(svn r22518) -Feature: [NewGRF] Advanced sprite layouts with register modifiers.
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@@ -18,6 +18,7 @@
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#include "tile_type.h"
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#include "sprite.h"
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#include "core/alloc_type.hpp"
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#include "core/smallvec_type.hpp"
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/** Context for tile accesses */
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enum TileContext {
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@@ -26,14 +27,75 @@ enum TileContext {
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TCX_ON_BRIDGE, ///< Querying information about stuff on the bridge (via some bridgehead).
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};
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/**
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* Flags to enable register usage in sprite layouts.
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*/
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enum TileLayoutFlags {
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TLF_NOTHING = 0x00,
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TLF_DODRAW = 0x01, ///< Only draw sprite if value of register TileLayoutRegisters::dodraw is non-zero.
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TLF_SPRITE = 0x02, ///< Add signed offset to sprite from register TileLayoutRegisters::sprite.
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TLF_PALETTE = 0x04, ///< Add signed offset to palette from register TileLayoutRegisters::palette.
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TLF_CUSTOM_PALETTE = 0x08, ///< Palette is from Action 1 (moved to SPRITE_MODIFIER_CUSTOM_SPRITE in palette during loading).
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TLF_BB_XY_OFFSET = 0x10, ///< Add signed offset to bounding box X and Y positions from register TileLayoutRegisters::delta.parent[0..1].
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TLF_BB_Z_OFFSET = 0x20, ///< Add signed offset to bounding box Z positions from register TileLayoutRegisters::delta.parent[2].
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TLF_CHILD_X_OFFSET = 0x10, ///< Add signed offset to child sprite X positions from register TileLayoutRegisters::delta.child[0].
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TLF_CHILD_Y_OFFSET = 0x20, ///< Add signed offset to child sprite Y positions from register TileLayoutRegisters::delta.child[1].
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TLF_SPRITE_VAR10 = 0x40, ///< Resolve sprite with a specific value in variable 10.
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TLF_PALETTE_VAR10 = 0x80, ///< Resolve palette with a specific value in variable 10.
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TLF_KNOWN_FLAGS = 0x7F, ///< Known flags. Any unknown set flag will disable the GRF.
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/** Flags which are still required after loading the GRF. */
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TLF_DRAWING_FLAGS = ~TLF_CUSTOM_PALETTE,
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/** Flags which do not work for the (first) ground sprite. */
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TLF_NON_GROUND_FLAGS = TLF_BB_XY_OFFSET | TLF_BB_Z_OFFSET | TLF_CHILD_X_OFFSET | TLF_CHILD_Y_OFFSET,
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/** Flags which refer to using multiple action-1-2-3 chains. */
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TLF_VAR10_FLAGS = TLF_SPRITE_VAR10 | TLF_PALETTE_VAR10,
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/** Flags which require resolving the action-1-2-3 chain for the sprite, even if it is no action-1 sprite. */
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TLF_SPRITE_REG_FLAGS = TLF_DODRAW | TLF_SPRITE | TLF_BB_XY_OFFSET | TLF_BB_Z_OFFSET | TLF_CHILD_X_OFFSET | TLF_CHILD_Y_OFFSET,
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/** Flags which require resolving the action-1-2-3 chain for the palette, even if it is no action-1 palette. */
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TLF_PALETTE_REG_FLAGS = TLF_PALETTE,
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};
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DECLARE_ENUM_AS_BIT_SET(TileLayoutFlags)
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/**
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* Additional modifiers for items in sprite layouts.
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*/
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struct TileLayoutRegisters {
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TileLayoutFlags flags; ///< Flags defining which members are valid and to be used.
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uint8 dodraw; ///< Register deciding whether the sprite shall be drawn at all. Non-zero means drawing.
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uint8 sprite; ///< Register specifying a signed offset for the sprite.
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uint8 palette; ///< Register specifying a signed offset for the palette.
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union {
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uint8 parent[3]; ///< Registers for signed offsets for the bounding box position of parent sprites.
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uint8 child[2]; ///< Registers for signed offsets for the position of child sprites.
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} delta;
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uint8 sprite_var10; ///< Value for variable 10 when resolving the sprite.
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uint8 palette_var10; ///< Value for variable 10 when resolving the palette.
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};
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static const uint TLR_MAX_VAR10 = 7; ///< Maximum value for var 10.
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/**
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* NewGRF supplied spritelayout.
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* In contrast to #DrawTileSprites this struct is for allocated
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* layouts on the heap. It allocates data and frees them on destruction.
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*/
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struct NewGRFSpriteLayout : ZeroedMemoryAllocator, DrawTileSprites {
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const TileLayoutRegisters *registers;
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void Allocate(uint num_sprites);
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void AllocateRegisters();
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void Clone(const DrawTileSeqStruct *source);
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void Clone(const NewGRFSpriteLayout *source);
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/**
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* Clone a spritelayout.
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@@ -49,7 +111,37 @@ struct NewGRFSpriteLayout : ZeroedMemoryAllocator, DrawTileSprites {
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virtual ~NewGRFSpriteLayout()
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{
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free(const_cast<DrawTileSeqStruct*>(this->seq));
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free(const_cast<TileLayoutRegisters*>(this->registers));
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}
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/**
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* Tests whether this spritelayout needs preprocessing by
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* #PrepareLayout() and #ProcessRegisters(), or whether it can be
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* used directly.
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* @return true if preprocessing is needed
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*/
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bool NeedsPreprocessing() const
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{
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return this->registers != NULL;
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}
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uint32 PrepareLayout(uint32 orig_offset, uint32 newgrf_ground_offset, uint32 newgrf_offset, bool separate_ground) const;
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void ProcessRegisters(uint8 resolved_var10, uint32 resolved_sprite, bool separate_ground) const;
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/**
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* Returns the result spritelayout after preprocessing.
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* @pre #PrepareLayout() and #ProcessRegisters() need calling first.
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* @return result spritelayout
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*/
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const DrawTileSeqStruct *GetLayout(PalSpriteID *ground) const
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{
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DrawTileSeqStruct *front = result_seq.Begin();
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*ground = front->image;
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return front + 1;
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}
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private:
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static SmallVector<DrawTileSeqStruct, 8> result_seq; ///< Temporary storage when preprocessing spritelayouts.
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};
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/**
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