Create a new blitter mode: 32bpp-sse2-anim, which is 32bpp-anim + this. 32bpp-sse2-anim is now used by default where 32bpp-anim would have been. Also use this with the 32bpp-sse4-anim blitter. See issue #6469.
		
			
				
	
	
		
			83 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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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 32bpp_anim.hpp A 32 bpp blitter with animation support. */
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#ifndef BLITTER_32BPP_ANIM_HPP
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#define BLITTER_32BPP_ANIM_HPP
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#include "32bpp_optimized.hpp"
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/** The optimised 32 bpp blitter with palette animation. */
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class Blitter_32bppAnim : public Blitter_32bppOptimized {
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protected:
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	uint16 *anim_buf;    ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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	void *anim_alloc;    ///< The raw allocated buffer, not necessarily aligned correctly
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	int anim_buf_width;  ///< The width of the animation buffer.
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	int anim_buf_height; ///< The height of the animation buffer.
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	int anim_buf_pitch;  ///< The pitch of the animation buffer (width rounded up to 16 byte boundary).
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	Palette palette;     ///< The current palette.
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public:
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	Blitter_32bppAnim() :
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		anim_buf(NULL),
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		anim_alloc(NULL),
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		anim_buf_width(0),
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		anim_buf_height(0),
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		anim_buf_pitch(0)
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	{
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		this->palette = _cur_palette;
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	}
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	~Blitter_32bppAnim();
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	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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	/* virtual */ void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal);
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	/* virtual */ void SetPixel(void *video, int x, int y, uint8 colour);
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	/* virtual */ void DrawRect(void *video, int width, int height, uint8 colour);
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	/* virtual */ void CopyFromBuffer(void *video, const void *src, int width, int height);
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	/* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height);
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	/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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	/* virtual */ int BufferSize(int width, int height);
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	/* virtual */ void PaletteAnimate(const Palette &palette);
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	/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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	/* virtual */ const char *GetName() { return "32bpp-anim"; }
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	/* virtual */ int GetBytesPerPixel() { return 6; }
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	/* virtual */ void PostResize();
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	/**
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	 * Look up the colour in the current palette.
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	 */
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	inline Colour LookupColourInPalette(uint index)
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	{
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		return this->palette.palette[index];
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	}
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	inline int ScreenToAnimOffset(const uint32 *video)
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	{
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		int raw_offset = video - (const uint32 *)_screen.dst_ptr;
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		if (_screen.pitch == this->anim_buf_pitch) return raw_offset;
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		int lines = raw_offset / _screen.pitch;
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		int across = raw_offset % _screen.pitch;
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		return across + (lines * this->anim_buf_pitch);
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	}
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	template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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};
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/** Factory for the 32bpp blitter with animation. */
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class FBlitter_32bppAnim : public BlitterFactory {
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public:
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	FBlitter_32bppAnim() : BlitterFactory("32bpp-anim", "32bpp Animation Blitter (palette animation)") {}
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	/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppAnim(); }
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};
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#endif /* BLITTER_32BPP_ANIM_HPP */
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