mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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67 lines
2.6 KiB
C++
67 lines
2.6 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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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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#include "../gfx_type.h"
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/** Interface for the loader of our sprites. */
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class SpriteLoader {
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public:
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/** Definition of a common pixel in OpenTTD's realm. */
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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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* @param sprite The sprite to fill with data.
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* @param file_slot The file "descriptor" of the file we read from.
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* @param file_pos The position within the file the image begins.
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* @param sprite_type The type of sprite we're trying to load.
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* @return true iff loading went okay.
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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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