SDL and Sudoku : resizing SDL_Surface - sdl

I have to take a photo of a sudoku grid, then I have to save all the cell of the grid.
I have to use for another algorithm, SDL_Surface of 28x28 pixels for each cell, but I don't know how to do that because the photo I took could be larger than that, or smaller than that. I had a look on SDL_BlitSurface but I have to use SDL1 so it doesn't work, and with SDL_SoftStretch I don't know how to proceed.

I found a solution here :
https://www.gamedev.net/forums/topic/640043-scaling-images/
So here is the main part of it :
double zoomx = newwidth / (float)image->w;
double zoomy = newheight / (float)image->h;
// This function assumes no smoothing, so that any colorkeys wont bleed.
SDL_Surface* sized = zoomSurface( image, zoomx, zoomy, SMOOTHING_OFF );
To use zoomSurface, it needs to :
add #include "SDL/SDL_rotozoom.h" at the beginning of the file.
use the following option with gcc : -lSDL_gfx.

Related

Figuring out best solution for a Maze solver, with animated output

Abstract
My ultimate goal is to use Fltk to take user inputs of pixels, display a generated maze (either my own, or fetch it from the website mentioned in the details), and then show the animated solution.
This is what i've managed so far:
https://giant.gfycat.com/VioletWelloffHatchetfish.webm
Details
I'm in my first c++/algorithm class of a bachelors in CE.
As we've been learning about graphs, dijkstra etc. the last weeks i decided after watching Computerphile's video about Maze solving, to try to put the theory into "practice".
At first i wanted to output a maze from this site, http://hereandabove.com/maze/mazeorig.form.html, with the plotted solution. I chose that walls and paths should be 1x1 pixel, to make it easier to make into a 2D-vector, and then a graph.
This went well, and my program outputs a solved .png file, using dijkstra to find the shortest path.
I then wanted to put the entire solution in an animated gif.
This also works well. For each pixel it colors green/yellow, it passes an RGBA-vector to a gif-library, and in the end i end up with an animated step by step solution.
I also for each RGBA-vector passed to the gif-library, scale it up first, using this function:
//Both the buffer and resized buffer are member variables, and for each //plotted pixel in the path it updates 'buffer', and in this function makes a //larger version of it to 'resized_buffer'
// HEIGHT and WIDTH are the original size
// nHeight and nWidth are the new size.
bool Maze_IMG::resample(int nWidth, int nHeight)
{
if (buffer.size() == 0) return false;
resized_buffer.clear();
for (int i = 0; i < nWidth * nHeight * 4; i++) resized_buffer.push_back(-1);
double scaleWidth = (double)nWidth / (double)WIDTH;
double scaleHeight = (double)nHeight / (double)HEIGHT;
for (int cy = 0; cy < nHeight; cy++)
{
for (int cx = 0; cx < nWidth; cx++)
{
int pixel = (cy * (nWidth * 4)) + (cx * 4);
int nearestMatch = (((int)(cy / scaleHeight) * (WIDTH * 4)) + ((int)(cx / scaleWidth) * 4));
resized_buffer[pixel] = buffer[nearestMatch];
resized_buffer[pixel + 1] = buffer[nearestMatch + 1];
resized_buffer[pixel + 2] = buffer[nearestMatch + 2];
resized_buffer[pixel + 3] = buffer[nearestMatch + 3];
}
}
return true;
}
Problems
The problem is that it takes a looong time to do this while scaling them up, even with "small" mazes at 50x50 pixels, when trying to scale them to say 300x300. I've spent a lot of time to make code as efficient and fast as possible, but after i added the scaling, stuff that used to take 10 minutes, now takes hours.
In fltk i use the Fl_Anim_Gif-library to display animated gifs, but it wont load the maze gifs that has been scaled up (still troubleshooting this).
My real questions
Is it possible to improve the scaling function, so that it does not take forever? Or is this a totally wrong approach?
Is it a stupid idea to try to display it as a gif in fltk, would it be easier to just draw it directly in fltk, or should i rather try to display the images one after another i fltk?
I'm just familiarizing myself with fltk. Would it be easier now to use something like Qt instead. Would that be more beneficial in the long run as far as learning a GUI-library goes?
I'm mainly doing this for learning, and to start building some sort of portfolio for when i graduate. Is it beneficial at all to make a gui for this, or is this a waste of time?
Any thoughts or input would be greatly appreciated.
Whatever graphics package you use, the performance will be similar. It depends on how you handle the internals. For instance,
If you write it to a buffer and BLT it to the screen, it would be faster than writing to the screen directly.
If you only BLT on the paint event, it would be faster than forcing and update every time the screen data changes.
If you preallocate the buffers then the system does not have to keep on reallocating whenever the buffer space runs out.
Assuming that the space is preallocated, it can be written to without clearing first. Every cell it going to be written to so no need to clear, allocate and and reallocate.

How to launch a window as a function of the size of the screen?

I am trying to find a solution to launch a window as a function of the size of the screen. I know there is the method resize() of the Gtk::Window but it is only pixels and not percent that's the problem.
Thank you !
You can get the screen width and height in pixels in a quick and dirty way like this:
#include <Windows.h> // Need this to get the screen resolution.
// Get the horizontal and vertical screen sizes in pixels:
static void GetDesktopResolution(int& horizontal, int& vertical) {
SetProcessDPIAware();
horizontal = GetSystemMetrics(SM_CXVIRTUALSCREEN);
vertical = GetSystemMetrics(SM_CYVIRTUALSCREEN);
}
For more advanced functionality, like dealing with multiple monitors, check out the link from the first comment on your question. The answers there are not just for OpenGL.

How to change an images size in c++, SDL

How can I change the images size in the code below:
const int XHome = 10, YHome = 10;
const int WHome = 50, HHome = 50;
.
.
.
SDL_Surface* Image = SDL_LoadBMP(Address);
SDL_Rect destRect;
destRect.x = WHome * x;
destRect.y = HHome * y;
destRect.w = WHome;
destRect.h = HHome;
SDL_BlitSurface(Image, NULL, mainScreen, &destRect);
SDL_FreeSurface(Image);
When I put Image in mainScreen which is another SDL_Surface, It's bigger than 50*50. Is it possible to resize Image? Thank you.
this is what happens when I set the WHome and HHome, 50*50.
Since I have only 5 reputation, I can't post images. To see the image please click here.
But when I set them like the original images size, this is what I see:
here
According to the SDL_BlitSurface documentation:
Only the position is used in the dstrect (the width and height are ignored).
I highly recommend switching to SDL 2 for many reasons (hardware acceleration being a big one); this task would also become trivial with a texture and SDL_RenderCopy. If you're somehow stuck using SDL 1, you can either look into scaling surfaces manually, or use a library like SDL_gfx, which has custom blit functions.

SDL Resetting Surfaces

I draw some text to a surface (using SDL_ttf) and then I want to change the text on the surface. If I just redraw the surface the text does not go away. I have looked at several forum posts on how to fix the problem but I just cannot seem to figure it out. In particular I cannot understand why this solution does not work: (code is long so this just gives the essentials)
In Class file declared:
SDL_Surface* box; // These two are initialised to the
SDL_Surface* boxCopy; // same image
At the start of my render function:
*box = *boxCopy; \\Reset box surface
My understanding of pointers and C++ (which is admittedly limited) suggests that this should make the surface pointed at by box equal to the surface pointed at by boxCopy. Instead the boxCopy surface becomes a copy of box. I have no idea how boxCopy can be changed by this line of code but it seems like that is what is happening.
I'm not sure i completely understand your problem but hopefully this can help.. It's easier to update the text whenever the surface it's drawn on is to be updated rather than updating it whenever the actual text is updated. It might not be as optimized performance wise but i would say it's easier in most cases.
A typical program loop would include a re-rendering of a surface representing the screen followed by an SDL_Flip of this surface. You can of course optimize your re-rendering so you only render what has actually been updated since last frame. Is that what you're working on perhaps? If so, and if you use the method below you should be aware that the new text only covers the size of the new text and not the entire old text. I usually solve this by first drawing a filled rectangle and then the new text.
Here is a TTF example showing how text can be drawn on a surface (here called m_Screen, which is the surface flipped to screen every frame) in the simple case where i have one background color only:
void drawText(const char* string, int x, int y,
int fR, int fG, int fB, int bR, int bG, int bB)
{
SDL_Color foregroundColor = { fR, fG, fB };
SDL_Color backgroundColor = { bR, bG, bB };
SDL_Surface* textSurface = TTF_RenderText_Shaded(m_Font, string,
foregroundColor,
backgroundColor);
SDL_Rect textLocation = { x, y, 0, 0 };
SDL_BlitSurface(textSurface, NULL, m_Screen, &textLocation);
SDL_FreeSurface(textSurface);
}
Notice that this has been done before calling drawText (with some suitable font size):
m_Font = TTF_OpenFont("arial.ttf", size);
And this is done at cleanup:
TTF_CloseFont(m_Font);

Getting dimensions of text in SFML

I was wondering how i get the dimensions of my text in SFML?
I tried to do it like this:
sf::Text text("Hello SFML", font, 50);
// using text.getRect()
// i also tried getScale() & getSize()
// neither are correct
text.setPosition( window.getSize().y/2 - text.getRect().y,50 );
Does any one know ?
Thanks :)
Looking at the documentation it seems like the function
getLocalBounds could be of use to you. The line would be:
float width = text.getLocalBounds().width;
I'm not sure if the sf::Text object would add any padding on the ends of the bounding rectangle.
Alternatively, you could make use of findCharacterPos with something like:
float width = text.findCharacterPos(numChars - 1).x - text.findCharacterPos(0).x;
where numChars is the number of characters in the string of your text object. However, since findCharacterPos will return global coordinates, it's probably more convenient to use getLocalBounds, this way you don't have to worry about whether your text object has any transformations applied to it.
You can use getGlobalBounds() to get the size/coordinates after a transformation (rotation, scale, move...).
Otherwise it's getLocalBounds().
Doc: http://www.sfml-dev.org/documentation/2.3.1/classsf_1_1Text.php