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Location: cpp/openttd-patchpack/source/src/blitter/8bpp_debug.cpp - annotation
r17167:68f47a8db1b5
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(svn r21916) -Fix [FS#4442]: the minimum speed needed for (realistic) acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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/*
* 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 8bpp_debug.cpp Implementation of 8 bpp debug blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "../core/random_func.hpp"
#include "8bpp_debug.hpp"
static FBlitter_8bppDebug iFBlitter_8bppDebug;
void Blitter_8bppDebug::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
const uint8 *src, *src_line;
uint8 *dst, *dst_line;
/* Find where to start reading in the source sprite */
src_line = (const uint8 *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
for (int y = 0; y < bp->height; y++) {
dst = dst_line;
dst_line += bp->pitch;
src = src_line;
src_line += bp->sprite_width * ScaleByZoom(1, zoom);
for (int x = 0; x < bp->width; x++) {
if (*src != 0) *dst = *src;
dst++;
src += ScaleByZoom(1, zoom);
}
assert(src <= src_line);
}
}
Sprite *Blitter_8bppDebug::Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
Sprite *dest_sprite;
dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width);
dest_sprite->height = sprite->height;
dest_sprite->width = sprite->width;
dest_sprite->x_offs = sprite->x_offs;
dest_sprite->y_offs = sprite->y_offs;
/* Write a random colour as sprite; this makes debugging really easy */
uint colour = InteractiveRandom() % 150 + 2;
for (int i = 0; i < sprite->height * sprite->width; i++) {
dest_sprite->data[i] = (sprite->data[i].m == 0) ? 0 : colour;
}
return dest_sprite;
}
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