OpenTTD-patches/src/blitter/32bpp_anim.cpp

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#include "../stdafx.h"
#include "../zoom.hpp"
#include "../gfx.h"
#include "../debug.h"
#include "../table/sprites.h"
#include "32bpp_anim.hpp"
static FBlitter_32bppAnim iFBlitter_32bppAnim;
void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
const SpriteLoader::CommonPixel *src, *src_line;
uint32 *dst, *dst_line;
uint8 *anim, *anim_line;
if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
/* The size of the screen changed; we can assume we can wipe all data from our buffer */
free(this->anim_buf);
this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
this->anim_buf_width = _screen.width;
this->anim_buf_height = _screen.height;
}
/* Find where to start reading in the source sprite */
src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
anim = anim_line;
anim_line += this->anim_buf_width;
for (int x = 0; x < bp->width; x++) {
switch (mode) {
case BM_COLOUR_REMAP:
/* In case the m-channel is zero, do not remap this pixel in any way */
if (src->m == 0) {
if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
*anim = 0;
} else {
if (bp->remap[src->m] != 0) {
*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
*anim = bp->remap[src->m];
}
}
break;
case BM_TRANSPARENT:
/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
* we produce a result the newgrf maker didn't expect ;) */
/* Make the current color a bit more black, so it looks like this image is transparent */
if (src->a != 0) {
*dst = MakeTransparent(*dst, 75);
*anim = bp->remap[*anim];
}
break;
default:
if (src->a != 0) {
/* Above 217 is palette animation */
if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
*anim = src->m;
}
break;
}
dst++;
anim++;
src += ScaleByZoom(1, zoom);
}
}
}
void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color)
{
*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color);
/* Set the color in the anim-buffer too */
this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
}
void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color)
{
uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
if (*dst == 0) {
*dst = LookupColourInPalette(color);
/* Set the color in the anim-buffer too */
this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
}
}
void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color)
{
uint32 color32 = LookupColourInPalette(color);
uint8 *anim_line;
anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
do {
uint32 *dst = (uint32 *)video;
uint8 *anim = anim_line;
for (int i = width; i > 0; i--) {
*dst = color32;
/* Set the color in the anim-buffer too */
*anim = color;
dst++;
anim++;
}
video = (uint32 *)video + _screen.pitch;
anim_line += this->anim_buf_width;
} while (--height);
}
void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
{
uint8 *dst, *src;
/* We need to scroll the anim-buffer too */
if (scroll_y > 0) {
dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
src = dst - scroll_y * this->anim_buf_width;
/* Adjust left & width */
if (scroll_x >= 0) dst += scroll_x;
else src -= scroll_x;
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height - scroll_y;
for (; th > 0; th--) {
memcpy(dst, src, tw * sizeof(uint8));
src -= this->anim_buf_width;
dst -= this->anim_buf_width;
}
} else {
/* Calculate pointers */
dst = this->anim_buf + left + top * this->anim_buf_width;
src = dst - scroll_y * this->anim_buf_width;
/* Adjust left & width */
if (scroll_x >= 0) dst += scroll_x;
else src -= scroll_x;
/* the y-displacement may be 0 therefore we have to use memmove,
* because source and destination may overlap */
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height + scroll_y;
for (; th > 0; th--) {
memmove(dst, src, tw * sizeof(uint8));
src += this->anim_buf_width;
dst += this->anim_buf_width;
}
}
Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
}
void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
{
uint8 *anim = this->anim_buf;
/* Let's walk the anim buffer and try to find the pixels */
for (int y = 0; y < this->anim_buf_height; y++) {
for (int x = 0; x < this->anim_buf_width; x++) {
if (*anim >= start && *anim <= start + count) {
/* Update this pixel */
this->SetPixel(_screen.dst_ptr, x, y, *anim);
}
anim++;
}
}
/* Make sure the backend redraws the whole screen */
_video_driver->make_dirty(0, 0, _screen.width, _screen.height);
}
Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_BLITTER;
}