(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)

This commit is contained in:
rubidium
2011-12-08 19:37:33 +00:00
parent 636ac3c041
commit e6c46d4cf4
12 changed files with 36 additions and 34 deletions

View File

@@ -173,11 +173,10 @@ public:
/**
* Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
* are equal to the 8bpp palette indexes 'start' to 'start + count'.
* @param start The start index in the 8bpp palette.
* @param count The amount of indexes that are (possible) changed.
* are equal to the 8bpp palette indexes 'first_dirty' to 'first_dirty + count_dirty'.
* @param palette The new palette.
*/
virtual void PaletteAnimate(uint start, uint count) = 0;
virtual void PaletteAnimate(const Palette &palette) = 0;
/**
* Check if the blitter uses palette animation at all.