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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.
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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.
BM_CRASH_REMAP, ///< Perform a crash remapping.
BM_BLACK_REMAP, ///< Perform remapping to a completely blackened sprite
};
/**
* How all blitters should look like. Extend this class to make your own.
*/
class Blitter : public SpriteEncoder {
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;
bool Is32BppSupported() override
{
return this->GetScreenDepth() > 8;
}
/**
* 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;
/**
* 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.
* @param dash Length of dashes for dashed lines. 0 means solid line.
*/
virtual void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 colour, int width, int dash = 0) = 0;
/**
* 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;
/**
* Does this blitter require a separate animation buffer from the video backend?
*/
virtual bool NeedsAnimationBuffer()
{
return false;
}
/**
* 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() { }
template <typename SetPixelT> void DrawLineGeneric(int x, int y, int x2, int y2, int screen_width, int screen_height, int width, int dash, SetPixelT set_pixel);
};
#endif /* BLITTER_BASE_HPP */
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