Wrote out the system for breaking shape-masks into quad-trees of rectangles, and added code to conglomerate those quad-trees of rectangles into regions for setting shapes under Win32.
This commit is contained in:
parent
3433f10279
commit
9a3f51f3c5
3 changed files with 130 additions and 296 deletions
|
@ -27,6 +27,7 @@
|
|||
#include "SDL_pixels.h"
|
||||
#include "SDL_surface.h"
|
||||
#include "SDL_shape.h"
|
||||
#include "SDL_shape_internals.h"
|
||||
|
||||
SDL_Window* SDL_CreateShapedWindow(const char *title,unsigned int x,unsigned int y,unsigned int w,unsigned int h,Uint32 flags) {
|
||||
SDL_Window *result = SDL_CreateWindow(title,x,y,w,h,SDL_WINDOW_BORDERLESS | flags & !SDL_WINDOW_FULLSCREEN & !SDL_WINDOW_SHOWN);
|
||||
|
@ -55,7 +56,7 @@ SDL_bool SDL_IsShapedWindow(const SDL_Window *window) {
|
|||
return (SDL_bool)(window->shaper != NULL);
|
||||
}
|
||||
|
||||
/* REQUIRES that bitmap point to a w-by-h bitmap with 1bpp. */
|
||||
/* REQUIRES that bitmap point to a w-by-h bitmap with ppb pixels-per-byte. */
|
||||
void SDL_CalculateShapeBitmap(SDL_WindowShapeMode mode,SDL_Surface *shape,Uint8* bitmap,Uint8 ppb,Uint8 value) {
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
|
@ -105,6 +106,111 @@ void SDL_CalculateShapeBitmap(SDL_WindowShapeMode mode,SDL_Surface *shape,Uint8*
|
|||
SDL_UnlockSurface(shape);
|
||||
}
|
||||
|
||||
SDL_ShapeTree* RecursivelyCalculateShapeTree(SDL_WindowShapeMode mode,SDL_Surface* mask,SDL_bool invert,SDL_Rect dimensions) {
|
||||
int x = 0,y = 0;
|
||||
Uint8* pixel = NULL;
|
||||
Uint32 pixel_value = 0;
|
||||
Uint8 r = 0,g = 0,b = 0,a = 0;
|
||||
SDL_bool pixel_transparent = SDL_FALSE;
|
||||
int last_transparent = -1;
|
||||
SDL_Color key;
|
||||
SDL_ShapeTree* result = malloc(sizeof(SDL_ShapeTree));
|
||||
SDL_Rect next = {0,0,0,0};
|
||||
for(y=dimensions.y;y<dimensions.h;y++)
|
||||
for(x=dimensions.x;x<dimensions.w;x++) {
|
||||
pixel_value = 0;
|
||||
pixel = (Uint8 *)(mask->pixels) + (y*mask->pitch) + (x*mask->format->BytesPerPixel);
|
||||
switch(mask->format->BytesPerPixel) {
|
||||
case(1):
|
||||
pixel_value = *(Uint8*)pixel;
|
||||
break;
|
||||
case(2):
|
||||
pixel_value = *(Uint16*)pixel;
|
||||
break;
|
||||
case(4):
|
||||
pixel_value = *(Uint32*)pixel;
|
||||
break;
|
||||
}
|
||||
SDL_GetRGBA(pixel_value,mask->format,&r,&g,&b,&a);
|
||||
switch(mode.mode) {
|
||||
case(ShapeModeDefault):
|
||||
pixel_transparent = (a >= 1 ? !invert : invert);
|
||||
break;
|
||||
case(ShapeModeBinarizeAlpha):
|
||||
pixel_transparent = (a >= mode.parameters.binarizationCutoff ? !invert : invert);
|
||||
break;
|
||||
case(ShapeModeReverseBinarizeAlpha):
|
||||
pixel_transparent = (a <= mode.parameters.binarizationCutoff ? !invert : invert);
|
||||
break;
|
||||
case(ShapeModeColorKey):
|
||||
key = mode.parameters.colorKey;
|
||||
pixel_transparent = ((key.r == r && key.g == g && key.b == b) ? !invert : invert);
|
||||
break;
|
||||
}
|
||||
if(last_transparent == -1) {
|
||||
last_transparent = pixel_transparent;
|
||||
break;
|
||||
}
|
||||
if(last_transparent != pixel_transparent) {
|
||||
result->kind = QuadShape;
|
||||
//These will stay the same.
|
||||
next.w = dimensions.w / 2;
|
||||
next.h = dimensions.h / 2;
|
||||
//These will change from recursion to recursion.
|
||||
next.x = dimensions.x;
|
||||
next.y = dimensions.y;
|
||||
result->data.children.upleft = RecursivelyCalculateShapeTree(mode,mask,invert,next);
|
||||
next.x = dimensions.w / 2 + 1;
|
||||
//Unneeded: next.y = dimensions.y;
|
||||
result->data.children.upright = RecursivelyCalculateShapeTree(mode,mask,invert,next);
|
||||
next.x = dimensions.x;
|
||||
next.y = dimensions.h / 2 + 1;
|
||||
result->data.children.downleft = RecursivelyCalculateShapeTree(mode,mask,invert,next);
|
||||
next.x = dimensions.w / 2 + 1;
|
||||
//Unneeded: next.y = dimensions.h / 2 + 1;
|
||||
result->data.children.downright = RecursivelyCalculateShapeTree(mode,mask,invert,next);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
//If we never recursed, all the pixels in this quadrant have the same "value".
|
||||
result->kind = (last_transparent == SDL_FALSE ? OpaqueShape : TransparentShape);
|
||||
result->data.shape = dimensions;
|
||||
return result;
|
||||
}
|
||||
|
||||
SDL_ShapeTree* SDL_CalculateShapeTree(SDL_WindowShapeMode mode,SDL_Surface* shape,SDL_bool invert) {
|
||||
SDL_Rect dimensions = {0,0,shape->w,shape->h};
|
||||
SDL_ShapeTree* result = NULL;
|
||||
if(SDL_MUSTLOCK(shape))
|
||||
SDL_LockSurface(shape);
|
||||
result = RecursivelyCalculateShapeTree(mode,shape,invert,dimensions);
|
||||
if(SDL_MUSTLOCK(shape))
|
||||
SDL_UnlockSurface(shape);
|
||||
return result;
|
||||
}
|
||||
|
||||
void SDL_TraverseShapeTree(SDL_ShapeTree *tree,void(*function)(SDL_ShapeTree*,void*),void* closure) {
|
||||
if(tree->kind == QuadShape) {
|
||||
SDL_TraverseShapeTree(tree->data.children.upleft,function,closure);
|
||||
SDL_TraverseShapeTree(tree->data.children.upright,function,closure);
|
||||
SDL_TraverseShapeTree(tree->data.children.downleft,function,closure);
|
||||
SDL_TraverseShapeTree(tree->data.children.downright,function,closure);
|
||||
}
|
||||
else
|
||||
function(tree,closure);
|
||||
}
|
||||
|
||||
void SDL_FreeShapeTree(SDL_ShapeTree** shapeTree) {
|
||||
if((*shapeTree)->kind == QuadShape) {
|
||||
SDL_FreeShapeTree(&(*shapeTree)->data.children.upleft);
|
||||
SDL_FreeShapeTree(&(*shapeTree)->data.children.upright);
|
||||
SDL_FreeShapeTree(&(*shapeTree)->data.children.downleft);
|
||||
SDL_FreeShapeTree(&(*shapeTree)->data.children.downright);
|
||||
}
|
||||
free(*shapeTree);
|
||||
*shapeTree = NULL;
|
||||
}
|
||||
|
||||
int SDL_SetWindowShape(SDL_Window *window,SDL_Surface *shape,SDL_WindowShapeMode *shapeMode) {
|
||||
int result;
|
||||
if(window == NULL || !SDL_IsShapedWindow(window))
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue