(svn r10216) -Fix: palette animation always redid all palette entries, where in fact only a few indexes were needed
-Codechange: allow blitters to handle palette animation internally or even disable it; 8bpp uses video-backend for palette animation
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@@ -145,7 +145,7 @@ static void ClientSizeChanged(int w, int h)
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if (AllocateDibSection(w, h)) {
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// mark all palette colors dirty
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_pal_first_dirty = 0;
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_pal_last_dirty = 255;
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_pal_count_dirty = 255;
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GameSizeChanged();
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// redraw screen
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@@ -231,9 +231,23 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
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old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
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old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
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if (_pal_last_dirty != -1) {
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UpdatePalette(dc2, _pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
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_pal_last_dirty = -1;
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if (_pal_count_dirty != 0) {
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette(_pal_first_dirty, _pal_count_dirty);
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_pal_count_dirty = 0;
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}
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BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
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