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@ r25257:56e3bc921253
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Location: cpp/openttd-patchpack/source/src/blitter/8bpp_optimized.cpp
r25257:56e3bc921253
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Change: track hover position on Online Players GUI
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
Especially if there are many players online, trying to chat with
the right one can be a visual challenge. This can be solved by
highlighting the row you are on. This visual cue is often enough
for humans to find the right row.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 | /*
* 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 = std::min<uint>(pixels, 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;
}
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