8bpp_simple.cpp

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00001 /* $Id: 8bpp_simple.cpp 15428 2009-02-09 02:57:15Z rubidium $ */
00002 
00005 #include "../stdafx.h"
00006 #include "../zoom_func.h"
00007 #include "8bpp_simple.hpp"
00008 
00009 static FBlitter_8bppSimple iFBlitter_8bppSimple;
00010 
00011 void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
00012 {
00013   const uint8 *src, *src_line;
00014   uint8 *dst, *dst_line;
00015 
00016   /* Find where to start reading in the source sprite */
00017   src_line = (const uint8 *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
00018   dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
00019 
00020   for (int y = 0; y < bp->height; y++) {
00021     dst = dst_line;
00022     dst_line += bp->pitch;
00023 
00024     src = src_line;
00025     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
00026 
00027     for (int x = 0; x < bp->width; x++) {
00028       uint colour = 0;
00029 
00030       switch (mode) {
00031         case BM_COLOUR_REMAP:
00032           colour = bp->remap[*src];
00033           break;
00034 
00035         case BM_TRANSPARENT:
00036           if (*src != 0) colour = bp->remap[*dst];
00037           break;
00038 
00039         default:
00040           colour = *src;
00041           break;
00042       }
00043       if (colour != 0) *dst = colour;
00044       dst++;
00045       src += ScaleByZoom(1, zoom);
00046     }
00047   }
00048 }
00049 
00050 Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
00051 {
00052   Sprite *dest_sprite;
00053   dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width);;
00054 
00055   dest_sprite->height = sprite->height;
00056   dest_sprite->width  = sprite->width;
00057   dest_sprite->x_offs = sprite->x_offs;
00058   dest_sprite->y_offs = sprite->y_offs;
00059 
00060   /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
00061   for (int i = 0; i < sprite->height * sprite->width; i++) {
00062     dest_sprite->data[i] = sprite->data[i].m;
00063   }
00064 
00065   return dest_sprite;
00066 }

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