00001 /*!@file GameBoard/basic-graphics.H some utilities for displaying stimuli*/ 00002 // //////////////////////////////////////////////////////////////////// // 00003 // The iLab Neuromorphic Vision C++ Toolkit - Copyright (C) 2001 by the // 00004 // University of Southern California (USC) and the iLab at USC. // 00005 // See http://iLab.usc.edu for information about this project. // 00006 // //////////////////////////////////////////////////////////////////// // 00007 // Major portions of the iLab Neuromorphic Vision Toolkit are protected // 00008 // under the U.S. patent ``Computation of Intrinsic Perceptual Saliency // 00009 // in Visual Environments, and Applications'' by Christof Koch and // 00010 // Laurent Itti, California Institute of Technology, 2001 (patent // 00011 // pending; application number 09/912,225 filed July 23, 2001; see // 00012 // http://pair.uspto.gov/cgi-bin/final/home.pl for current status). // 00013 // //////////////////////////////////////////////////////////////////// // 00014 // This file is part of the iLab Neuromorphic Vision C++ Toolkit. // 00015 // // 00016 // The iLab Neuromorphic Vision C++ Toolkit is free software; you can // 00017 // redistribute it and/or modify it under the terms of the GNU General // 00018 // Public License as published by the Free Software Foundation; either // 00019 // version 2 of the License, or (at your option) any later version. // 00020 // // 00021 // The iLab Neuromorphic Vision C++ Toolkit is distributed in the hope // 00022 // that it will be useful, but WITHOUT ANY WARRANTY; without even the // 00023 // implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // 00024 // PURPOSE. See the GNU General Public License for more details. // 00025 // // 00026 // You should have received a copy of the GNU General Public License // 00027 // along with the iLab Neuromorphic Vision C++ Toolkit; if not, write // 00028 // to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, // 00029 // Boston, MA 02111-1307 USA. // 00030 // //////////////////////////////////////////////////////////////////// // 00031 //written by Nader Noori, April 2008 00032 #ifndef GAMEBOARD_BASICGRAPHICS_H_DEFINED 00033 #define GAMEBOARD_BASICGRAPHICS_H_DEFINED 00034 00035 #include <SDL/SDL.h> 00036 #include <SDL/SDL_image.h> 00037 00038 00039 SDL_Surface *load_image( std::string filename ); 00040 00041 SDL_Surface *getABlankSurface(int w , int h); 00042 00043 void dumpSurface(SDL_Surface* surface); 00044 00045 void apply_surface( int x, int y, SDL_Surface& source, SDL_Surface& destination , SDL_Rect& clip ) ; 00046 00047 void fillRectangle(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY , const uint w , const uint h ) ; 00048 00049 void fillOval(SDL_Surface* surface , const Uint32 pc , int offX , uint offY , const int w , const int h ); 00050 00051 void fillLinearRadiant(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY, const int R) ; 00052 00053 void fillQuadricRadiant(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY, const int R) ; 00054 00055 void fillCubicRadiant(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY, const int R) ; 00056 00057 void drawRectangle(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY , const uint w , const uint h , const uint f=1); 00058 00059 void drawCircle(SDL_Surface* surface , const Uint32 pc , uint offX , uint offY , const uint r, const uint d=1); 00060 00061 00062 void drawRectangleFromImage(SDL_Surface* surface , SDL_Surface* patch , uint offX , uint offY , const uint w , const uint h , const uint f=1); 00063 00064 Uint32 get_pixel32( SDL_Surface *surface, int x, int y ) ; 00065 00066 void put_pixel32( SDL_Surface *surface, int x, int y, Uint32 pixel ) ; 00067 00068 inline void putpixel(SDL_Surface* surface, int x, int y, Uint32 pixel) ; 00069 00070 00071 00072 #endif 00073