So I created a rectangle with Rectangle() function. When you are creating buttons, textboxes, you give them a certain number to access it later. Can I do the same with painted things?
P.S.: I need to create a rectangle and move it to another location
void SpawnRectangle(HDC hdc, int size, int amount)
{
int Offset = size / 2;
for (int i = 0; i < amount; ++i)
{
int LocationX = rand() % 1300 + 50;
int LocationY = rand() % 600 + 50;
Rectangle(hdc, LocationX - Offset, LocationY - Offset, LocationX + Offset, LocationY + Offset);
}
}
The Rectangle method (https://learn.microsoft.com/en-us/windows/desktop/api/wingdi/nf-wingdi-rectangle) draws a rectangle on the screen. It does not create a struct or class that defines the rectangle; it is literally the command to draw.
If you want to define a rectangle that you can use in other methods, FillRect, FrameRect, etc., then you want the RECT struct. This is a structure that you can create and store for later use, modify, and pass into other drawing methods.
Related
I have a window Mat gestures containing an image, I want to zoom in every pixel in the window but keep the border the same size. I have tried resize() but it's resizing the border as well.
For better explanation, I don't want the border that is in the green box to be resized as well as the whole border, but I need the image inside the border to be resized. How can I achieve this?
Set a ROI of the image excluding the border. If you already know the thickness, simply assign a new img from it. Then you can resize and draw cv::rectangle with the thickness of original image.
Following code snippet may not compile since I don't see a reproducible code.
cv::Mat img = cv::imread(...);
const int thick = 3;
const cv::Rect roi(thick, thick, img.width()-2*thick, img.height()-2*thick);
cv::Mat img_roi = img(roi);
cv::resize(...); // resize img_roi
cv::rectangle(...); // draw new border on img_roi, you need to pass a cv::Scalar value from img.at(0, 0) for the color of it.
However, I'm expecting a better idea from someone else.
The basic idea is deciding the scale changed every time on mouse wheel. After you get the current scale (v.s. origin image), you then can get the position and length of rectangle on scaled image.
In my github,checking OnMouseWheel () and RefreshSrcView () in Fastest_Image_Pattern_Matching/ELCVMatchTool/ELCVMatchToolDlg.cpp may give what you want.
Besides, if you only want to use opencv window without MFC framework or other frameworks, check this (pure OpenCV version)
Effect:
Part of the code:
BOOL CELCVMatchToolDlg::OnMouseWheel (UINT nFlags, short zDelta, CPoint pt)
{
POINT pointCursor;
GetCursorPos (&pointCursor);
ScreenToClient (&pointCursor);
// TODO: 在此加入您的訊息處理常式程式碼和 (或) 呼叫預設值
if (zDelta > 0)
{
if (m_iScaleTimes == MAX_SCALE_TIMES)
return TRUE;
else
m_iScaleTimes++;
}
if (zDelta < 0)
{
if (m_iScaleTimes == MIN_SCALE_TIMES)
return TRUE;
else
m_iScaleTimes--;
}
CRect rect;
//GetWindowRect (rect);
GetDlgItem (IDC_STATIC_SRC_VIEW)->GetWindowRect (rect);//重要
if (m_iScaleTimes == 0)
g_dCompensationX = g_dCompensationY = 0;
int iMouseOffsetX = pt.x - (rect.left + 1);
int iMouseOffsetY = pt.y - (rect.top + 1);
double dPixelX = (m_hScrollBar.GetScrollPos () + iMouseOffsetX + g_dCompensationX) / m_dNewScale;
double dPixelY = (m_vScrollBar.GetScrollPos () + iMouseOffsetY + g_dCompensationY) / m_dNewScale;
m_dNewScale = m_dSrcScale * pow (SCALE_RATIO, m_iScaleTimes);
if (m_iScaleTimes != 0)
{
int iWidth = m_matSrc.cols;
int iHeight = m_matSrc.rows;
m_hScrollBar.SetScrollRange (0, int (m_dNewScale * iWidth - m_dSrcScale * iWidth) - 1 + BAR_SIZE);
m_vScrollBar.SetScrollRange (0, int (m_dNewScale * iHeight - m_dSrcScale * iHeight) - 1 + BAR_SIZE);
int iBarPosX = int (dPixelX * m_dNewScale - iMouseOffsetX + 0.5);
m_hScrollBar.SetScrollPos (iBarPosX);
m_hScrollBar.ShowWindow (SW_SHOW);
g_dCompensationX = -iBarPosX + (dPixelX * m_dNewScale - iMouseOffsetX);
int iBarPosY = int (dPixelY * m_dNewScale - iMouseOffsetY + 0.5);
m_vScrollBar.SetScrollPos (iBarPosY);
m_vScrollBar.ShowWindow (SW_SHOW);
g_dCompensationY = -iBarPosY + (dPixelY * m_dNewScale - iMouseOffsetY);
//滑塊大小
SCROLLINFO infoH;
infoH.cbSize = sizeof (SCROLLINFO);
infoH.fMask = SIF_PAGE;
infoH.nPage = BAR_SIZE;
m_hScrollBar.SetScrollInfo (&infoH);
SCROLLINFO infoV;
infoV.cbSize = sizeof (SCROLLINFO);
infoV.fMask = SIF_PAGE;
infoV.nPage = BAR_SIZE;
m_vScrollBar.SetScrollInfo (&infoV);
//滑塊大小
}
else
{
m_hScrollBar.SetScrollPos (0);
m_hScrollBar.ShowWindow (SW_HIDE);
m_vScrollBar.SetScrollPos (0);
m_vScrollBar.ShowWindow (SW_HIDE);
}
RefreshSrcView ();
return CDialogEx::OnMouseWheel (nFlags, zDelta, pt);
}
I am a beginner programmer working on a program in c++ visual studio 2015 that takes an instance of a class titled rect and passes it to a function within rect that sets a rectangle of random size and position somewhere on a imaginary board in a console window. At the bottom of the code there are full instructions on what the code needs to do. The problem I am having is when the program prints the rectangles, the rectangle of "0's" is not printing but the rectangle of "1's" is. The rectangle rect0 is being passed by reference and the rect1 is being passed by pointer.
/*
iLab2: rectangles
*/
#define NOMINMAX // prevent Windows API from conflicting with "min" and "max"
#include <stdio.h> // C-style output. printf(char*,...), putchar(int)
#include <windows.h> // SetConsoleCursorPosition(HANDLE,COORD)
#include <conio.h> // _getch()
#include <time.h>
/**
* moves the console cursor to the given x/y coordinate
* 0, 0 is the upper-left hand coordinate. Standard consoles are 80x24.
* #param x
* #param y
*/
void moveCursor(int x, int y)
{
COORD c = { x,y };
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), c);
}
struct Vec2
{
short x, y; // variables x and y for storing rectangle coordinates
Vec2() : x(0), y(0) { } // default constructor for vect2 if no parameters are specified
Vec2(int x, int y) : x(x), y(y) { } // default constructor for vect2 if parameters are given
void operator+=(Vec2 v) // function for adding or subtracting (if v is negative) to move the rectangle
{
x += v.x;
y += v.y;
}
};
class Rect
{
Vec2 min, max;
public:
Rect(int minx, int miny, int maxx, int maxy)
:min(minx, miny), max(maxx, maxy)
{}
Rect() {}
void draw(const char letter) const
{
for (int row = min.y; row < max.y; row++)
{
for (int col = min.x; col < max.x; col++)
{
if (row >= 0 && col >= 0)
{
moveCursor(col, row);
putchar(letter);
}
}
}
}
void setMax(int maxx, int maxy)
{
this->max.x = maxx;
this->max.y = maxy;
}
void setMin(int minx, int miny)
{
this->min.x = minx;
this->min.y = miny;
}
bool isOverlapping(Rect const & r) const
{
return !(min.x >= r.max.x || max.x <= r.min.x
|| min.y >= r.max.y || max.y <= r.min.y);
}
void translate(Vec2 const & delta)
{
min+=(delta);
max+=(delta);
}
void setRandom(Rect & r);
void setRandom(Rect* r);
};
void Rect::setRandom(Rect & r)
{
srand(time(NULL)); // added to make the random placement and size of the rect different each time program runs
int pos_x, pos_y, height, width;
pos_x = rand() % 51;
pos_y = rand() % 21;
height = 2 + rand() % 11;
width = 2 + rand() % 11;
height = height / 2;
width = width / 2;
r.min.x = pos_x - width;
r.min.y = pos_y - height;
r.max.x = pos_x + width;
r.max.y = pos_y + height;
}
void Rect::setRandom(Rect * r)
{
srand(time(NULL)); // added to make the random placement and size of the rect different each time program runs
int posX, posY, heightPoint, widthPoint;
posX = rand() % 51;
posY = rand() % 21;
heightPoint = 2 + rand() % 11;
widthPoint = 2 + rand() % 11;
heightPoint = heightPoint / 2;
widthPoint = widthPoint / 2;
this->min.x = posX - widthPoint;
this->min.y = posY - heightPoint;
this->max.x = posX + widthPoint;
this->max.y = posY + heightPoint;
}
int main()
{
// initialization
//Rect userRect(7, 5, 10, 9); // (x-min, y-min, x-max, y-max) x-min how far left the rectange can be
//Rect rect0(10, 2, 14, 4); // (x-min, y-min, x-max, y-max)
//Rect rect1(1, 6, 5, 15); // (x-min, y-min, x-max, y-max)
//Rect userRect;
Rect * userRect;
Rect rect0;
Rect rect1;
const int rectSize = 5;
Rect rect[rectSize];
userRect = new Rect();
// set
rect[0].setRandom(rect[0]);
rect[1].setRandom(& rect[1]);
userRect->setMin(7, 5);
userRect->setMax(10, 9);
//rect0.setMin(10, 2);
//rect0.setMax(14, 4);
//rect1.setMin(1, 6);
//rect1.setMax(5, 15);
int userInput;
do
{
// draw
rect[0].draw('0'); // drawing the 0 rectangle with an x width of 4 and a y height of 2
rect[1].draw('1'); // drawing the 1 rectangle with a x width of 4 and a y height of 9
moveCursor(0, 0); // re-print instructions
printf("move with 'w', 'a', 's', and 'd'");
userRect->draw('#'); // drawing the user rectangle in its starting location with a x width of 3 and a y height of 4
// user input
userInput = _getch();
// update
Vec2 move;
switch (userInput)
{
case 'w': move = Vec2(0, -1); break; // Moves the user Rectangle -y or up on the screen
case 'a': move = Vec2(-1, 0); break; // Moves the user Rectangle -x or left on the screen
case 's': move = Vec2(0, +1); break; // Moves the user Rectangle +y or down on the screen
case 'd': move = Vec2(+1, 0); break; // Moves the user Rectangle +x or right on the screen
}
userRect->draw(' '); // un-draw before moving
userRect->translate(move); // moves the user rectangle to the new location
} while (userInput != 27); // escape key
delete userRect; // delete dynamic object to release memory
return 0;
}
// INSTRUCTIONS
// ------------
// 3) Random rectangles, by reference and by pointer
// a) create a method with the method signature "void setRandom(Rect & r)".
// This function will give the passed-in Rect object a random location.
// The random x should be between 0 and 50 x. The random y should be
// between 0 and 20. Limit the possible width and height to a minimum of 2
// and a maximum of 10.
// b) test "void setRandom(Rect & r)" on the local Rect object "rect0".
// c) create a method with the method signature
// "void setRandomByPointer(Rect * r)", which functions the same as
// "void setRandom(Rect & r)", except that the argument is
// passed-by-pointer.
// d) test "void setRandomByPointer(Rect * r)" on the local Rect object
// "rect1".
// 4) Test and show overlap
// a) Using the existing function "isOverlapping(Rect const &)", test to see
// if userRect collides with any other Rect objects. If userRect is
// overlapping, draw it with '+' instead '#'.
// b) Create a Rect * pointer that points to the address if the Rect object
// that userRect collides with. It should point at NULL if userRect is
// colliding with no other Rect objects.
// c) Print to the screen the width and height of a Rect object that userRect
// collides with. If no collision is happening, print "no collision"
// instead.
// 5) Array of objects
// a) Replace the Rect objects rect0 and rect1 with an array of 2 Rect
// objects, "rect[2]".
// b) Make sure you replace every remaining "rect0" with "rect[0]", and every
// "rect1" with "rect[1]".
// c) Increase the size of the "rect" array to 5. Make sure all 5 Rect
// objects are randomized, drawn to the screen, and tested for collision.
// d) If you have not already done so, replace
// duplicate-code-using-array-elements with a for-loop. For example:
// If you have:
// rect[0].draw('0');
// rect[1].draw('1');
// rect[2].draw('2');
// rect[3].draw('3');
// rect[4].draw('4');
// Replace it with:
// for(int i = 0; i < NUMBER_OF_RECTS; i++)
// {
// rect[i].draw('0'+i);
// }
// Do this where objects are randomized, drawn, and tested for collision
You have two different setRandom() methods with three problems.
Each time either setRandom() gets called, srand() also gets called. srand() should only be called once, when the program starts -- read the first answer to that question, carefully.
Code duplication. The code in both setRandom() is nearly identical. Code duplication is bad. Duplicated code means that if the algorithm needs to be changed in some way, you will have to remember to do it in two places. Or three places. Or four places. Or however many duplicate chunks of code exist in the code. You have to remember them all, and find them. If you miss one, bugs galore.
Same problem as #2, but for the "nearly identical" part. The difference is: the first version of setRandom() takes a reference to another object and modifies another object that's passed by reference. The second version of setRandom() takes a pointer to another object instead of a reference, but ignores it completely, and instead initializes this, instead of the pointed object.
And, as a result of these bugs, we get the results you're seeing.
rect[0].setRandom(rect0);
This ends up initializing rect0. rect[0] is ignored completely, and not initialized at all.
rect[1].setRandom(& rect1);
This ends up initializing rect[1]. rect1 is ignored completely, and not initialized at all.
And that's why the rest of the code fails to draw rect[0]. It does not get initialized at all.
The shown code is completely confused because it has four, and not two, objects. rect0, rect1, and the rect[] array containing two more objects. After they are declared, rect0 and rect1 are completely ignored, except for the misfired initialization, and they serve apparently no purpose whatsoever.
Neither is there any real reason here for setRandom() to take either a pointer or a reference to some other object. The apparent purpose of setRandom() is to initialize an object's dimensions randomly.
So it should simply initialize this's dimensions randomly. Passing some other object, by pointer or reference, makes no sense at all.
Then, after getting rid of rect0 and rect1, and simply calling a single setRandom() method...
rect[0].setRandom();
rect[1].setRandom();
... the rest of the code will proceed and properly draw two randomly-initialized objects.
the code Rect rect[ rectSize ] will create 5 rects to array rect and all of those rects are with min(0,0) max(0,0)(initial state). when you call rect[ 0 ].setRandom( rect0 ) which will update rect0(you pass it by reference) and do nothing to rect[0].when you call rect[ 1 ].setRandom( &rect1 ) you update rect[1] (by this->min.x = posX - some value).so you get difference between rect[0] and rect[1].
I'm working on a small game for school. I tiled an image on screen, but every time my character moves I have to re-tile it (the tiles are behind the character, because it's a grid and the character moves in the cells). I tried to tile everything onto a different surface, and then have that surface blit onto my screen surface to avoid having to retile it every single time and save on process time.
It didn't really work, it's like the surface that I tile on forgets what was tiled onto it. It doesn't error it, it just doesn't display the tiled surface on my window surface.
Here's my code (the relevant part at least)
void postaviTiles() {
SDL_BlitSurface(cell, NULL, polje, &offsetcell); //cell
for (int i = 0; i < 89; i++) {
SDL_Delay(5);
if (offsetcell.x < 450) {
offsetcell.x += 50;
SDL_BlitSurface(cell, NULL, polje, &offsetcell);
}
else {
offsetcell.x = 9;
offsetcell.y += 50;
SDL_BlitSurface(cell, NULL, polje, &offsetcell);
}
SDL_UpdateWindowSurface(okno);
}
poljezrisano = true;
}
//--------------------------------------------------------------//
void tileCells() {
if (poljezrisano == false) {
postaviTiles();}
SDL_BlitSurface(polje, NULL, oknoSurface, NULL); //cell
SDL_UpdateWindowSurface(okno);
}
//--------------------------------------------------------------//
Worth mentioning is that tiling it every single time works fine, but I want to tile it once, have that on a surface and then just blit that surface onto my screen surface.
P.S.: Sorry about most of the variables and function names not being in English
The SDL_BlitSurface takes in a source surface, a clip of that source surface, then the destination surface and a position where you want to display (blit) your source.
The last parameter thats passed to SDL_BlitSurface ignores the width and height, it just takes in the x an y.
Here is a quote from the documentation:
The width and height in srcrect determine the size of the copied rectangle. Only the position is used in the dstrect (the width and height are ignored).
And the prototype for the function:
int SDL_BlitSurface(SDL_Surface* src,
const SDL_Rect* srcrect,
SDL_Surface* dst,
SDL_Rect* dstrect)
That's one thing to keep in mind, not sure if that applies to your case, since your variable names aren't English.
But essentially with this line:
SDL_BlitSurface(cell, NULL, polje, &offsetcell);
You are telling SDL that you want all of cell placed inside polje at the position offsetcell.x and offsetcell.y with the width of cell.w and the height of cell.h.
If you wanted to place cell inside polje using the width and height of offsetcell then you would have to use another blit function, namely SDL_BlitScaled
Here is how I would blit tiles inside a grid (map).
SDL_Surface* grid; // assuming this is the new grid surface that holds the blited tiles
SDL_Surface* tile; // assuming this is a single tile of width 50, height 50
SDL_Surface* windowSurface;
SDL_Window* window;
int TileWidth = 50;
int TileHeight = 50;
int NumTiles = 90;
int TileColumns = 450 / TileWidth; // = 9, so we have a grid of 9X10
bool isFillGridTiles = false;
void FillGridTiles()
{
for (int i = 0;i < NumTiles; i++)
{
auto y = i / TileColumns; // divide to get the y position and...
auto x = i % TileColumns; // the remainder is the x position inside the grid
SDL_Rect srcClip;
srcClip.x = 0;
srcClip.y = 0;
srcClip.w = TileWidth;
srcClip.h = TileHeight;
SDL_Rect dstClip;
dstClip.x = x * TileWidth;
dstClip.y = y * TileHeight;
dstClip.w = TileWidth;
dstClip.h = TileHeight;
SDL_BlitSurface(tile, &srcClip, grid, &dstClip); //since we have the same width and height, we can use SDL_BlitSurface instead of SDL_BlitScaled
}
isFillGridTiles = true;
}
void BlitOnScreen()
{
if(!isFillGridTiles)
{
FillGridTiles();
}
SDL_BlitSurface(grid, NULL, windowSurface, NULL);
SDL_UpdateWindowSurface(window);
}
Not sure if the code is complete as posted, but it seems you are not initializing offsetcell. That fits the symptom of having nothing show up. Explicit definition of offsetcell might be better than the incremental method you've provided. For example:
for( offsetcell.x = 0; offsetcell.x < 450; offsetcell.x += 50) {
for( offsetcell.y = 0; offsetcell.y < 450; offsetcell.y += 50) {
...
}
}
I have an object that inherits QTableView and overrides the resizeEvent() method to set the widths of the table columns to a percantage of the available space if the table as a whole is resized.
Code is as follows:
void DDUTableView::resizeEvent(QResizeEvent* ev)
{
int num_columns = NUM_ELEMENTS(COLUMN_WIDTHS);
if (num_columns > 0) {
int width = ev->size().width();
int used_width = 0;
// Set our widths to be a percentage of the available width
for (int i = 0; i < num_columns - 1; i++) {
int column_width = (width * COLUMN_WIDTHS[i]) / 100;
this->setColumnWidth(i, column_width);
used_width += column_width;
}
// Set our last column to the remaining width
this->setColumnWidth(num_columns - 1, width - used_width);
}
// Call our base resizeEvent to handle the vertical resizing which
// we don't bother with here
QTableView::resizeEvent(ev);
}
This all works fine until the user manually resizes one of the columns and stretches it beyond the viewport (bringing up the horizontal scrollbar). This then triggers my resizeEvent() call which resets the column widths to the percentage defaults.
I can overcome this issue by connecting to the sectionResized() signal on the table header and setting a timer running. If the resizeEvent() is called whilst the timer is active then I don't recalculate the table widths.
Code below:
connect(horizontalHeader(), SIGNAL(sectionResized(int, int, int)), this, SLOT(slotSectionResized(int, int, int)));
void DDUTableView::slotSectionResized(int /*logicalIndex*/, int /*oldSize*/, int /*newSize*/)
{
timer_->start(500);
}
void DDUTableView::resizeEvent(QResizeEvent* ev)
{
if (timer_->isActive()) {
return;
}
// etc
This works but is messy. Anyway the simple question is can I prevent the resizeEvent() from being called if the user manually adjusts the column headers beyond the scope of the viewport? Alternatively, if not, is it possible to identify in the resizeEvent() whether this particular situation has occurred without having to set timers and the like?
Checking if the scrollbar is visible worked for my scenario.
void DDUTableView::resizeEvent(QResizeEvent* ev)
{
if (!horizontalScrollBar()->isVisible()) {
int num_columns = NUM_ELEMENTS(COLUMN_WIDTHS);
if (num_columns > 0) {
int width = ev->size().width();
int used_width = 0;
// Set our widths to be a percentage of the available width
for (int i = 0; i < num_columns - 1; i++) {
int column_width = (width * COLUMN_WIDTHS[i]) / 100;
this->setColumnWidth(i, column_width);
used_width += column_width;
}
// Set our last column to the remaining width
this->setColumnWidth(num_columns - 1, width - used_width);
}
}
// Call our base resizeEvent to handle the vertical resizing which
// we don't bother with here
QTableView::resizeEvent(ev);
}
I have this 800x600square I want to draw to the screen. I want to 'cut' circles in it (where alpha would be 0). Basically I'm drawing this whole rectangle over a map so in these 'circles' I drew, you can see the map, otherwise you see the grey square
So, I assume you're trying to add fog of war to one of you game?
I had a small demo I made for a local University a few weeks ago to show A* pathfinding, so I thought I could add fog of war to it for you. Here's the results:
Initial map
First, you start with a complete map, totally visible
Fog
Then, I added a surface to cover the entire screen (take note that my map is smaller than the screen, so for this case I just added fog of war on the screen, but if you have scrolling, make sure it covers each map pixel 1:1)
mFogOfWar = SDL_CreateRGBSurface(SDL_HWSURFACE, in_Width, in_Height, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
SDL_Rect screenRect = {0, 0, in_Width, in_Height};
SDL_FillRect(mFogOfWar, &screenRect, 0xFF202020);
Then, you need to draw it... I added this call after drawing the game objects and before drawing the UI
DrawSurface(mFogOfWar, 0, 0);
Where
void RenderingManager::DrawSurface(SDL_Surface* in_Surface, int in_X, int in_Y)
{
SDL_Rect Dest = { in_X, in_Y, 0, 0 };
SDL_BlitSurface(in_Surface, NULL, mScreen, &Dest);
}
Which should give you the following result:
"Punch Surface"
I then created a 32 bits .png that looks like this (checkerboard shows alpha)
When rendering my main character, I added this call:
gRenderingManager.RemoveFogOfWar(int(mX) + SPRITE_X_OFFSET, int(mY) + SPRITE_Y_OFFSET);
The offset is only there to center the punch with the sprite, basically, what I'm passing to RemoveFogOfWar is the center of my sprite.
Remove Fog Of War
Now the meat of the fog of war. I did two versions, one where Fog of War is removed permanently and one where the fog of war is reset. My fog of war reset relies on my punch surface to have a contour where the alpha is reset to 0 and the fact that my character moves of less pixels than the contour contains per frame, otherwise I would keep the Rect where my punch was applied and I would refill it before drawing again the new punch.
Since I couldn't find a "multiply" blend with SDL, I decided to write a simple function that iterates on the punch surface and updates the alpha on the fog of war surface. The most important part is to make sure you stay within the bounds of your surfaces, so it takes up most of the code... there might be some crop functions but I didn't bother checking:
void RenderingManager::RemoveFogOfWar(int in_X, int in_Y)
{
const int halfWidth = mFogOfWarPunch->w / 2;
const int halfHeight = mFogOfWarPunch->h / 2;
SDL_Rect sourceRect = { 0, 0, mFogOfWarPunch->w, mFogOfWarPunch->h };
SDL_Rect destRect = { in_X - halfWidth, in_Y - halfHeight, mFogOfWarPunch->w, mFogOfWarPunch->h };
// Make sure our rects stays within bounds
if(destRect.x < 0)
{
sourceRect.x -= destRect.x; // remove the pixels outside of the surface
sourceRect.w -= sourceRect.x; // shrink to the surface, not to offset fog
destRect.x = 0;
destRect.w -= sourceRect.x; // shrink the width to stay within bounds
}
if(destRect.y < 0)
{
sourceRect.y -= destRect.y; // remove the pixels outside
sourceRect.h -= sourceRect.y; // shrink to the surface, not to offset fog
destRect.y = 0;
destRect.h -= sourceRect.y; // shrink the height to stay within bounds
}
int xDistanceFromEdge = (destRect.x + destRect.w) - mFogOfWar->w;
if(xDistanceFromEdge > 0) // we're busting
{
sourceRect.w -= xDistanceFromEdge;
destRect.w -= xDistanceFromEdge;
}
int yDistanceFromEdge = (destRect.y + destRect.h) - mFogOfWar->h;
if(yDistanceFromEdge > 0) // we're busting
{
sourceRect.h -= yDistanceFromEdge;
destRect.h -= yDistanceFromEdge;
}
SDL_LockSurface(mFogOfWar);
Uint32* destPixels = (Uint32*)mFogOfWar->pixels;
Uint32* srcPixels = (Uint32*)mFogOfWarPunch->pixels;
static bool keepFogRemoved = false;
for(int x = 0; x < destRect.w; ++x)
{
for(int y = 0; y < destRect.h; ++y)
{
Uint32* destPixel = destPixels + (y + destRect.y) * mFogOfWar->w + destRect.x + x;
Uint32* srcPixel = srcPixels + (y + sourceRect.y) * mFogOfWarPunch->w + sourceRect.x + x;
unsigned char* destAlpha = (unsigned char*)destPixel + 3; // fetch alpha channel
unsigned char* srcAlpha = (unsigned char*)srcPixel + 3; // fetch alpha channel
if(keepFogRemoved == true && *srcAlpha > 0)
{
continue; // skip this pixel
}
*destAlpha = *srcAlpha;
}
}
SDL_UnlockSurface(mFogOfWar);
}
Which then gave me this with keepFogRemoved = false even after the character had moved around
And this with keepFogRemoved = true
Validation
The important part is really to make sure you don't write outside of your pixel buffer, so watch out with negative offsets or offsets that would bring you out of the width or height. To validate my code, I added a simple call to RemoveFogOfWar when the mouse is clicked and tried corners and edges to make sure I didn't have a "off by one" problem
case SDL_MOUSEBUTTONDOWN:
{
if(Event.button.button == SDL_BUTTON_LEFT)
{
gRenderingManager.RemoveFogOfWar(Event.button.x, Event.button.y);
}
break;
}
Notes
Obviously, you don't need a 32 bits texture for the "punch", but it was the clearest way I could think of to show you how to do it. It could be done using as little as 1 bit per pixel (on / off). You can also add some gradient, and change the
if(keepFogRemoved == true && *srcAlpha > 0)
{
continue; // skip this pixel
}
To something like
if(*srcAlpha > *destAlpha)
{
continue;
}
To keep a smooth blend like this:
3 State Fog of War
I thought I should add this... I added a way to create a 3 state fog of war: visible, seen and fogged.
To do this, I simply keep the SDL_Rect of where I last "punched" the fog of war, and if the alpha is lower than a certain value, I clamp it at that value.
So, by simply adding
for(int x = 0; x < mLastFogOfWarPunchPosition.w; ++x)
{
for(int y = 0; y < mLastFogOfWarPunchPosition.h; ++y)
{
Uint32* destPixel = destPixels + (y + mLastFogOfWarPunchPosition.y) * mFogOfWar->w + mLastFogOfWarPunchPosition.x + x;
unsigned char* destAlpha = (unsigned char*)destPixel + 3;
if(*destAlpha < 0x60)
{
*destAlpha = 0x60;
}
}
}
mLastFogOfWarPunchPosition = destRect;
right before the loop where the fog of war is "punched", I get a fog of war similar to what you could have in games like StarCraft:
Now, since the "seen" fog of war is semi transparent, you will need to tweak your rendering method to properly clip "enemies" that would be in the fog, so you don't see them but you still see the terrain.
Hope this helps!