // namespace devilution