/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file base.hpp Base for all blitters. */ #ifndef BLITTER_BASE_HPP #define BLITTER_BASE_HPP #include "../spritecache.h" #include "../spriteloader/spriteloader.hpp" #include "../core/math_func.hpp" #include /** The modes of blitting we can do. */ enum BlitterMode { BM_NORMAL, ///< Perform the simple blitting. BM_COLOUR_REMAP, ///< Perform a colour remapping. BM_TRANSPARENT, ///< Perform transparency colour remapping. BM_CRASH_REMAP, ///< Perform a crash remapping. BM_BLACK_REMAP, ///< Perform remapping to a completely blackened sprite BM_NORMAL_WITH_BRIGHTNESS, ///< Perform a simple blitting with brightness adjustment BM_COLOUR_REMAP_WITH_BRIGHTNESS, ///< Perform a colour remapping with brightness adjustment }; /** Helper for using specialised functions designed to prevent whenever it's possible things like: * - IO (reading video buffer), * - calculations (alpha blending), * - heavy branching (remap lookups and animation buffer handling). */ enum BlitterSpriteFlags { BSF_NONE = 0, BSF_TRANSLUCENT = 1 << 1, ///< The sprite has at least 1 translucent pixel. BSF_NO_REMAP = 1 << 2, ///< The sprite has no remappable colour pixel. BSF_NO_ANIM = 1 << 3, ///< The sprite has no palette animated pixel. }; DECLARE_ENUM_AS_BIT_SET(BlitterSpriteFlags); /** * How all blitters should look like. Extend this class to make your own. */ class Blitter : public SpriteEncoder { uint8 screen_depth = 0; protected: void SetScreenDepth(uint8 depth) { this->screen_depth = depth; this->SetIs32BppSupported(depth > 8); } public: /** Parameters related to blitting. */ struct BlitterParams { const void *sprite; ///< Pointer to the sprite how ever the encoder stored it const byte *remap; ///< XXX -- Temporary storage for remap array int brightness_adjust; ///< Brightness adjustment int skip_left; ///< How much pixels of the source to skip on the left (based on zoom of dst) int skip_top; ///< How much pixels of the source to skip on the top (based on zoom of dst) int width; ///< The width in pixels that needs to be drawn to dst int height; ///< The height in pixels that needs to be drawn to dst int sprite_width; ///< Real width of the sprite int sprite_height; ///< Real height of the sprite int left; ///< The left offset in the 'dst' in pixels to start drawing int top; ///< The top offset in the 'dst' in pixels to start drawing void *dst; ///< Destination buffer int pitch; ///< The pitch of the destination buffer }; /** Types of palette animation. */ enum PaletteAnimation { PALETTE_ANIMATION_NONE, ///< No palette animation PALETTE_ANIMATION_VIDEO_BACKEND, ///< Palette animation should be done by video backend (8bpp only!) PALETTE_ANIMATION_BLITTER, ///< The blitter takes care of the palette animation }; /** * Get the screen depth this blitter works for. * This is either: 8, 16, 24 or 32. */ inline uint8 GetScreenDepth() const { return this->screen_depth; } /** * Draw an image to the screen, given an amount of params defined above. */ virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0; /** * Draw a colourtable to the screen. This is: the colour of the screen is read * and is looked-up in the palette to match a new colour, which then is put * on the screen again. * @param dst the destination pointer (video-buffer). * @param width the width of the buffer. * @param height the height of the buffer. * @param pal the palette to use. */ virtual void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) = 0; /** * Move the destination pointer the requested amount x and y, keeping in mind * any pitch and bpp of the renderer. * @param video The destination pointer (video-buffer) to scroll. * @param x How much you want to scroll to the right. * @param y How much you want to scroll to the bottom. * @return A new destination pointer moved the the requested place. */ virtual void *MoveTo(void *video, int x, int y) = 0; /** * Draw a pixel with a given colour on the video-buffer. * @param video The destination pointer (video-buffer). * @param x The x position within video-buffer. * @param y The y position within video-buffer. * @param colour A 8bpp mapping colour. */ virtual void SetPixel(void *video, int x, int y, uint8 colour) = 0; /** * Draw a pixel with a given 32bpp colour on the video-buffer. * Fall back to an 8bpp colour if 32bpp colour is not available. * @param video The destination pointer (video-buffer). * @param x The x position within video-buffer. * @param y The y position within video-buffer. * @param colour A 8bpp mapping colour. * @param colour32 A 32bpp colour. */ virtual void SetPixel32(void *video, int x, int y, uint8 colour, uint32 colour32) = 0; /** * Draw a rectangle of pixels on the video-buffer. * @param video The destination pointer (video-buffer). * @param x The x position within video-buffer. * @param y The y position within video-buffer. * @param colours A 8bpp colour mapping buffer. * @param lines The number of lines. * @param width The length of the lines. * @param pitch The pitch of the colours buffer */ virtual void SetRect(void *video, int x, int y, const uint8 *colours, uint lines, uint width, uint pitch) = 0; /** * Draw a rectangle of pixels on the video-buffer (no LookupColourInPalette). * @param video The destination pointer (video-buffer). * @param x The x position within video-buffer. * @param y The y position within video-buffer. * @param colours A 32bpp colour buffer. * @param lines The number of lines. * @param width The length of the lines. * @param pitch The pitch of the colours buffer. */ virtual void SetRect32(void *video, int x, int y, const uint32 *colours, uint lines, uint width, uint pitch) { NOT_REACHED(); }; /** * Make a single horizontal line in a single colour on the video-buffer. * @param video The destination pointer (video-buffer). * @param width The length of the line. * @param height The height of the line. * @param colour A 8bpp mapping colour. */ virtual void DrawRect(void *video, int width, int height, uint8 colour) = 0; /** * Make a single horizontal line in a single colour on the video-buffer. * @param video The destination pointer (video-buffer). * @param x The x position within video-buffer. * @param y The y position within video-buffer. * @param width The length of the line. * @param height The height of the line. * @param colour A 8bpp mapping colour. */ virtual void DrawRectAt(void *video, int x, int y, int width, int height, uint8 colour) = 0; /** * Draw a line with a given colour. * @param video The destination pointer (video-buffer). * @param x The x coordinate from where the line starts. * @param y The y coordinate from where the line starts. * @param x2 The x coordinate to where the line goes. * @param y2 The y coordinate to where the lines goes. * @param screen_width The width of the screen you are drawing in (to avoid buffer-overflows). * @param screen_height The height of the screen you are drawing in (to avoid buffer-overflows). * @param colour A 8bpp mapping colour. * @param width Line width. * @param dash Length of dashes for dashed lines. 0 means solid line. */ virtual void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash = 0) = 0; /** * Copy from a buffer to the screen. * @param video The destination pointer (video-buffer). * @param src The buffer from which the data will be read. * @param width The width of the buffer. * @param height The height of the buffer. * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too! */ virtual void CopyFromBuffer(void *video, const void *src, int width, int height) = 0; /** * Copy from the screen to a buffer. * @param video The destination pointer (video-buffer). * @param dst The buffer in which the data will be stored. * @param width The width of the buffer. * @param height The height of the buffer. * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too! */ virtual void CopyToBuffer(const void *video, void *dst, int width, int height) = 0; /** * Copy from the screen to a buffer in a palette format for 8bpp and RGBA format for 32bpp. * @param video The destination pointer (video-buffer). * @param dst The buffer in which the data will be stored. * @param width The width of the buffer. * @param height The height of the buffer. * @param dst_pitch The pitch (byte per line) of the destination buffer. */ virtual void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) = 0; /** * Scroll the videobuffer some 'x' and 'y' value. * @param video The buffer to scroll into. * @param left The left value of the screen to scroll. * @param top The top value of the screen to scroll. * @param width The width of the screen to scroll. * @param height The height of the screen to scroll. * @param scroll_x How much to scroll in X. * @param scroll_y How much to scroll in Y. */ virtual void ScrollBuffer(void *video, int left, int top, int width, int height, int scroll_x, int scroll_y) = 0; /** * Calculate how much memory there is needed for an image of this size in the video-buffer. * @param width The width of the buffer-to-be. * @param height The height of the buffer-to-be. * @return The size needed for the buffer. */ virtual size_t BufferSize(uint width, uint height) = 0; /** * Called when the 8bpp palette is changed; you should redraw all pixels on the screen that * are equal to the 8bpp palette indexes 'first_dirty' to 'first_dirty + count_dirty'. * @param palette The new palette. */ virtual void PaletteAnimate(const Palette &palette) = 0; /** * Check if the blitter uses palette animation at all. * @return True if it uses palette animation. */ virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0; /** * Does this blitter require a separate animation buffer from the video backend? */ virtual bool NeedsAnimationBuffer() { return false; } /** * Get the name of the blitter, the same as the Factory-instance returns. */ virtual const char *GetName() = 0; /** * Post resize event */ virtual void PostResize() { }; virtual ~Blitter() = default; template void DrawLineGeneric(int x, int y, int x2, int y2, int screen_width, int screen_height, int width, int dash, SetPixelT set_pixel); }; #endif /* BLITTER_BASE_HPP */