/* $Id$ */ #include "../stdafx.h" #include "../core/alloc_func.hpp" #include "../gfx_func.h" #include "../zoom_func.h" #include "../debug.h" #include "../table/sprites.h" #include "../video/video_driver.hpp" #include "32bpp_anim.hpp" static FBlitter_32bppAnim iFBlitter_32bppAnim; void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */ Blitter_32bppOptimized::Draw(bp, mode, zoom); return; } const SpriteLoader::CommonPixel *src, *src_line; uint32 *dst, *dst_line; uint8 *anim, *anim_line; if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) { /* The size of the screen changed; we can assume we can wipe all data from our buffer */ free(this->anim_buf); this->anim_buf = CallocT(_screen.width * _screen.height); this->anim_buf_width = _screen.width; this->anim_buf_height = _screen.height; } /* Find where to start reading in the source sprite */ src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left; for (int y = 0; y < bp->height; y++) { dst = dst_line; dst_line += bp->pitch; src = src_line; src_line += bp->sprite_width * ScaleByZoom(1, zoom); anim = anim_line; anim_line += this->anim_buf_width; for (int x = 0; x < bp->width; x++) { if (src->a == 0) { /* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */ int skip = UnScaleByZoom(src->r, zoom); dst += skip; anim += skip; x += skip - 1; src += ScaleByZoom(1, zoom) * skip; continue; } switch (mode) { case BM_COLOUR_REMAP: /* In case the m-channel is zero, do not remap this pixel in any way */ if (src->m == 0) { *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); *anim = 0; } else { if (bp->remap[src->m] != 0) { *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst); *anim = bp->remap[src->m]; } } break; case BM_TRANSPARENT: /* TODO -- We make an assumption here that the remap in fact is transparency, not some color. * This is never a problem with the code we produce, but newgrfs can make it fail... or at least: * we produce a result the newgrf maker didn't expect ;) */ /* Make the current color a bit more black, so it looks like this image is transparent */ *dst = MakeTransparent(*dst, 192); *anim = bp->remap[*anim]; break; default: /* Above 217 is palette animation */ if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst); else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); *anim = src->m; break; } dst++; anim++; src += ScaleByZoom(1, zoom); } } } void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, int pal) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColorMappingRect() */ Blitter_32bppOptimized::DrawColorMappingRect(dst, width, height, pal); return; } uint32 *udst = (uint32 *)dst; uint8 *anim; anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr); if (pal == PALETTE_TO_TRANSPARENT) { do { for (int i = 0; i != width; i++) { *udst = MakeTransparent(*udst, 154); *anim = 0; udst++; anim++; } udst = udst - width + _screen.pitch; anim = anim - width + this->anim_buf_width; } while (--height); return; } if (pal == PALETTE_TO_STRUCT_GREY) { do { for (int i = 0; i != width; i++) { *udst = MakeGrey(*udst); *anim = 0; udst++; anim++; } udst = udst - width + _screen.pitch; anim = anim - width + this->anim_buf_width; } while (--height); return; } DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal); } void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color) { *((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color); /* Set the color in the anim-buffer too, if we are rendering to the screen */ if (_screen_disable_anim) return; this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color; } void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color) { uint32 *dst = (uint32 *)video + x + y * _screen.pitch; if (*dst == 0) { *dst = LookupColourInPalette(color); /* Set the color in the anim-buffer too, if we are rendering to the screen */ if (_screen_disable_anim) return; this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color; } } void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color) { if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */ Blitter_32bppOptimized::DrawRect(video, width, height, color); return; } uint32 color32 = LookupColourInPalette(color); uint8 *anim_line; anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf; do { uint32 *dst = (uint32 *)video; uint8 *anim = anim_line; for (int i = width; i > 0; i--) { *dst = color32; /* Set the color in the anim-buffer too */ *anim = color; dst++; anim++; } video = (uint32 *)video + _screen.pitch; anim_line += this->anim_buf_width; } while (--height); } void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *dst = (uint32 *)video; uint32 *usrc = (uint32 *)src; uint8 *anim_line; anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf; for (; height > 0; height--) { memcpy(dst, usrc, width * sizeof(uint32)); usrc += width; dst += _screen.pitch; /* Copy back the anim-buffer */ memcpy(anim_line, usrc, width * sizeof(uint8)); usrc = (uint32 *)((uint8 *)usrc + width); anim_line += this->anim_buf_width; } /* We update the palette (or the pixels that do animation) immediatly, to avoid graphical glitches */ this->PaletteAnimate(217, _use_dos_palette ? 38 : 28); } void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *udst = (uint32 *)dst; uint32 *src = (uint32 *)video; uint8 *anim_line; if (this->anim_buf == NULL) return; anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf; for (; height > 0; height--) { memcpy(udst, src, width * sizeof(uint32)); src += _screen.pitch; udst += width; /* Copy the anim-buffer */ memcpy(udst, anim_line, width * sizeof(uint8)); udst = (uint32 *)((uint8 *)udst + width); anim_line += this->anim_buf_width; } } void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) { assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint8 *dst, *src; /* We need to scroll the anim-buffer too */ if (scroll_y > 0) { dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width; src = dst - scroll_y * this->anim_buf_width; /* Adjust left & width */ if (scroll_x >= 0) dst += scroll_x; else src -= scroll_x; uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x); uint th = height - scroll_y; for (; th > 0; th--) { memcpy(dst, src, tw * sizeof(uint8)); src -= this->anim_buf_width; dst -= this->anim_buf_width; } } else { /* Calculate pointers */ dst = this->anim_buf + left + top * this->anim_buf_width; src = dst - scroll_y * this->anim_buf_width; /* Adjust left & width */ if (scroll_x >= 0) dst += scroll_x; else src -= scroll_x; /* the y-displacement may be 0 therefore we have to use memmove, * because source and destination may overlap */ uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x); uint th = height + scroll_y; for (; th > 0; th--) { memmove(dst, src, tw * sizeof(uint8)); src += this->anim_buf_width; dst += this->anim_buf_width; } } Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y); } int Blitter_32bppAnim::BufferSize(int width, int height) { return width * height * (sizeof(uint32) + sizeof(uint8)); } void Blitter_32bppAnim::PaletteAnimate(uint start, uint count) { assert(!_screen_disable_anim); uint8 *anim = this->anim_buf; /* Never repaint the transparency pixel */ if (start == 0) start++; /* Let's walk the anim buffer and try to find the pixels */ for (int y = 0; y < this->anim_buf_height; y++) { for (int x = 0; x < this->anim_buf_width; x++) { if (*anim >= start && *anim <= start + count) { /* Update this pixel */ this->SetPixel(_screen.dst_ptr, x, y, *anim); } anim++; } } /* Make sure the backend redraws the whole screen */ _video_driver->MakeDirty(0, 0, _screen.width, _screen.height); } Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation() { return Blitter::PALETTE_ANIMATION_BLITTER; }