File diff r17624:f2c5f47dceaa → r17625:366001a31c88
src/spriteloader/spriteloader.hpp
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/* $Id$ */
 

	
 
/*
 
 * 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 spriteloader.hpp Base for loading sprites. */
 

	
 
#ifndef SPRITELOADER_HPP
 
#define SPRITELOADER_HPP
 

	
 
#include "../core/alloc_type.hpp"
 
#include "../gfx_type.h"
 

	
 
/** Interface for the loader of our sprites. */
 
class SpriteLoader {
 
public:
 
	/** Definition of a common pixel in OpenTTD's realm. */
 
	struct CommonPixel {
 
		uint8 r;  ///< Red-channel
 
		uint8 g;  ///< Green-channel
 
		uint8 b;  ///< Blue-channel
 
		uint8 a;  ///< Alpha-channel
 
		uint8 m;  ///< Remap-channel
 
	};
 

	
 
	/**
 
	 * Structure for passing information from the sprite loader to the blitter.
 
	 * You can only use this struct once at a time when using AllocateData to
 
	 * allocate the memory as that will always return the same memory address.
 
	 * This to prevent thousands of malloc + frees just to load a sprite.
 
	 */
 
	struct Sprite {
 
		uint16 height;                   ///< Height of the sprite
 
		uint16 width;                    ///< Width of the sprite
 
		int16 x_offs;                    ///< The x-offset of where the sprite will be drawn
 
		int16 y_offs;                    ///< The y-offset of where the sprite will be drawn
 
		SpriteLoader::CommonPixel *data; ///< The sprite itself
 

	
 
		/**
 
		 * Allocate the sprite data of this sprite.
 
		 * @param size the minimum size of the data field.
 
		 */
 
		void AllocateData(size_t size) { this->data = Sprite::buffer.ZeroAllocate(size); }
 
	private:
 
		/** Allocated memory to pass sprite data around */
 
		static ReusableBuffer<SpriteLoader::CommonPixel> buffer;
 
	};
 

	
 
	/**
 
	 * Load a sprite from the disk and return a sprite struct which is the same for all loaders.
 
	 * @param sprite      The sprite to fill with data.
 
	 * @param file_slot   The file "descriptor" of the file we read from.
 
	 * @param file_pos    The position within the file the image begins.
 
	 * @param sprite_type The type of sprite we're trying to load.
 
	 * @return true iff loading went okay.
 
	 */
 
	virtual bool LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos, SpriteType sprite_type) = 0;
 

	
 
	virtual ~SpriteLoader() { }
 
};
 

	
 
#endif /* SPRITELOADER_HPP */