(svn r15555) -Codechange: remove the mallocs + frees for temporary data from loading sprites.
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@@ -15,12 +15,32 @@ public:
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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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Sprite() : data(NULL) {}
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~Sprite() { assert(this->data == NULL || this->data == Sprite::mem); }
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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);
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private:
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/** Allocated memory to pass sprite data around */
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static SpriteLoader::CommonPixel *mem;
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/** Size (in items) of the above memory. */
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static size_t size;
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};
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/**
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