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- #include "FeuFolet.h"
- SDL_Surface* createFeuFolet(int rayon, Uint32 couleurRGB)
- {
- //[1] Création des surfaces
- int largeur(rayon*2);
- SDL_Surface* resultat = SDL_CreateRGBSurface(SDL_HWSURFACE, largeur, largeur, 32, 0, 0, 0, 0);
- SDL_FillRect(resultat,0,couleurRGB);
- SDL_SetColorKey(resultat, SDL_SRCCOLORKEY, couleurRGB);
- //[2] Traitements
- blitFeuFollet(resultat, 0, 0, rayon, couleurRGB);
- //[FIN] Renvoi
- return resultat;
- }///createFeuFolet()
- void blitFeuFollet(SDL_Surface* support, int x, int y, int rayon, Uint32 couleurRGB, short opacite)
- {
- //[1] Création des surfaces
- SDL_Surface* pixel = SDL_CreateRGBSurface(SDL_HWSURFACE, 1, 1, 32, 0, 0, 0, 0);
- SDL_Surface* whitePixel = SDL_CreateRGBSurface(SDL_HWSURFACE, 1, 1, 32, 0, 0, 0, 0);
- //[2] Traitements
- SDL_FillRect(pixel,0,couleurRGB);
- SDL_FillRect(whitePixel,0,SDL_MapRGB(whitePixel->format,255,255,255));
- if (opacite>255)
- opacite=255;
- else if (opacite<0)
- opacite=0;
- if (rayon<=0)
- rayon=1;
- //[3] Balayage
- int distance(0);//distance au carré, évidemment ;-)
- Uint8 transparence(0);
- SDL_Rect position;
- for (position.y=y; position.y<y+2*rayon; position.y++)
- {
- for (position.x=x; position.x<x+2*rayon; position.x++)
- {
- distance=carre(position.x-rayon-x)+carre(position.y-rayon-y);
- if (distance<carre(rayon))
- {
- transparence=255-(float)distance/carre(rayon)*256;//+ c'est élevé, + c'est opaque
- if (transparence>opacite)
- transparence-=opacite;
- else
- transparence=0;
- SDL_SetAlpha(pixel,SDL_SRCALPHA,transparence);//On met la transparence
- SDL_BlitSurface(pixel, 0, support, &position);
- SDL_SetAlpha(whitePixel,SDL_SRCALPHA,transparence);//On met la transparence
- SDL_BlitSurface(whitePixel, 0, support, &position);
- }
- }
- }
- //[5] Destruction des éléments
- SDL_FreeSurface(pixel);
- SDL_FreeSurface(whitePixel);
- }
- int carre(int nombre)
- {
- return nombre*nombre;
- }///carre()
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