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#include "DiabloUI/art_draw.h"
#include "DiabloUI/diabloui.h"
#include "utils/display.h"
#include "utils/sdl_compat.h"
namespace devilution {
void DrawArt(Point screenPosition, Art *art, int nFrame, Uint16 srcW, Uint16 srcH)
{
if (screenPosition.y >= gnScreenHeight || screenPosition.x >= gnScreenWidth || art->surface == nullptr)
return;
SDL_Rect srcRect;
srcRect.x = 0;
srcRect.y = nFrame * art->h();
srcRect.w = art->w();
srcRect.h = art->h();
ScaleOutputRect(&srcRect);
if (srcW != 0 && srcW < srcRect.w)
srcRect.w = srcW;
if (srcH != 0 && srcH < srcRect.h)
srcRect.h = srcH;
SDL_Rect dstRect = MakeSdlRect(screenPosition.x, screenPosition.y, srcRect.w, srcRect.h);
ScaleOutputRect(&dstRect);
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(), &srcRect, DiabloUiSurface(), &dstRect) < 0)
ErrSdl();
}
void DrawArt(const Surface &out, Point screenPosition, Art *art, int nFrame, Uint16 srcW, Uint16 srcH)
{
if (screenPosition.y >= gnScreenHeight || screenPosition.x >= gnScreenWidth || art->surface == nullptr)
return;
SDL_Rect srcRect;
srcRect.x = 0;
srcRect.y = nFrame * art->h();
srcRect.w = art->w();
srcRect.h = art->h();
if (srcW != 0 && srcW < srcRect.w)
srcRect.w = srcW;
if (srcH != 0 && srcH < srcRect.h)
srcRect.h = srcH;
SDL_Rect dstRect = MakeSdlRect(screenPosition.x, screenPosition.y, srcRect.w, srcRect.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(), &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