Files @ r25874:8e2606e1b5e5
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Location: cpp/openttd-patchpack/source/src/blitter/32bpp_optimized.hpp

Patric Stout
Change: remove the ability to control "max spectators" (#9466)

Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
/*
 * 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 32bpp_optimized.hpp Optimized 32 bpp blitter. */

#ifndef BLITTER_32BPP_OPTIMIZED_HPP
#define BLITTER_32BPP_OPTIMIZED_HPP

#include "32bpp_simple.hpp"

/** The optimised 32 bpp blitter (without palette animation). */
class Blitter_32bppOptimized : public Blitter_32bppSimple {
public:
	/** Data stored about a (single) sprite. */
	struct SpriteData {
		uint32 offset[ZOOM_LVL_COUNT][2]; ///< Offsets (from .data) to streams for different zoom levels, and the normal and remap image information.
		byte data[];                      ///< Data, all zoomlevels.
	};

	void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override;
	Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override;

	const char *GetName() override { return "32bpp-optimized"; }

	template <BlitterMode mode, bool Tpal_to_rgb = false> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);

protected:
	template <bool Tpal_to_rgb> void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
	template <bool Tpal_to_rgb> Sprite *EncodeInternal(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
};

/** Factory for the optimised 32 bpp blitter (without palette animation). */
class FBlitter_32bppOptimized : public BlitterFactory {
public:
	FBlitter_32bppOptimized() : BlitterFactory("32bpp-optimized", "32bpp Optimized Blitter (no palette animation)") {}
	Blitter *CreateInstance() override { return new Blitter_32bppOptimized(); }
};

#endif /* BLITTER_32BPP_OPTIMIZED_HPP */