/* * 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 8bpp_simple.cpp Implementation of the simple 8 bpp blitter. */ #include "../stdafx.h" #include "../zoom_func.h" #include "8bpp_simple.hpp" #include "../safeguards.h" /** Instantiation of the simple 8bpp blitter factory. */ static FBlitter_8bppSimple iFBlitter_8bppSimple; void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { const uint8_t *src, *src_line; uint8_t *dst, *dst_line; /* Find where to start reading in the source sprite */ src_line = (const uint8_t *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); dst_line = (uint8_t *)bp->dst + bp->top * bp->pitch + 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); for (int x = 0; x < bp->width; x++) { uint colour = 0; switch (mode) { case BM_COLOUR_REMAP: case BM_CRASH_REMAP: case BM_COLOUR_REMAP_WITH_BRIGHTNESS: colour = bp->remap[*src]; break; case BM_TRANSPARENT: case BM_TRANSPARENT_REMAP: if (*src != 0) colour = bp->remap[*dst]; break; case BM_BLACK_REMAP: if (*src != 0) *dst = 0; break; default: colour = *src; break; } if (colour != 0) *dst = colour; dst++; src += ScaleByZoom(1, zoom); } } } Sprite *Blitter_8bppSimple::Encode(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator) { Sprite *dest_sprite; dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + (size_t)sprite[ZOOM_LVL_NORMAL].height * (size_t)sprite[ZOOM_LVL_NORMAL].width); dest_sprite->height = sprite[ZOOM_LVL_NORMAL].height; dest_sprite->width = sprite[ZOOM_LVL_NORMAL].width; dest_sprite->x_offs = sprite[ZOOM_LVL_NORMAL].x_offs; dest_sprite->y_offs = sprite[ZOOM_LVL_NORMAL].y_offs; dest_sprite->next = nullptr; dest_sprite->missing_zoom_levels = 0; /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */ for (int i = 0; i < sprite[ZOOM_LVL_NORMAL].height * sprite[ZOOM_LVL_NORMAL].width; i++) { dest_sprite->data[i] = sprite[ZOOM_LVL_NORMAL].data[i].m; } return dest_sprite; }