# Conflicts: # CMakeLists.txt # bin/ai/CMakeLists.txt # bin/game/CMakeLists.txt # src/ai/ai_info.cpp # src/company_base.h # src/economy.cpp # src/game/game_info.cpp # src/gfx_type.h # src/linkgraph/linkgraph_gui.cpp # src/palette.cpp # src/palette_func.h # src/saveload/saveload.h # src/saveload/vehicle_sl.cpp # src/ship_cmd.cpp # src/train_cmd.cpp # src/vehicle_base.h # src/window.cpp # src/window_func.h
		
			
				
	
	
		
			330 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			330 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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/** @file palette.cpp Handling of palettes. */
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#include "stdafx.h"
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#include "blitter/base.hpp"
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#include "blitter/factory.hpp"
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#include "fileio_func.h"
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#include "gfx_type.h"
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#include "landscape_type.h"
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#include "palette_func.h"
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#include "settings_type.h"
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#include "thread.h"
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#include "core/mem_func.hpp"
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#include "table/palettes.h"
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#include "safeguards.h"
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Palette _cur_palette;
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std::mutex _cur_palette_mutex;
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byte _colour_value[COLOUR_END] = {
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	133, // COLOUR_DARK_BLUE
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	 99, // COLOUR_PALE_GREEN,
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	 48, // COLOUR_PINK,
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	 68, // COLOUR_YELLOW,
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	184, // COLOUR_RED,
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	152, // COLOUR_LIGHT_BLUE,
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	209, // COLOUR_GREEN,
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	 95, // COLOUR_DARK_GREEN,
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	150, // COLOUR_BLUE,
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	 79, // COLOUR_CREAM,
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	134, // COLOUR_MAUVE,
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	174, // COLOUR_PURPLE,
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	195, // COLOUR_ORANGE,
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	116, // COLOUR_BROWN,
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	  6, // COLOUR_GREY,
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	 15, // COLOUR_WHITE,
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};
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Colour _water_palette[10];
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/**
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 * PALETTE_BITS reduces the bits-per-channel of 32bpp graphics data to allow faster palette lookups from
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 * a smaller lookup table.
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 *
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 * 6 bpc is chosen as this results in a palette lookup table of 256KiB with adequate fidelty.
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 * In constract, a 5 bpc lookup table would be 32KiB, and 7 bpc would be 2MiB.
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 *
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 * Values in the table are filled as they are first encountered -- larger lookup table means more colour
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 * distance calculations, and is therefore slower.
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 */
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const uint PALETTE_BITS = 6;
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const uint PALETTE_SHIFT = 8 - PALETTE_BITS;
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const uint PALETTE_BITS_MASK = ((1U << PALETTE_BITS) - 1) << PALETTE_SHIFT;
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const uint PALETTE_BITS_OR = (1U << (PALETTE_SHIFT - 1));
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/* Palette and reshade lookup table. */
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using PaletteLookup = std::array<uint8_t, 1U << (PALETTE_BITS * 3)>;
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static PaletteLookup _palette_lookup{};
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/**
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 * Reduce bits per channel to PALETTE_BITS, and place value in the middle of the reduced range.
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 * This is to counteract the information lost between bright and dark pixels, e.g if PALETTE_BITS was 2:
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 *    0 -  63 ->  32
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 *   64 - 127 ->  96
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 *  128 - 191 -> 160
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 *  192 - 255 -> 224
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 * @param c 8 bit colour component.
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 * @returns Colour component reduced to PALETTE_BITS.
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 */
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inline uint CrunchColour(uint c)
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{
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	return (c & PALETTE_BITS_MASK) | PALETTE_BITS_OR;
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}
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/**
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 * Calculate distance between two colours.
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 * @param col1 First colour.
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 * @param r2 Red component of second colour.
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 * @param g2 Green component of second colour.
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 * @param b2 Blue component of second colour.
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 * @returns Euclidean distance between first and second colour.
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 */
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static uint CalculateColourDistance(const Colour &col1, int r2, int g2, int b2)
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{
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	/* Euclidean colour distance for sRGB based on https://en.wikipedia.org/wiki/Color_difference#sRGB */
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	int r = (int)col1.r - (int)r2;
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	int g = (int)col1.g - (int)g2;
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	int b = (int)col1.b - (int)b2;
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	int avgr = (col1.r + r2) / 2;
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	return ((2 + (avgr / 256.0)) * r * r) + (4 * g * g) + ((2 + ((255 - avgr) / 256.0)) * b * b);
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}
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/* Palette indexes for conversion. See docs/palettes/palette_key.png */
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const uint8_t PALETTE_INDEX_CC_START = 198; ///< Palette index of start of company colour remap area.
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const uint8_t PALETTE_INDEX_CC_END = PALETTE_INDEX_CC_START + 8; ///< Palette index of end of company colour remap area.
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const uint8_t PALETTE_INDEX_START = 1; ///< Palette index of start of defined palette.
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const uint8_t PALETTE_INDEX_END = 215; ///< Palette index of end of defined palette.
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/**
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 * Find nearest colour palette index for a 32bpp pixel.
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 * @param r Red component.
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 * @param g Green component.
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 * @param b Blue component.
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 * @returns palette index of nearest colour.
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 */
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static uint8_t FindNearestColourIndex(uint8_t r, uint8_t g, uint8_t b)
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{
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	r = CrunchColour(r);
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	g = CrunchColour(g);
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	b = CrunchColour(b);
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	uint best_index = 0;
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	uint best_distance = UINT32_MAX;
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	for (uint i = PALETTE_INDEX_START; i < PALETTE_INDEX_CC_START; i++) {
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		if (uint distance = CalculateColourDistance(_palette.palette[i], r, g, b); distance < best_distance) {
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			best_index = i;
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			best_distance = distance;
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		}
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	}
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	/* There's a hole in the palette reserved for company colour remaps. */
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	for (uint i = PALETTE_INDEX_CC_END; i < PALETTE_INDEX_END; i++) {
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		if (uint distance = CalculateColourDistance(_palette.palette[i], r, g, b); distance < best_distance) {
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			best_index = i;
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			best_distance = distance;
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		}
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	}
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	return best_index;
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}
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/**
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 * Get nearest colour palette index from an RGB colour.
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 * A search is performed if this colour is not already in the lookup table.
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 * @param r Red component.
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 * @param g Green component.
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 * @param b Blue component.
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 * @returns nearest colour palette index.
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 */
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uint8_t GetNearestColourIndex(uint8_t r, uint8_t g, uint8_t b)
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{
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	uint32_t key = (r >> PALETTE_SHIFT) | (g >> PALETTE_SHIFT) << PALETTE_BITS | (b >> PALETTE_SHIFT) << (PALETTE_BITS * 2);
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	if (_palette_lookup[key] == 0) _palette_lookup[key] = FindNearestColourIndex(r, g, b);
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	return _palette_lookup[key];
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}
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void DoPaletteAnimations();
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void GfxInitPalettes()
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{
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	MemCpyT<Colour>(_water_palette, (_settings_game.game_creation.landscape == LT_TOYLAND) ? _extra_palette_values.dark_water_toyland : _extra_palette_values.dark_water, 5);
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	const Colour *s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _extra_palette_values.glitter_water_toyland : _extra_palette_values.glitter_water;
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	for (int i = 0; i < 5; i++) {
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		_water_palette[i + 5] = s[i * 3];
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	}
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	std::lock_guard<std::mutex> lock_state(_cur_palette_mutex);
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	memcpy(&_cur_palette, &_palette, sizeof(_cur_palette));
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	DoPaletteAnimations();
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}
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#define EXTR(p, q) (((uint16_t)(palette_animation_counter * (p)) * (q)) >> 16)
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#define EXTR2(p, q) (((uint16_t)(~palette_animation_counter * (p)) * (q)) >> 16)
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void DoPaletteAnimations()
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{
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	/* Animation counter for the palette animation. */
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	static int palette_animation_counter = 0;
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	palette_animation_counter += 8;
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	Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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	const Colour *s;
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	const ExtraPaletteValues *ev = &_extra_palette_values;
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	Colour old_val[PALETTE_ANIM_SIZE];
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	const uint old_tc = palette_animation_counter;
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	uint j;
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	if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
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		palette_animation_counter = 0;
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	}
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	Colour *palette_pos = &_cur_palette.palette[PALETTE_ANIM_START];  // Points to where animations are taking place on the palette
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	/* Makes a copy of the current animation palette in old_val,
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	 * so the work on the current palette could be compared, see if there has been any changes */
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	memcpy(old_val, palette_pos, sizeof(old_val));
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	/* Fizzy Drink bubbles animation */
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	s = ev->fizzy_drink;
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	j = EXTR2(512, EPV_CYCLES_FIZZY_DRINK);
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	for (uint i = 0; i != EPV_CYCLES_FIZZY_DRINK; i++) {
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		*palette_pos++ = s[j];
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		j++;
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		if (j == EPV_CYCLES_FIZZY_DRINK) j = 0;
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	}
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	/* Oil refinery fire animation */
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	s = ev->oil_refinery;
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	j = EXTR2(512, EPV_CYCLES_OIL_REFINERY);
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	for (uint i = 0; i != EPV_CYCLES_OIL_REFINERY; i++) {
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		*palette_pos++ = s[j];
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		j++;
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		if (j == EPV_CYCLES_OIL_REFINERY) j = 0;
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	}
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	/* Radio tower blinking */
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	{
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		byte i = (palette_animation_counter >> 1) & 0x7F;
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		byte v;
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		if (i < 0x3f) {
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			v = 255;
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		} else if (i < 0x4A || i >= 0x75) {
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			v = 128;
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		} else {
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			v = 20;
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		}
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		palette_pos->r = v;
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		palette_pos->g = 0;
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		palette_pos->b = 0;
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		palette_pos++;
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		i ^= 0x40;
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		if (i < 0x3f) {
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			v = 255;
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		} else if (i < 0x4A || i >= 0x75) {
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			v = 128;
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		} else {
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			v = 20;
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		}
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		palette_pos->r = v;
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		palette_pos->g = 0;
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		palette_pos->b = 0;
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		palette_pos++;
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	}
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	/* Handle lighthouse and stadium animation */
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	s = ev->lighthouse;
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	j = EXTR(256, EPV_CYCLES_LIGHTHOUSE);
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	for (uint i = 0; i != EPV_CYCLES_LIGHTHOUSE; i++) {
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		*palette_pos++ = s[j];
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		j++;
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		if (j == EPV_CYCLES_LIGHTHOUSE) j = 0;
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	}
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	/* Dark blue water */
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	s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->dark_water_toyland : ev->dark_water;
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	j = EXTR(320, EPV_CYCLES_DARK_WATER);
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	for (uint i = 0; i != EPV_CYCLES_DARK_WATER; i++) {
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		*palette_pos++ = s[j];
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		j++;
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		if (j == EPV_CYCLES_DARK_WATER) j = 0;
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	}
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	/* Glittery water */
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	s = (_settings_game.game_creation.landscape == LT_TOYLAND) ? ev->glitter_water_toyland : ev->glitter_water;
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	j = EXTR(128, EPV_CYCLES_GLITTER_WATER);
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	for (uint i = 0; i != EPV_CYCLES_GLITTER_WATER / 3; i++) {
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		*palette_pos++ = s[j];
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		j += 3;
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		if (j >= EPV_CYCLES_GLITTER_WATER) j -= EPV_CYCLES_GLITTER_WATER;
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	}
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	if (blitter != nullptr && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
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		palette_animation_counter = old_tc;
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	} else if (_cur_palette.count_dirty == 0 && memcmp(old_val, &_cur_palette.palette[PALETTE_ANIM_START], sizeof(old_val)) != 0) {
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		/* Did we changed anything on the palette? Seems so.  Mark it as dirty */
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		_cur_palette.first_dirty = PALETTE_ANIM_START;
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		_cur_palette.count_dirty = PALETTE_ANIM_SIZE;
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	}
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}
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/**
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 * Determine a contrasty text colour for a coloured background.
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 * @param background Background colour.
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 * @param threshold Background colour brightness threshold below which the background is considered dark and TC_WHITE is returned, range: 0 - 255, default 128.
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 * @return TC_BLACK or TC_WHITE depending on what gives a better contrast.
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 */
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TextColour GetContrastColour(uint8_t background, uint8_t threshold)
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{
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	Colour c = _cur_palette.palette[background];
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	/* Compute brightness according to http://www.w3.org/TR/AERT#color-contrast.
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	 * The following formula computes 1000 * brightness^2, with brightness being in range 0 to 255. */
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	uint sq1000_brightness = c.r * c.r * 299 + c.g * c.g * 587 + c.b * c.b * 114;
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	/* Compare with threshold brightness which defaults to 128 (50%) */
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	return sq1000_brightness < ((uint) threshold) * ((uint) threshold) * 1000 ? TC_WHITE : TC_BLACK;
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}
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/**
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 * Lookup table of colour shades for all 16 colour gradients.
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 * 8 colours per gradient from darkest (0) to lightest (7)
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 */
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struct ColourGradients
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{
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	using ColourGradient = std::array<byte, SHADE_END>;
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	static inline std::array<ColourGradient, COLOUR_END> gradient{};
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};
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/**
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 * Get colour gradient palette index.
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 * @param colour Colour.
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 * @param shade Shade level from 1 to 7.
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 * @returns palette index of colour.
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 */
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byte GetColourGradient(Colours colour, ColourShade shade)
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{
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	return ColourGradients::gradient[colour % COLOUR_END][shade % SHADE_END];
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}
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/**
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 * Set colour gradient palette index.
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 * @param colour Colour.
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 * @param shade Shade level from 1 to 7.
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 * @param palette_index Palette index to set.
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 */
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void SetColourGradient(Colours colour, ColourShade shade, byte palette_index)
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{
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	assert(colour < COLOUR_END);
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	assert(shade < SHADE_END);
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	ColourGradients::gradient[colour % COLOUR_END][shade % SHADE_END] = palette_index;
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}
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