229 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			229 lines
		
	
	
		
			9.0 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 base.hpp Base for all blitters. */
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#ifndef BLITTER_BASE_HPP
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#define BLITTER_BASE_HPP
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#include "../spritecache.h"
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#include "../spriteloader/spriteloader.hpp"
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/** The modes of blitting we can do. */
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enum BlitterMode {
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	BM_NORMAL,       ///< Perform the simple blitting.
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	BM_COLOUR_REMAP, ///< Perform a colour remapping.
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	BM_TRANSPARENT,  ///< Perform transparency colour remapping.
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	BM_CRASH_REMAP,  ///< Perform a crash remapping.
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	BM_BLACK_REMAP,  ///< Perform remapping to a completely blackened sprite
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};
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/**
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 * How all blitters should look like. Extend this class to make your own.
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 */
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class Blitter {
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public:
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	/** Parameters related to blitting. */
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	struct BlitterParams {
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		const void *sprite; ///< Pointer to the sprite how ever the encoder stored it
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		const byte *remap;  ///< XXX -- Temporary storage for remap array
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		int skip_left;      ///< How much pixels of the source to skip on the left (based on zoom of dst)
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		int skip_top;       ///< How much pixels of the source to skip on the top (based on zoom of dst)
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		int width;          ///< The width in pixels that needs to be drawn to dst
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		int height;         ///< The height in pixels that needs to be drawn to dst
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		int sprite_width;   ///< Real width of the sprite
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		int sprite_height;  ///< Real height of the sprite
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		int left;           ///< The left offset in the 'dst' in pixels to start drawing
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		int top;            ///< The top offset in the 'dst' in pixels to start drawing
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		void *dst;          ///< Destination buffer
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		int pitch;          ///< The pitch of the destination buffer
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	};
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	/** Types of palette animation. */
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	enum PaletteAnimation {
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		PALETTE_ANIMATION_NONE,           ///< No palette animation
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		PALETTE_ANIMATION_VIDEO_BACKEND,  ///< Palette animation should be done by video backend (8bpp only!)
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		PALETTE_ANIMATION_BLITTER,        ///< The blitter takes care of the palette animation
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	};
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	/**
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	 * Get the screen depth this blitter works for.
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	 *  This is either: 8, 16, 24 or 32.
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	 */
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	virtual uint8 GetScreenDepth() = 0;
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	/**
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	 * Draw an image to the screen, given an amount of params defined above.
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	 */
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	virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0;
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	/**
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	 * Draw a colourtable to the screen. This is: the colour of the screen is read
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	 *  and is looked-up in the palette to match a new colour, which then is put
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	 *  on the screen again.
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	 * @param dst the destination pointer (video-buffer).
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	 * @param width the width of the buffer.
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	 * @param height the height of the buffer.
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	 * @param pal the palette to use.
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	 */
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	virtual void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) = 0;
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	/**
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	 * Convert a sprite from the loader to our own format.
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	 */
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	virtual Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) = 0;
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	/**
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	 * Move the destination pointer the requested amount x and y, keeping in mind
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	 *  any pitch and bpp of the renderer.
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	 * @param video The destination pointer (video-buffer) to scroll.
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	 * @param x How much you want to scroll to the right.
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	 * @param y How much you want to scroll to the bottom.
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	 * @return A new destination pointer moved the the requested place.
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	 */
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	virtual void *MoveTo(void *video, int x, int y) = 0;
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	/**
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	 * Draw a pixel with a given colour on the video-buffer.
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	 * @param video The destination pointer (video-buffer).
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	 * @param x The x position within video-buffer.
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	 * @param y The y position within video-buffer.
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	 * @param colour A 8bpp mapping colour.
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	 */
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	virtual void SetPixel(void *video, int x, int y, uint8 colour) = 0;
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	/**
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	 * Draw a sequence of pixels on the video-buffer.
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	 * @param video The destination pointer (video-buffer).
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	 * @param x The x position within video-buffer.
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	 * @param y The y position within video-buffer.
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	 * @param colours A 8bpp colour mapping buffer.
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	 * @param width The length of the line.
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	 */
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	virtual void SetLine(void *video, int x, int y, uint8 *colours, uint width) = 0;
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	/**
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	 * Draw a sequence of pixels on the video-buffer (no LookupColourInPalette).
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	 * @param video The destination pointer (video-buffer).
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	 * @param x The x position within video-buffer.
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	 * @param y The y position within video-buffer.
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	 * @param colours A 32bpp colour buffer.
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	 * @param width The length of the line.
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	 */
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	virtual void SetLine32(void *video, int x, int y, uint32 *colours, uint width) { NOT_REACHED(); };
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	/**
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	 * Make a single horizontal line in a single colour on the video-buffer.
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	 * @param video The destination pointer (video-buffer).
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	 * @param width The length of the line.
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	 * @param height The height of the line.
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	 * @param colour A 8bpp mapping colour.
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	 */
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	virtual void DrawRect(void *video, int width, int height, uint8 colour) = 0;
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	/**
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	 * Draw a line with a given colour.
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	 * @param video The destination pointer (video-buffer).
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	 * @param x The x coordinate from where the line starts.
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	 * @param y The y coordinate from where the line starts.
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	 * @param x2 The x coordinate to where the line goes.
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	 * @param y2 The y coordinate to where the lines goes.
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	 * @param screen_width The width of the screen you are drawing in (to avoid buffer-overflows).
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	 * @param screen_height The height of the screen you are drawing in (to avoid buffer-overflows).
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	 * @param colour A 8bpp mapping colour.
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	 * @param width Line width.
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	 * @param dash Length of dashes for dashed lines. 0 means solid line.
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	 */
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	virtual void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash = 0);
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	/**
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	 * Copy from a buffer to the screen.
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	 * @param video The destination pointer (video-buffer).
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	 * @param src The buffer from which the data will be read.
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	 * @param width The width of the buffer.
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	 * @param height The height of the buffer.
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	 * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too!
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	 */
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	virtual void CopyFromBuffer(void *video, const void *src, int width, int height) = 0;
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	/**
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	 * Copy from the screen to a buffer.
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	 * @param video The destination pointer (video-buffer).
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	 * @param dst The buffer in which the data will be stored.
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	 * @param width The width of the buffer.
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	 * @param height The height of the buffer.
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	 * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too!
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	 */
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	virtual void CopyToBuffer(const void *video, void *dst, int width, int height) = 0;
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	/**
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	 * Copy from the screen to a buffer in a palette format for 8bpp and RGBA format for 32bpp.
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	 * @param video The destination pointer (video-buffer).
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	 * @param dst The buffer in which the data will be stored.
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	 * @param width The width of the buffer.
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	 * @param height The height of the buffer.
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	 * @param dst_pitch The pitch (byte per line) of the destination buffer.
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	 */
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	virtual void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) = 0;
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	/**
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	 * Scroll the videobuffer some 'x' and 'y' value.
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	 * @param video The buffer to scroll into.
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	 * @param left The left value of the screen to scroll.
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	 * @param top The top value of the screen to scroll.
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	 * @param width The width of the screen to scroll.
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	 * @param height The height of the screen to scroll.
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	 * @param scroll_x How much to scroll in X.
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	 * @param scroll_y How much to scroll in Y.
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	 */
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	virtual void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) = 0;
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	/**
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	 * Calculate how much memory there is needed for an image of this size in the video-buffer.
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	 * @param width The width of the buffer-to-be.
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	 * @param height The height of the buffer-to-be.
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	 * @return The size needed for the buffer.
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	 */
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	virtual int BufferSize(int width, int height) = 0;
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	/**
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	 * Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
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	 *  are equal to the 8bpp palette indexes 'first_dirty' to 'first_dirty + count_dirty'.
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	 * @param palette The new palette.
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	 */
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	virtual void PaletteAnimate(const Palette &palette) = 0;
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	/**
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	 * Check if the blitter uses palette animation at all.
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	 * @return True if it uses palette animation.
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	 */
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	virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0;
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	/**
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	 * Get the name of the blitter, the same as the Factory-instance returns.
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	 */
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	virtual const char *GetName() = 0;
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	/**
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	 * Get how many bytes are needed to store a pixel.
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	 */
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	virtual int GetBytesPerPixel() = 0;
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	/**
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	 * Post resize event
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	 */
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	virtual void PostResize() { };
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	virtual ~Blitter() { }
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};
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#endif /* BLITTER_BASE_HPP */
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