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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_anim.cpp - annotation
r25257:56e3bc921253
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Change: track hover position on Online Players GUI
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
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r6971:b3bdb012053e r9548:44248dc324db r6971:b3bdb012053e r6971:b3bdb012053e r22870:f3bd5fe2429d r22870:f3bd5fe2429d r6971:b3bdb012053e r6971:b3bdb012053e r6971:b3bdb012053e r21436:38079fc3bcd8 r6971:b3bdb012053e r6971:b3bdb012053e r6971:b3bdb012053e r6971:b3bdb012053e r6971:b3bdb012053e r6971:b3bdb012053e r14151:b74c66bf771d r14151:b74c66bf771d r14151:b74c66bf771d r22585:7d5ac49c463f r22585:7d5ac49c463f r14151:b74c66bf771d r22870:f3bd5fe2429d r14151:b74c66bf771d r14151:b74c66bf771d r22870:f3bd5fe2429d r22870:f3bd5fe2429d r22870:f3bd5fe2429d r22870:f3bd5fe2429d r22870:f3bd5fe2429d r14151:b74c66bf771d r14151:b74c66bf771d | /*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file 32bpp_anim.cpp Implementation of the optimized 32 bpp blitter with animation support. */
#include "../stdafx.h"
#include "../video/video_driver.hpp"
#include "32bpp_anim.hpp"
#include "common.hpp"
#include "../table/sprites.h"
#include "../safeguards.h"
/** Instantiation of the 32bpp with animation blitter factory. */
static FBlitter_32bppAnim iFBlitter_32bppAnim;
Blitter_32bppAnim::~Blitter_32bppAnim()
{
free(this->anim_alloc);
}
template <BlitterMode mode>
inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom)
{
const SpriteData *src = (const SpriteData *)bp->sprite;
const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]);
const uint16 *src_n = (const uint16 *)(src->data + src->offset[zoom][1]);
for (uint i = bp->skip_top; i != 0; i--) {
src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_n = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
}
Colour *dst = (Colour *)bp->dst + bp->top * bp->pitch + bp->left;
uint16 *anim = this->anim_buf + this->ScreenToAnimOffset((uint32 *)bp->dst) + bp->top * this->anim_buf_pitch + bp->left;
const byte *remap = bp->remap; // store so we don't have to access it via bp every time
for (int y = 0; y < bp->height; y++) {
Colour *dst_ln = dst + bp->pitch;
uint16 *anim_ln = anim + this->anim_buf_pitch;
const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px);
src_px++;
const uint16 *src_n_ln = (const uint16 *)((const byte *)src_n + *(const uint32 *)src_n);
src_n += 2;
Colour *dst_end = dst + bp->skip_left;
uint n;
while (dst < dst_end) {
n = *src_n++;
if (src_px->a == 0) {
dst += n;
src_px ++;
src_n++;
if (dst > dst_end) anim += dst - dst_end;
} else {
if (dst + n > dst_end) {
uint d = dst_end - dst;
src_px += d;
src_n += d;
dst = dst_end - bp->skip_left;
dst_end = dst + bp->width;
n = std::min(n - d, (uint)bp->width);
goto draw;
}
dst += n;
src_px += n;
src_n += n;
}
}
dst -= bp->skip_left;
dst_end -= bp->skip_left;
dst_end += bp->width;
while (dst < dst_end) {
n = std::min<uint>(*src_n++, dst_end - dst);
if (src_px->a == 0) {
anim += n;
dst += n;
src_px++;
src_n++;
continue;
}
draw:;
switch (mode) {
case BM_COLOUR_REMAP:
if (src_px->a == 255) {
do {
uint m = *src_n;
/* In case the m-channel is zero, do not remap this pixel in any way */
if (m == 0) {
*dst = src_px->data;
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = r | (m & 0xFF00);
if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = *src_n;
if (m == 0) {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = 0;
if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
case BM_CRASH_REMAP:
if (src_px->a == 255) {
do {
uint m = *src_n;
if (m == 0) {
uint8 g = MakeDark(src_px->r, src_px->g, src_px->b);
*dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
*anim = 0;
} else {
uint r = remap[GB(m, 0, 8)];
*anim = r | (m & 0xFF00);
if (r != 0) *dst = this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8));
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = *src_n;
if (m == 0) {
if (src_px->a != 0) {
uint8 g = MakeDark(src_px->r, src_px->g, src_px->b);
*dst = ComposeColourRGBA(g, g, g, src_px->a, *dst);
*anim = 0;
}
} else {
uint r = remap[GB(m, 0, 8)];
*anim = 0;
if (r != 0) *dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(r), GB(m, 8, 8)), src_px->a, *dst);
}
anim++;
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
case BM_BLACK_REMAP:
do {
*dst++ = Colour(0, 0, 0);
*anim++ = 0;
src_px++;
src_n++;
} while (--n != 0);
break;
case BM_TRANSPARENT:
/* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
* we produce a result the newgrf maker didn't expect ;) */
/* Make the current colour a bit more black, so it looks like this image is transparent */
src_n += n;
if (src_px->a == 255) {
src_px += n;
do {
*dst = MakeTransparent(*dst, 3, 4);
*anim = 0;
anim++;
dst++;
} while (--n != 0);
} else {
do {
*dst = MakeTransparent(*dst, (256 * 4 - src_px->a), 256 * 4);
*anim = 0;
anim++;
dst++;
src_px++;
} while (--n != 0);
}
break;
default:
if (src_px->a == 255) {
do {
/* Compiler assumes pointer aliasing, can't optimise this on its own */
uint m = GB(*src_n, 0, 8);
/* Above PALETTE_ANIM_START is palette animation */
*anim++ = *src_n;
*dst++ = (m >= PALETTE_ANIM_START) ? this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)) : src_px->data;
src_px++;
src_n++;
} while (--n != 0);
} else {
do {
uint m = GB(*src_n, 0, 8);
*anim++ = 0;
if (m >= PALETTE_ANIM_START) {
*dst = ComposeColourPANoCheck(this->AdjustBrightness(this->LookupColourInPalette(m), GB(*src_n, 8, 8)), src_px->a, *dst);
} else {
*dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst);
}
dst++;
src_px++;
src_n++;
} while (--n != 0);
}
break;
}
}
anim = anim_ln;
dst = dst_ln;
src_px = src_px_ln;
src_n = src_n_ln;
}
}
void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
Blitter_32bppOptimized::Draw(bp, mode, zoom);
return;
}
switch (mode) {
default: NOT_REACHED();
case BM_NORMAL: Draw<BM_NORMAL> (bp, zoom); return;
case BM_COLOUR_REMAP: Draw<BM_COLOUR_REMAP>(bp, zoom); return;
case BM_TRANSPARENT: Draw<BM_TRANSPARENT> (bp, zoom); return;
case BM_CRASH_REMAP: Draw<BM_CRASH_REMAP> (bp, zoom); return;
case BM_BLACK_REMAP: Draw<BM_BLACK_REMAP> (bp, zoom); return;
}
}
void Blitter_32bppAnim::DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColourMappingRect() */
Blitter_32bppOptimized::DrawColourMappingRect(dst, width, height, pal);
return;
}
Colour *udst = (Colour *)dst;
uint16 *anim = this->anim_buf + this->ScreenToAnimOffset((uint32 *)dst);
if (pal == PALETTE_TO_TRANSPARENT) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeTransparent(*udst, 154);
*anim = 0;
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + this->anim_buf_pitch;
} while (--height);
return;
}
if (pal == PALETTE_NEWSPAPER) {
do {
for (int i = 0; i != width; i++) {
*udst = MakeGrey(*udst);
*anim = 0;
udst++;
anim++;
}
udst = udst - width + _screen.pitch;
anim = anim - width + this->anim_buf_pitch;
} while (--height);
return;
}
DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
}
void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 colour)
{
*((Colour *)video + x + y * _screen.pitch) = LookupColourInPalette(colour);
/* Set the colour in the anim-buffer too, if we are rendering to the screen */
if (_screen_disable_anim) return;
this->anim_buf[this->ScreenToAnimOffset((uint32 *)video) + x + y * this->anim_buf_pitch] = colour | (DEFAULT_BRIGHTNESS << 8);
}
void Blitter_32bppAnim::DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash)
{
const Colour c = LookupColourInPalette(colour);
if (_screen_disable_anim) {
this->DrawLineGeneric(x, y, x2, y2, screen_width, screen_height, width, dash, [&](int x, int y) {
*((Colour *)video + x + y * _screen.pitch) = c;
});
} else {
uint16 * const offset_anim_buf = this->anim_buf + this->ScreenToAnimOffset((uint32 *)video);
const uint16 anim_colour = colour | (DEFAULT_BRIGHTNESS << 8);
this->DrawLineGeneric(x, y, x2, y2, screen_width, screen_height, width, dash, [&](int x, int y) {
*((Colour *)video + x + y * _screen.pitch) = c;
offset_anim_buf[x + y * this->anim_buf_pitch] = anim_colour;
});
}
}
void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 colour)
{
if (_screen_disable_anim) {
/* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
Blitter_32bppOptimized::DrawRect(video, width, height, colour);
return;
}
Colour colour32 = LookupColourInPalette(colour);
uint16 *anim_line = this->ScreenToAnimOffset((uint32 *)video) + this->anim_buf;
do {
Colour *dst = (Colour *)video;
uint16 *anim = anim_line;
for (int i = width; i > 0; i--) {
*dst = colour32;
/* Set the colour in the anim-buffer too */
*anim = colour | (DEFAULT_BRIGHTNESS << 8);
dst++;
anim++;
}
video = (uint32 *)video + _screen.pitch;
anim_line += this->anim_buf_pitch;
} while (--height);
}
void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
Colour *dst = (Colour *)video;
const uint32 *usrc = (const uint32 *)src;
uint16 *anim_line = this->ScreenToAnimOffset((uint32 *)video) + this->anim_buf;
for (; height > 0; height--) {
/* We need to keep those for palette animation. */
Colour *dst_pal = dst;
uint16 *anim_pal = anim_line;
memcpy(static_cast<void *>(dst), usrc, width * sizeof(uint32));
usrc += width;
dst += _screen.pitch;
/* Copy back the anim-buffer */
memcpy(anim_line, usrc, width * sizeof(uint16));
usrc = (const uint32 *)((const uint16 *)usrc + width);
anim_line += this->anim_buf_pitch;
/* Okay, it is *very* likely that the image we stored is using
* the wrong palette animated colours. There are two things we
* can do to fix this. The first is simply reviewing the whole
* screen after we copied the buffer, i.e. run PaletteAnimate,
* however that forces a full screen redraw which is expensive
* for just the cursor. This just copies the implementation of
* palette animation, much cheaper though slightly nastier. */
for (int i = 0; i < width; i++) {
uint colour = GB(*anim_pal, 0, 8);
if (colour >= PALETTE_ANIM_START) {
/* Update this pixel */
*dst_pal = this->AdjustBrightness(LookupColourInPalette(colour), GB(*anim_pal, 8, 8));
}
dst_pal++;
anim_pal++;
}
}
}
void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint32 *udst = (uint32 *)dst;
const uint32 *src = (const uint32 *)video;
if (this->anim_buf == nullptr) return;
const uint16 *anim_line = this->ScreenToAnimOffset((const uint32 *)video) + this->anim_buf;
for (; height > 0; height--) {
memcpy(udst, src, width * sizeof(uint32));
src += _screen.pitch;
udst += width;
/* Copy the anim-buffer */
memcpy(udst, anim_line, width * sizeof(uint16));
udst = (uint32 *)((uint16 *)udst + width);
anim_line += this->anim_buf_pitch;
}
}
void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
{
assert(!_screen_disable_anim);
assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
uint16 *dst, *src;
/* We need to scroll the anim-buffer too */
if (scroll_y > 0) {
dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_pitch;
src = dst - scroll_y * this->anim_buf_pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height - scroll_y;
for (; th > 0; th--) {
memcpy(dst, src, tw * sizeof(uint16));
src -= this->anim_buf_pitch;
dst -= this->anim_buf_pitch;
}
} else {
/* Calculate pointers */
dst = this->anim_buf + left + top * this->anim_buf_pitch;
src = dst - scroll_y * this->anim_buf_pitch;
/* Adjust left & width */
if (scroll_x >= 0) {
dst += scroll_x;
} else {
src -= scroll_x;
}
/* the y-displacement may be 0 therefore we have to use memmove,
* because source and destination may overlap */
uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
uint th = height + scroll_y;
for (; th > 0; th--) {
memmove(dst, src, tw * sizeof(uint16));
src += this->anim_buf_pitch;
dst += this->anim_buf_pitch;
}
}
Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
}
int Blitter_32bppAnim::BufferSize(int width, int height)
{
return width * height * (sizeof(uint32) + sizeof(uint16));
}
void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
{
assert(!_screen_disable_anim);
this->palette = palette;
/* If first_dirty is 0, it is for 8bpp indication to send the new
* palette. However, only the animation colours might possibly change.
* Especially when going between toyland and non-toyland. */
assert(this->palette.first_dirty == PALETTE_ANIM_START || this->palette.first_dirty == 0);
const uint16 *anim = this->anim_buf;
Colour *dst = (Colour *)_screen.dst_ptr;
/* Let's walk the anim buffer and try to find the pixels */
const int width = this->anim_buf_width;
const int pitch_offset = _screen.pitch - width;
const int anim_pitch_offset = this->anim_buf_pitch - width;
for (int y = this->anim_buf_height; y != 0 ; y--) {
for (int x = width; x != 0 ; x--) {
uint16 value = *anim;
uint8 colour = GB(value, 0, 8);
if (colour >= PALETTE_ANIM_START) {
/* Update this pixel */
*dst = this->AdjustBrightness(LookupColourInPalette(colour), GB(value, 8, 8));
}
dst++;
anim++;
}
dst += pitch_offset;
anim += anim_pitch_offset;
}
/* Make sure the backend redraws the whole screen */
VideoDriver::GetInstance()->MakeDirty(0, 0, _screen.width, _screen.height);
}
Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
{
return Blitter::PALETTE_ANIMATION_BLITTER;
}
void Blitter_32bppAnim::PostResize()
{
if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height ||
_screen.pitch != this->anim_buf_pitch) {
/* The size of the screen changed; we can assume we can wipe all data from our buffer */
free(this->anim_alloc);
this->anim_buf_width = _screen.width;
this->anim_buf_height = _screen.height;
this->anim_buf_pitch = (_screen.width + 7) & ~7;
this->anim_alloc = CallocT<uint16>(this->anim_buf_pitch * this->anim_buf_height + 8);
/* align buffer to next 16 byte boundary */
this->anim_buf = reinterpret_cast<uint16 *>((reinterpret_cast<uintptr_t>(this->anim_alloc) + 0xF) & (~0xF));
}
}
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