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Location: cpp/openttd-patchpack/source/src/blitter/8bpp_simple.cpp - annotation
r17613:a9b2554a5d79
2.2 KiB
text/x-c
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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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_simple.cpp Implementation of the simple 8 bpp blitter. */
#include "../stdafx.h"
#include "../zoom_func.h"
#include "8bpp_simple.hpp"
static FBlitter_8bppSimple iFBlitter_8bppSimple;
void Blitter_8bppSimple::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++) {
uint colour = 0;
switch (mode) {
case BM_COLOUR_REMAP:
colour = bp->remap[*src];
break;
case BM_TRANSPARENT:
if (*src != 0) colour = bp->remap[*dst];
break;
default:
colour = *src;
break;
}
if (colour != 0) *dst = colour;
dst++;
src += ScaleByZoom(1, zoom);
}
}
}
Sprite *Blitter_8bppSimple::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;
/* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
for (int i = 0; i < sprite->height * sprite->width; i++) {
dest_sprite->data[i] = sprite->data[i].m;
}
return dest_sprite;
}
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