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Location: cpp/openttd-patchpack/source/src/spriteloader/spriteloader.hpp

rubidium
(svn r20607) -Fix: retain information about all base sets that are found and not only the latest version. This to stop confusing people that use newer versions of the base sets than those available via BaNaNaS.
/* $Id$ */

/*
 * 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"

class SpriteLoader {
public:
	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.
	 */
	virtual bool LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos, SpriteType sprite_type) = 0;

	virtual ~SpriteLoader() { }
};

#endif /* SPRITELOADER_HPP */