mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
460 lines
13 KiB
C++
460 lines
13 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 32bpp_anim.cpp Implementation of the optimized 32 bpp blitter with animation support. */
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#include "../stdafx.h"
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#include "../core/math_func.hpp"
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#include "../video/video_driver.hpp"
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#include "32bpp_anim.hpp"
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#include "../table/sprites.h"
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static FBlitter_32bppAnim iFBlitter_32bppAnim;
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template <BlitterMode mode>
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inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
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{
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const SpriteData *src = (const SpriteData *)bp->sprite;
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const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
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const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]);
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for (uint i = bp->skip_top; i != 0; i--) {
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src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_n += *(const uint32 *)src_n;
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}
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uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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const byte *remap = bp->remap; // store so we don't have to access it via bp everytime
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for (int y = 0; y < bp->height; y++) {
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uint32 *dst_ln = dst + bp->pitch;
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uint8 *anim_ln = anim + this->anim_buf_width;
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const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
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src_px++;
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const uint8 *src_n_ln = src_n + *(uint32 *)src_n;
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src_n += 4;
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uint32 *dst_end = dst + bp->skip_left;
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uint n;
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while (dst < dst_end) {
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n = *src_n++;
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if (src_px->a == 0) {
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dst += n;
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src_px ++;
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src_n++;
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if (dst > dst_end) anim += dst - dst_end;
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} else {
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if (dst + n > dst_end) {
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uint d = dst_end - dst;
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src_px += d;
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src_n += d;
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dst = dst_end - bp->skip_left;
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dst_end = dst + bp->width;
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n = min<uint>(n - d, (uint)bp->width);
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goto draw;
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}
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dst += n;
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src_px += n;
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src_n += n;
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}
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}
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dst -= bp->skip_left;
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dst_end -= bp->skip_left;
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dst_end += bp->width;
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while (dst < dst_end) {
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n = min<uint>(*src_n++, (uint)(dst_end - dst));
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if (src_px->a == 0) {
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anim += n;
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dst += n;
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src_px++;
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src_n++;
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continue;
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}
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draw:;
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switch (mode) {
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case BM_COLOUR_REMAP:
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if (src_px->a == 255) {
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do {
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uint m = *src_n;
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/* In case the m-channel is zero, do not remap this pixel in any way */
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if (m == 0) {
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*dst = src_px->data;
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*anim = 0;
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} else {
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uint r = remap[m];
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*anim = r;
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if (r != 0) *dst = this->LookupColourInPalette(r);
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}
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anim++;
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dst++;
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src_px++;
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src_n++;
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} while (--n != 0);
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} else {
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do {
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uint m = *src_n;
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if (m == 0) {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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*anim = 0;
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} else {
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uint r = remap[m];
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*anim = r;
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if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst);
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}
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anim++;
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dst++;
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src_px++;
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src_n++;
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} while (--n != 0);
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}
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break;
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case BM_TRANSPARENT:
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/* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
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* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current colour a bit more black, so it looks like this image is transparent */
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src_n += n;
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if (src_px->a == 255) {
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src_px += n;
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do {
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*dst = MakeTransparent(*dst, 3, 4);
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*anim = remap[*anim];
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anim++;
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dst++;
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} while (--n != 0);
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} else {
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do {
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*dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
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*anim = remap[*anim];
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anim++;
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dst++;
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src_px++;
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} while (--n != 0);
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}
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break;
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default:
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if (src_px->a == 255) {
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do {
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/* Compiler assumes pointer aliasing, can't optimise this on its own */
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uint m = *src_n++;
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/* Above 217 (PALETTE_ANIM_SIZE_START) is palette animation */
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*anim++ = m;
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*dst++ = (m >= PALETTE_ANIM_SIZE_START) ? this->LookupColourInPalette(m) : src_px->data;
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src_px++;
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} while (--n != 0);
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} else {
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do {
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uint m = *src_n++;
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*anim++ = m;
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if (m >= PALETTE_ANIM_SIZE_START) {
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*dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst);
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} else {
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*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
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}
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dst++;
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src_px++;
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} while (--n != 0);
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}
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break;
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}
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}
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anim = anim_ln;
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dst = dst_ln;
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src_px = src_px_ln;
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src_n = src_n_ln;
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}
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}
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void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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if (_screen_disable_anim) {
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/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
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Blitter_32bppOptimized::Draw(bp, mode, zoom);
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return;
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}
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switch (mode) {
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default: NOT_REACHED();
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case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
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case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
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case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
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}
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}
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void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
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{
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if (_screen_disable_anim) {
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/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
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Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
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return;
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}
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uint32 *udst = (uint32 *)dst;
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uint8 *anim;
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anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
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if (pal == PALETTE_TO_TRANSPARENT) {
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do {
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for (int i = 0; i != width; i++) {
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*udst = MakeTransparent(*udst, 154);
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*anim = 0;
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udst++;
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anim++;
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}
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udst = udst - width + _screen.pitch;
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anim = anim - width + this->anim_buf_width;
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} while (--height);
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return;
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}
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if (pal == PALETTE_TO_STRUCT_GREY) {
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do {
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for (int i = 0; i != width; i++) {
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*udst = MakeGrey(*udst);
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*anim = 0;
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udst++;
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anim++;
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}
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udst = udst - width + _screen.pitch;
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anim = anim - width + this->anim_buf_width;
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} while (--height);
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return;
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}
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DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
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}
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void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
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{
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*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
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/* Set the colour in the anim-buffer too, if we are rendering to the screen */
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if (_screen_disable_anim) return;
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this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = colour;
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}
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void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
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{
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if (_screen_disable_anim) {
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/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
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Blitter_32bppOptimized::DrawRect(video, width, height, colour);
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return;
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}
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uint32 colour32 = LookupColourInPalette(colour);
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uint8 *anim_line;
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anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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do {
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uint32 *dst = (uint32 *)video;
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uint8 *anim = anim_line;
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for (int i = width; i > 0; i--) {
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*dst = colour32;
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/* Set the colour in the anim-buffer too */
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*anim = colour;
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dst++;
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anim++;
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}
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video = (uint32 *)video + _screen.pitch;
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anim_line += this->anim_buf_width;
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} while (--height);
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}
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void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
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{
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assert(!_screen_disable_anim);
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint32 *dst = (uint32 *)video;
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uint32 *usrc = (uint32 *)src;
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uint8 *anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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int count = (_use_palette == PAL_DOS) ? PALETTE_ANIM_SIZE_DOS : PALETTE_ANIM_SIZE_WIN;
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for (; height > 0; height--) {
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/* We need to keep those for palette animation. */
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uint32 *dst_pal = dst;
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uint8 *anim_pal = anim_line;
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memcpy(dst, usrc, width * sizeof(uint32));
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usrc += width;
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dst += _screen.pitch;
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/* Copy back the anim-buffer */
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memcpy(anim_line, usrc, width * sizeof(uint8));
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usrc = (uint32 *)((uint8 *)usrc + width);
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anim_line += this->anim_buf_width;
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/* Okay, it is *very* likely that the image we stored is using
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* the wrong palette animated colours. There are two things we
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* can do to fix this. The first is simply reviewing the whole
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* screen after we copied the buffer, i.e. run PaletteAnimate,
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* however that forces a full screen redraw which is expensive
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* for just the cursor. This just copies the implementation of
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* palette animation, much cheaper though slightly nastier. */
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for (int i = 0; i < width; i++) {
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uint colour = *anim_pal;
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if (IsInsideBS(colour, PALETTE_ANIM_SIZE_START, count)) {
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/* Update this pixel */
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*dst_pal = LookupColourInPalette(colour);
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}
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dst_pal++;
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anim_pal++;
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}
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}
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}
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void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
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{
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assert(!_screen_disable_anim);
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint32 *udst = (uint32 *)dst;
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uint32 *src = (uint32 *)video;
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uint8 *anim_line;
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if (this->anim_buf == NULL) return;
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anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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for (; height > 0; height--) {
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memcpy(udst, src, width * sizeof(uint32));
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src += _screen.pitch;
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udst += width;
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/* Copy the anim-buffer */
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memcpy(udst, anim_line, width * sizeof(uint8));
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udst = (uint32 *)((uint8 *)udst + width);
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anim_line += this->anim_buf_width;
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}
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}
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void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
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{
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assert(!_screen_disable_anim);
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assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
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uint8 *dst, *src;
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/* We need to scroll the anim-buffer too */
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if (scroll_y > 0) {
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dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
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src = dst - scroll_y * this->anim_buf_width;
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/* Adjust left & width */
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if (scroll_x >= 0) {
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dst += scroll_x;
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} else {
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src -= scroll_x;
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}
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uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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uint th = height - scroll_y;
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for (; th > 0; th--) {
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memcpy(dst, src, tw * sizeof(uint8));
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src -= this->anim_buf_width;
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dst -= this->anim_buf_width;
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}
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} else {
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/* Calculate pointers */
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dst = this->anim_buf + left + top * this->anim_buf_width;
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src = dst - scroll_y * this->anim_buf_width;
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/* Adjust left & width */
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if (scroll_x >= 0) {
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dst += scroll_x;
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} else {
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src -= scroll_x;
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}
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/* the y-displacement may be 0 therefore we have to use memmove,
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* because source and destination may overlap */
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uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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uint th = height + scroll_y;
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for (; th > 0; th--) {
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memmove(dst, src, tw * sizeof(uint8));
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src += this->anim_buf_width;
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dst += this->anim_buf_width;
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}
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}
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Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
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}
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int Blitter_32bppAnim::BufferSize(int width, int height)
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{
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return width * height * (sizeof(uint32) + sizeof(uint8));
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}
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void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
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{
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assert(!_screen_disable_anim);
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/* Never repaint the transparency pixel */
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if (start == 0) {
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start++;
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count--;
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}
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const uint8 *anim = this->anim_buf;
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uint32 *dst = (uint32 *)_screen.dst_ptr;
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/* Let's walk the anim buffer and try to find the pixels */
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for (int y = this->anim_buf_height; y != 0 ; y--) {
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for (int x = this->anim_buf_width; x != 0 ; x--) {
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uint colour = *anim;
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if (IsInsideBS(colour, start, count)) {
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/* Update this pixel */
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*dst = LookupColourInPalette(colour);
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}
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dst++;
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anim++;
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}
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dst += _screen.pitch - this->anim_buf_width;
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}
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/* Make sure the backend redraws the whole screen */
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_video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
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{
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return Blitter::PALETTE_ANIMATION_BLITTER;
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}
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void Blitter_32bppAnim::PostResize()
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{
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if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
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/* The size of the screen changed; we can assume we can wipe all data from our buffer */
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free(this->anim_buf);
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this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
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this->anim_buf_width = _screen.width;
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this->anim_buf_height = _screen.height;
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}
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}
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