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/* $Id$ */
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/** @file spriteloader.hpp Base for loading sprites. */
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#ifndef SPRITELOADER_HPP
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#define SPRITELOADER_HPP
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#include "../core/alloc_type.hpp"
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class SpriteLoader {
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public:
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struct CommonPixel {
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uint8 r; ///< Red-channel
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uint8 g; ///< Green-channel
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uint8 b; ///< Blue-channel
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uint8 a; ///< Alpha-channel
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uint8 m; ///< Remap-channel
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};
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/**
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* Structure for passing information from the sprite loader to the blitter.
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* You can only use this struct once at a time when using AllocateData to
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* allocate the memory as that will always return the same memory address.
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* This to prevent thousands of malloc + frees just to load a sprite.
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*/
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struct Sprite {
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uint16 height; ///< Height of the sprite
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uint16 width; ///< Width of the sprite
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int16 x_offs; ///< The x-offset of where the sprite will be drawn
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int16 y_offs; ///< The y-offset of where the sprite will be drawn
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SpriteLoader::CommonPixel *data; ///< The sprite itself
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/**
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* Allocate the sprite data of this sprite.
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* @param size the minimum size of the data field.
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*/
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void AllocateData(size_t size) { this->data = Sprite::buffer.ZeroAllocate(size); }
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private:
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/** Allocated memory to pass sprite data around */
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static ReusableBuffer<SpriteLoader::CommonPixel> buffer;
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};
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/**
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* Load a sprite from the disk and return a sprite struct which is the same for all loaders.
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*/
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virtual bool LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos, SpriteType sprite_type) = 0;
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virtual ~SpriteLoader() { }
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};
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#endif /* SPRITELOADER_HPP */
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