SDL icon support by Blub, messed up by me ;)
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 13 Nov 2007 20:25:53 +0000 (20:25 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 13 Nov 2007 20:25:53 +0000 (20:25 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7697 d7cf8633-e32d-0410-b094-e92efae38249

vid.h
vid_sdl.c

diff --git a/vid.h b/vid.h
index 1a23664..7d9ec2f 100644 (file)
--- a/vid.h
+++ b/vid.h
@@ -22,6 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #ifndef VID_H
 #define VID_H
 
+#define ENGINE_ICON ( (gamemode == GAME_NEXUIZ) ? nexuiz_xpm : darkplaces_xpm )
+
 extern int cl_available;
 
 typedef struct viddef_s
index 39755e5..52298e0 100644 (file)
--- a/vid_sdl.c
+++ b/vid_sdl.c
@@ -502,6 +502,112 @@ static void VID_SetCaption()
        SetClassLongPtr( info.window, GCLP_HICON, (LONG_PTR)icon );
 }
 #else
+// Adding the OS independent XPM version --blub
+#include "darkplaces.xpm"
+#include "nexuiz.xpm"
+static SDL_Surface *icon = NULL;
+static void VID_SetIcon()
+{
+       /*
+        * Somewhat restricted XPM reader. Only supports XPMs saved by GIMP 2.4 at
+        * default settings with less than 91 colors and transparency.
+        */
+               
+       int width, height, colors, isize, i, j;
+       int thenone = -1;
+       static SDL_Color palette[256];
+       unsigned short palenc[256]; // store color id by char
+               
+       char **idata = ENGINE_ICON;
+       char *data = idata[0];
+
+       if(sscanf(data, "%i %i %i %i", &width, &height, &colors, &isize) != 4)
+       {
+               // NOTE: Only 1-char colornames are supported
+               Con_Printf("Sorry, but this does not even look similar to an XPM.\n");
+               return;
+       }
+
+       if(isize != 1)
+       {
+               // NOTE: Only 1-char colornames are supported
+               Con_Printf("This XPM's palette is either huge or idiotically unoptimized. It's key size is %i\n", isize);
+               return;
+       }
+               
+       for(i = 0; i < colors; ++i)
+       {
+               int r, g, b;
+               char idx;
+
+               if(sscanf(idata[i+1], "%c c #%02x%02x%02x", &idx, &r, &g, &b) != 4)
+               {
+                       char foo[2];
+                       if(sscanf(idata[i+1], "%c c Non%1[e]", &idx, foo) != 2) // I take the DailyWTF credit for this. --div0
+                       {
+                               Con_Printf("This XPM's palette looks odd. Can't continue.\n");
+                               return;
+                       }
+                       else
+                       {
+                               palette[i].r = 255; // color key
+                               palette[i].g = 0;
+                               palette[i].b = 255;
+                               thenone = i; // weeeee
+                       }
+               }
+               else
+               {
+                       palette[i].r = r - (r == 255 && g == 0 && b == 255); // change 255/0/255 pink to 254/0/255 for color key
+                       palette[i].g = g;
+                       palette[i].b = b;
+               }
+
+               palenc[(unsigned char) idx] = i;
+       }
+
+       // allocate the image data
+       data = (char*) malloc(width*height);
+
+       for(j = 0; j < height; ++j)
+       {
+               for(i = 0; i < width; ++i)
+               {
+                       // casting to the safest possible datatypes ^^
+                       data[j * width + i] = palenc[((unsigned char*)idata[colors+j+1])[i]];
+               }
+       }
+               
+       if(icon != NULL)
+       {
+               // SDL_FreeSurface should free the data too
+               // but for completeness' sake...
+               if(icon->flags & SDL_PREALLOC)
+               {
+                       free(icon->pixels);
+                       icon->pixels = NULL; // safety
+               }
+               SDL_FreeSurface(icon);
+       }
+
+       icon = SDL_CreateRGBSurface(SDL_SRCCOLORKEY, width, height, 8, 0,0,0,0);// rmask, gmask, bmask, amask); no mask needed
+       // 8 bit surfaces get an empty palette allocated according to the docs
+       // so it's a palette image for sure :) no endian check necessary for the mask
+
+       if(icon == NULL) {
+               Con_Printf(     "Failed to create surface for the window Icon!\n"
+                               "%s\n", SDL_GetError());
+               free(data);
+               return;
+       }
+       icon->pixels = data;
+       SDL_SetPalette(icon, SDL_PHYSPAL|SDL_LOGPAL, palette, 0, colors);
+       SDL_SetColorKey(icon, SDL_SRCCOLORKEY, thenone);
+               
+       SDL_WM_SetIcon(icon, NULL);
+}
+
+
 static void VID_SetCaption()
 {
        SDL_WM_SetCaption( gamename, NULL );
@@ -593,6 +699,7 @@ int VID_InitMode(int fullscreen, int width, int height, int bpp, int refreshrate
 
        video_bpp = bpp;
        video_flags = flags;
+       VID_SetIcon();
        screen = SDL_SetVideoMode(width, height, bpp, flags);
        
        if (screen == NULL)