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78 lines
1.6 KiB
78 lines
1.6 KiB
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#ifndef %{APPNAMEUC}_IMPL_H
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#define %{APPNAMEUC}_IMPL_H
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struct SDL_Surface;
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/**
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* @short This class is used for painting and supports some effects.
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* Note: This is used in Blurscope. Feel free to remove this and
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* implement your own drawing routines!
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*/
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template<class Pixel> class Bitmap
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{
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public:
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int width, height, extra;
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Pixel *data;
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Bitmap(int e=0) : extra(e), data(0) { }
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~Bitmap() { delete[] data; }
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inline void addPixel(int x, int y, int bright1, int bright2);
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void addVertLine(int x, int y, int y2, int br1, int br2);
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void fadeStar();
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void size(int w,int h)
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{
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delete[] data;
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width = w;
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height = h;
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data = new Pixel[w*h+extra];
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clear();
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}
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void clear()
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{
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memset(data,0,sizeof(Pixel)*(width*height+extra));
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}
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};
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/**
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* @short This class does:
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* o set up view
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* o drawing routines.
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*/
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class %{APPNAME}View
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{
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public:
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%{APPNAME}View(int in);
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~%{APPNAME}View();
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protected:
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/** Screen initialization with SDL. Note, that you can initialize OpenGL with SDL! */
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void startVideo();
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/** SDL event queue */
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void checkInput();
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/** Used in Blurscope. Feel free to implement your own drawing routines! */
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void setupPalette(double dummy=0.0);
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/** Draw everything. */
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void tqrepaint();
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private:
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/** used for pipelining */
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int mFd;
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/** SDL screen surface */
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SDL_Surface *surface;
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Bitmap<unsigned short> outputBmp;
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bool fullscreen;
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int width;
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int height;
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};
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#endif // %{APPNAMEUC}_IMPL_H
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