(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
This commit is contained in:
truelight
2007-06-19 15:04:08 +00:00
parent 9ad02c11c6
commit 1c4760ee06
12 changed files with 115 additions and 28 deletions

View File

@@ -145,7 +145,7 @@ static void ClientSizeChanged(int w, int h)
if (AllocateDibSection(w, h)) {
// mark all palette colors dirty
_pal_first_dirty = 0;
_pal_last_dirty = 255;
_pal_count_dirty = 255;
GameSizeChanged();
// redraw screen
@@ -231,9 +231,23 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
if (_pal_last_dirty != -1) {
UpdatePalette(dc2, _pal_first_dirty, _pal_last_dirty - _pal_first_dirty + 1);
_pal_last_dirty = -1;
if (_pal_count_dirty != 0) {
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_pal_first_dirty, _pal_count_dirty);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_pal_count_dirty = 0;
}
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);