demo: Añadido efecto de fuego en el fondo
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quickcg.h
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189
quickcg.h
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/*
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QuickCG 20191227
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Copyright (c) 2004-2019, Lode Vandevenne
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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QuickCG is an SDL 1.2 codebase that wraps some of the SDL 1.2 functionality.
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It's used by Lode's Computer Graphics Tutorial to work with simple function calls
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to demonstrate graphical programs. It may or may not be of industrial strength
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for games, though I've actually used it for some.
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QuickCG can handle some things that standard C++ does not but that are useful, such as:
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-drawing graphics
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-a bitmap font
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-simplified saving and loading of files
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-reading keyboard and mouse input
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-playing sound
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-color models
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-loading images
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Contact info:
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My email address is (puzzle the account and domain together with an @ symbol):
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Domain: gmail dot com.
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Account: lode dot vandevenne.
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*/
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#ifndef _quickcg_h_included
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#define _quickcg_h_included
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#include <SDL2/SDL.h>
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#include <string>
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#include <sstream>
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#include <iomanip>
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#include <vector>
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#include <algorithm> //std::min and std::max
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namespace QuickCG
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{
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////////////////////////////////////////////////////////////////////////////////
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// useful templates//////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// don't know why, but the standard C++ abs sometimes gives cryptic errors? if so use this :D
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template <typename T>
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const T template_abs(const T &a)
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{
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return (a < 0) ? -a : a;
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}
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// usage: std::string str = valtostr(25454.91654654f);
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template <typename T>
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std::string valtostr(const T &val)
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{
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std::ostringstream sstream;
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sstream << val;
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return sstream.str();
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}
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// usage: double val = strtoval<double>("465498.654");
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template <typename T>
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T strtoval(const std::string &s)
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{
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std::istringstream sstream(s);
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T val;
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sstream >> val;
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return val;
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}
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// length is decimal precision of the floating point number
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template <typename T>
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std::string valtostr(const T &val, int length, bool fixed = true)
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{
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std::ostringstream sstream;
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if (fixed)
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sstream << std::fixed;
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sstream << std::setprecision(length) << val;
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return sstream.str();
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}
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////////////////////////////////////////////////////////////////////////////////
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// COLOR STRUCTS/////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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struct ColorRGB8bit;
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// a color with 3 components: r, g and b
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struct ColorRGB
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{
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int r;
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int g;
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int b;
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ColorRGB(Uint8 r, Uint8 g, Uint8 b);
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ColorRGB(const ColorRGB8bit &color);
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ColorRGB();
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};
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ColorRGB operator+(const ColorRGB &color, const ColorRGB &color2);
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ColorRGB operator-(const ColorRGB &color, const ColorRGB &color2);
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ColorRGB operator*(const ColorRGB &color, int a);
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ColorRGB operator*(int a, const ColorRGB &color);
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ColorRGB operator/(const ColorRGB &color, int a);
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bool operator==(const ColorRGB &color, const ColorRGB &color2);
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bool operator!=(const ColorRGB &color, const ColorRGB &color2);
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static const ColorRGB RGB_Black(0, 0, 0);
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static const ColorRGB RGB_Red(255, 0, 0);
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static const ColorRGB RGB_Green(0, 255, 0);
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static const ColorRGB RGB_Blue(0, 0, 255);
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static const ColorRGB RGB_Cyan(0, 255, 255);
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static const ColorRGB RGB_Magenta(255, 0, 255);
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static const ColorRGB RGB_Yellow(255, 255, 0);
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static const ColorRGB RGB_White(255, 255, 255);
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static const ColorRGB RGB_Gray(128, 128, 128);
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static const ColorRGB RGB_Grey(192, 192, 192);
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static const ColorRGB RGB_Maroon(128, 0, 0);
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static const ColorRGB RGB_Darkgreen(0, 128, 0);
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static const ColorRGB RGB_Navy(0, 0, 128);
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static const ColorRGB RGB_Teal(0, 128, 128);
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static const ColorRGB RGB_Purple(128, 0, 128);
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static const ColorRGB RGB_Olive(128, 128, 0);
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// a color with 3 components: r, g and b
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struct ColorRGB8bit
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{
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Uint8 r;
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Uint8 g;
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Uint8 b;
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ColorRGB8bit(Uint8 r, Uint8 g, Uint8 b);
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ColorRGB8bit(const ColorRGB &color);
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ColorRGB8bit();
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};
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// a color with 3 components: h, s and l
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struct ColorHSL
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{
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int h;
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int s;
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int l;
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ColorHSL(Uint8 h, Uint8 s, Uint8 l);
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ColorHSL();
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};
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// a color with 3 components: h, s and v
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struct ColorHSV
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{
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int h;
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int s;
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int v;
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ColorHSV(Uint8 h, Uint8 s, Uint8 v);
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ColorHSV();
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};
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////////////////////////////////////////////////////////////////////////////////
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// COLOR CONVERSIONS/////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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ColorHSL RGBtoHSL(const ColorRGB &colorRGB);
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ColorRGB HSLtoRGB(const ColorHSL &colorHSL);
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ColorHSV RGBtoHSV(const ColorRGB &colorRGB);
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ColorRGB HSVtoRGB(const ColorHSV &colorHSV);
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Uint32 RGBtoINT(const ColorRGB &colorRGB);
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ColorRGB INTtoRGB(Uint32 colorINT);
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}
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#endif
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