# 32bpp_anim.cpp

    00001 /* $Id: 32bpp_anim.cpp 11828 2008-01-13 01:21:35Z rubidium $ */
    00002
    00003 #include "../stdafx.h"
    00004 #include "../core/alloc_func.hpp"
    00005 #include "../gfx_func.h"
    00006 #include "../zoom_func.h"
    00007 #include "../debug.h"
    00008 #include "../video/video_driver.hpp"
    00009 #include "32bpp_anim.hpp"
    00010
    00011 #include "../table/sprites.h"
    00012
    00013 static FBlitter_32bppAnim iFBlitter_32bppAnim;
    00014
    00015 void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00016 {
    00017   if (_screen_disable_anim) {
    00018     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */
    00019     Blitter_32bppOptimized::Draw(bp, mode, zoom);
    00020     return;
    00021   }
    00022
    00023   const SpriteLoader::CommonPixel *src, *src_line;
    00024   uint32 *dst, *dst_line;
    00025   uint8 *anim, *anim_line;
    00026
    00027   if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
    00028     /* The size of the screen changed; we can assume we can wipe all data from our buffer */
    00029     free(this->anim_buf);
    00030     this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
    00031     this->anim_buf_width = _screen.width;
    00032     this->anim_buf_height = _screen.height;
    00033   }
    00034
    00035   /* Find where to start reading in the source sprite */
    00036   src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
    00037   dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
    00038   anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
    00039
    00040   for (int y = 0; y < bp->height; y++) {
    00041     dst = dst_line;
    00042     dst_line += bp->pitch;
    00043
    00044     src = src_line;
    00045     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
    00046
    00047     anim = anim_line;
    00048     anim_line += this->anim_buf_width;
    00049
    00050     for (int x = 0; x < bp->width; x++) {
    00051       if (src->a == 0) {
    00052         /* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */
    00053         int skip = UnScaleByZoom(src->r, zoom);
    00054
    00055         dst  += skip;
    00056         anim += skip;
    00057         x    += skip - 1;
    00058         src  += ScaleByZoom(1, zoom) * skip;
    00059         continue;
    00060       }
    00061
    00062       switch (mode) {
    00063         case BM_COLOUR_REMAP:
    00064           /* In case the m-channel is zero, do not remap this pixel in any way */
    00065           if (src->m == 0) {
    00066             *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00067             *anim = 0;
    00068           } else {
    00069             if (bp->remap[src->m] != 0) {
    00070               *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
    00071               *anim = bp->remap[src->m];
    00072             }
    00073           }
    00074           break;
    00075
    00076         case BM_TRANSPARENT:
    00077           /* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
    00078            *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
    00079            *  we produce a result the newgrf maker didn't expect ;) */
    00080
    00081           /* Make the current color a bit more black, so it looks like this image is transparent */
    00082           *dst = MakeTransparent(*dst, 192);
    00083           *anim = bp->remap[*anim];
    00084           break;
    00085
    00086         default:
    00087           /* Above 217 is palette animation */
    00088           if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
    00089           else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
    00090           *anim = src->m;
    00091           break;
    00092       }
    00093       dst++;
    00094       anim++;
    00095       src += ScaleByZoom(1, zoom);
    00096     }
    00097   }
    00098 }
    00099
    00100 void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, int pal)
    00101 {
    00102   if (_screen_disable_anim) {
    00103     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColorMappingRect() */
    00104     Blitter_32bppOptimized::DrawColorMappingRect(dst, width, height, pal);
    00105     return;
    00106   }
    00107
    00108   uint32 *udst = (uint32 *)dst;
    00109   uint8 *anim;
    00110
    00111   anim = this->anim_buf + ((uint32 *)dst - (uint32 *)_screen.dst_ptr);
    00112
    00113   if (pal == PALETTE_TO_TRANSPARENT) {
    00114     do {
    00115       for (int i = 0; i != width; i++) {
    00116         *udst = MakeTransparent(*udst, 154);
    00117         *anim = 0;
    00118         udst++;
    00119         anim++;
    00120       }
    00121       udst = udst - width + _screen.pitch;
    00122       anim = anim - width + this->anim_buf_width;
    00123     } while (--height);
    00124     return;
    00125   }
    00126   if (pal == PALETTE_TO_STRUCT_GREY) {
    00127     do {
    00128       for (int i = 0; i != width; i++) {
    00129         *udst = MakeGrey(*udst);
    00130         *anim = 0;
    00131         udst++;
    00132         anim++;
    00133       }
    00134       udst = udst - width + _screen.pitch;
    00135       anim = anim - width + this->anim_buf_width;
    00136     } while (--height);
    00137     return;
    00138   }
    00139
    00140   DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
    00141 }
    00142
    00143 void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color)
    00144 {
    00145   *((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color);
    00146
    00147   /* Set the color in the anim-buffer too, if we are rendering to the screen */
    00148   if (_screen_disable_anim) return;
    00149   this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
    00150 }
    00151
    00152 void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color)
    00153 {
    00154   uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
    00155   if (*dst == 0) {
    00156     *dst = LookupColourInPalette(color);
    00157     /* Set the color in the anim-buffer too, if we are rendering to the screen */
    00158     if (_screen_disable_anim) return;
    00159     this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
    00160   }
    00161 }
    00162
    00163 void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color)
    00164 {
    00165   if (_screen_disable_anim) {
    00166     /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */
    00167     Blitter_32bppOptimized::DrawRect(video, width, height, color);
    00168     return;
    00169   }
    00170
    00171   uint32 color32 = LookupColourInPalette(color);
    00172   uint8 *anim_line;
    00173
    00174   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00175
    00176   do {
    00177     uint32 *dst = (uint32 *)video;
    00178     uint8 *anim = anim_line;
    00179
    00180     for (int i = width; i > 0; i--) {
    00181       *dst = color32;
    00182       /* Set the color in the anim-buffer too */
    00183       *anim = color;
    00184       dst++;
    00185       anim++;
    00186     }
    00187     video = (uint32 *)video + _screen.pitch;
    00188     anim_line += this->anim_buf_width;
    00189   } while (--height);
    00190 }
    00191
    00192 void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height)
    00193 {
    00194   assert(!_screen_disable_anim);
    00195   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00196   uint32 *dst = (uint32 *)video;
    00197   uint32 *usrc = (uint32 *)src;
    00198   uint8 *anim_line;
    00199
    00200   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00201
    00202   for (; height > 0; height--) {
    00203     memcpy(dst, usrc, width * sizeof(uint32));
    00204     usrc += width;
    00205     dst += _screen.pitch;
    00206     /* Copy back the anim-buffer */
    00207     memcpy(anim_line, usrc, width * sizeof(uint8));
    00208     usrc = (uint32 *)((uint8 *)usrc + width);
    00209     anim_line += this->anim_buf_width;
    00210   }
    00211
    00212   /* We update the palette (or the pixels that do animation) immediatly, to avoid graphical glitches */
    00213   this->PaletteAnimate(217, _use_dos_palette ? 38 : 28);
    00214 }
    00215
    00216 void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height)
    00217 {
    00218   assert(!_screen_disable_anim);
    00219   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00220   uint32 *udst = (uint32 *)dst;
    00221   uint32 *src = (uint32 *)video;
    00222   uint8 *anim_line;
    00223
    00224   if (this->anim_buf == NULL) return;
    00225
    00226   anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
    00227
    00228   for (; height > 0; height--) {
    00229     memcpy(udst, src, width * sizeof(uint32));
    00230     src += _screen.pitch;
    00231     udst += width;
    00232     /* Copy the anim-buffer */
    00233     memcpy(udst, anim_line, width * sizeof(uint8));
    00234     udst = (uint32 *)((uint8 *)udst + width);
    00235     anim_line += this->anim_buf_width;
    00236   }
    00237 }
    00238
    00239 void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
    00240 {
    00241   assert(!_screen_disable_anim);
    00242   assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch);
    00243   uint8 *dst, *src;
    00244
    00245   /* We need to scroll the anim-buffer too */
    00246   if (scroll_y > 0) {
    00247     dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
    00248     src = dst - scroll_y * this->anim_buf_width;
    00249
    00250     /* Adjust left & width */
    00251     if (scroll_x >= 0) dst += scroll_x;
    00252     else               src -= scroll_x;
    00253
    00254     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
    00255     uint th = height - scroll_y;
    00256     for (; th > 0; th--) {
    00257       memcpy(dst, src, tw * sizeof(uint8));
    00258       src -= this->anim_buf_width;
    00259       dst -= this->anim_buf_width;
    00260     }
    00261   } else {
    00262     /* Calculate pointers */
    00263     dst = this->anim_buf + left + top * this->anim_buf_width;
    00264     src = dst - scroll_y * this->anim_buf_width;
    00265
    00266     /* Adjust left & width */
    00267     if (scroll_x >= 0) dst += scroll_x;
    00268     else               src -= scroll_x;
    00269
    00270     /* the y-displacement may be 0 therefore we have to use memmove,
    00271      * because source and destination may overlap */
    00272     uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
    00273     uint th = height + scroll_y;
    00274     for (; th > 0; th--) {
    00275       memmove(dst, src, tw * sizeof(uint8));
    00276       src += this->anim_buf_width;
    00277       dst += this->anim_buf_width;
    00278     }
    00279   }
    00280
    00281   Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
    00282 }
    00283
    00284 int Blitter_32bppAnim::BufferSize(int width, int height)
    00285 {
    00286   return width * height * (sizeof(uint32) + sizeof(uint8));
    00287 }
    00288
    00289 void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
    00290 {
    00291   assert(!_screen_disable_anim);
    00292   uint8 *anim = this->anim_buf;
    00293
    00294   /* Never repaint the transparency pixel */
    00295   if (start == 0) start++;
    00296
    00297   /* Let's walk the anim buffer and try to find the pixels */
    00298   for (int y = 0; y < this->anim_buf_height; y++) {
    00299     for (int x = 0; x < this->anim_buf_width; x++) {
    00300       if (*anim >= start && *anim <= start + count) {
    00301         /* Update this pixel */
    00302         this->SetPixel(_screen.dst_ptr, x, y, *anim);
    00303       }
    00304       anim++;
    00305     }
    00306   }
    00307
    00308   /* Make sure the backend redraws the whole screen */
    00309   _video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
    00310 }
    00311
    00312 Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
    00313 {
    00314   return Blitter::PALETTE_ANIMATION_BLITTER;
    00315 }