Files @ r24422:3fa67b2abcd2
Branch filter:

Location: cpp/openttd-patchpack/source/src/blitter/8bpp_optimized.cpp

Patric Stout
Fix: change the working-dir searchpath when using '-c'

Basically, with '-c' you now create a sandbox. It will still use
your personal-dir and global-dir to find files you installed there,
but all new files are stored with a base folder identical to the
folder the configuration is in.

This is a bit of an old bug, that we many have tried to solve in
various of different ways. The code has grown sufficiently complex
that it is hard to see what consequences of actions are. This is
in my opinion the most harmless solution, while increasing the
usefulness of the '-c' flag.

In essence, the problem was that empty folders were always created
in the directory where the configuration was, but as that directory
wasn't added to any searchpath, files weren't stored there, unless
by accident it was a folder already on the searchpath. For example,
if you do './openttd -c local.cfg', it did work as expected. But
in the more generic variant, it did not.

With this patch, you can run './openttd -c /new/folder/local.cfg',
and it will create and prepare that folder to receive new files.

'content_download' is also stored in the directory the
configuration is in; this was already the case. Important to
note that there is only one search-path for 'content_download'.
In other words, when using '-c', it will not look in '~/.openttd'
inside the 'content_download' folder.
/*
 * 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_optimized.cpp Implementation of the optimized 8 bpp blitter. */

#include "../stdafx.h"
#include "../zoom_func.h"
#include "../settings_type.h"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "8bpp_optimized.hpp"

#include "../safeguards.h"

/** Instantiation of the 8bpp optimised blitter factory. */
static FBlitter_8bppOptimized iFBlitter_8bppOptimized;

void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
{
	/* Find the offset of this zoom-level */
	const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
	uint offset = sprite_src->offset[zoom];

	/* Find where to start reading in the source sprite */
	const uint8 *src = sprite_src->data + offset;
	uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;

	/* Skip over the top lines in the source image */
	for (int y = 0; y < bp->skip_top; y++) {
		for (;;) {
			uint trans = *src++;
			uint pixels = *src++;
			if (trans == 0 && pixels == 0) break;
			src += pixels;
		}
	}

	const uint8 *src_next = src;

	for (int y = 0; y < bp->height; y++) {
		uint8 *dst = dst_line;
		dst_line += bp->pitch;

		uint skip_left = bp->skip_left;
		int width = bp->width;

		for (;;) {
			src = src_next;
			uint trans = *src++;
			uint pixels = *src++;
			src_next = src + pixels;
			if (trans == 0 && pixels == 0) break;
			if (width <= 0) continue;

			if (skip_left != 0) {
				if (skip_left < trans) {
					trans -= skip_left;
					skip_left = 0;
				} else {
					skip_left -= trans;
					trans = 0;
				}
				if (skip_left < pixels) {
					src += skip_left;
					pixels -= skip_left;
					skip_left = 0;
				} else {
					src += pixels;
					skip_left -= pixels;
					pixels = 0;
				}
			}
			if (skip_left != 0) continue;

			/* Skip transparent pixels */
			dst += trans;
			width -= trans;
			if (width <= 0 || pixels == 0) continue;
			pixels = min<uint>(pixels, (uint)width);
			width -= pixels;

			switch (mode) {
				case BM_COLOUR_REMAP:
				case BM_CRASH_REMAP: {
					const uint8 *remap = bp->remap;
					do {
						uint m = remap[*src];
						if (m != 0) *dst = m;
						dst++; src++;
					} while (--pixels != 0);
					break;
				}

				case BM_BLACK_REMAP:
					MemSetT(dst, 0, pixels);
					dst += pixels;
					break;

				case BM_TRANSPARENT: {
					const uint8 *remap = bp->remap;
					src += pixels;
					do {
						*dst = remap[*dst];
						dst++;
					} while (--pixels != 0);
					break;
				}

				default:
					MemCpyT(dst, src, pixels);
					dst += pixels; src += pixels;
					break;
			}
		}
	}
}

Sprite *Blitter_8bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
	/* Make memory for all zoom-levels */
	uint memory = sizeof(SpriteData);

	ZoomLevel zoom_min;
	ZoomLevel zoom_max;

	if (sprite->type == ST_FONT) {
		zoom_min = ZOOM_LVL_NORMAL;
		zoom_max = ZOOM_LVL_NORMAL;
	} else {
		zoom_min = _settings_client.gui.zoom_min;
		zoom_max = _settings_client.gui.zoom_max;
		if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
	}

	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
		memory += sprite[i].width * sprite[i].height;
	}

	/* We have no idea how much memory we really need, so just guess something */
	memory *= 5;

	/* Don't allocate memory each time, but just keep some
	 * memory around as this function is called quite often
	 * and the memory usage is quite low. */
	static ReusableBuffer<byte> temp_buffer;
	SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
	memset(temp_dst, 0, sizeof(*temp_dst));
	byte *dst = temp_dst->data;

	/* Make the sprites per zoom-level */
	for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
		/* Store the index table */
		uint offset = dst - temp_dst->data;
		temp_dst->offset[i] = offset;

		/* cache values, because compiler can't cache it */
		int scaled_height = sprite[i].height;
		int scaled_width  = sprite[i].width;

		for (int y = 0; y < scaled_height; y++) {
			uint trans = 0;
			uint pixels = 0;
			uint last_colour = 0;
			byte *count_dst = nullptr;

			/* Store the scaled image */
			const SpriteLoader::CommonPixel *src = &sprite[i].data[y * sprite[i].width];

			for (int x = 0; x < scaled_width; x++) {
				uint colour = src++->m;

				if (last_colour == 0 || colour == 0 || pixels == 255) {
					if (count_dst != nullptr) {
						/* Write how many non-transparent bytes we get */
						*count_dst = pixels;
						pixels = 0;
						count_dst = nullptr;
					}
					/* As long as we find transparency bytes, keep counting */
					if (colour == 0 && trans != 255) {
						last_colour = 0;
						trans++;
						continue;
					}
					/* No longer transparency, so write the amount of transparent bytes */
					*dst = trans;
					dst++;
					trans = 0;
					/* Reserve a byte for the pixel counter */
					count_dst = dst;
					dst++;
				}
				last_colour = colour;
				if (colour == 0) {
					trans++;
				} else {
					pixels++;
					*dst = colour;
					dst++;
				}
			}

			if (count_dst != nullptr) *count_dst = pixels;

			/* Write line-ending */
			*dst = 0; dst++;
			*dst = 0; dst++;
		}
	}

	uint size = dst - (byte *)temp_dst;

	/* Safety check, to make sure we guessed the size correctly */
	assert(size < memory);

	/* Allocate the exact amount of memory we need */
	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;
	memcpy(dest_sprite->data, temp_dst, size);

	return dest_sprite;
}