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