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(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
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@ -410,14 +410,15 @@ int Blitter_32bppAnim::BufferSize(int width, int height)
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return width * height * (sizeof(uint32) + sizeof(uint8));
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}
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void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
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void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
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{
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assert(!_screen_disable_anim);
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this->palette = palette;
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/* Never repaint the transparency pixel */
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if (start == 0) {
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start++;
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count--;
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if (this->palette.first_dirty == 0) {
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this->palette.first_dirty++;
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this->palette.count_dirty--;
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}
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const uint8 *anim = this->anim_buf;
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@ -427,7 +428,7 @@ void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
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for (int y = this->anim_buf_height; y != 0 ; y--) {
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for (int x = this->anim_buf_width; x != 0 ; x--) {
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uint colour = *anim;
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if (IsInsideBS(colour, start, count)) {
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if (IsInsideBS(colour, this->palette.first_dirty, this->palette.count_dirty)) {
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/* Update this pixel */
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*dst = LookupColourInPalette(colour);
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}
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@ -20,6 +20,7 @@ private:
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uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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int anim_buf_width; ///< The width of the animation buffer.
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int anim_buf_height; ///< The height of the animation buffer.
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Palette palette; ///< The current palette.
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public:
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Blitter_32bppAnim() :
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@ -36,13 +37,21 @@ public:
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/* virtual */ void CopyToBuffer(const void *video, void *dst, int width, int height);
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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/* virtual */ int BufferSize(int width, int height);
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ void PaletteAnimate(const Palette &palette);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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/* virtual */ const char *GetName() { return "32bpp-anim"; }
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/* virtual */ int GetBytesPerPixel() { return 5; }
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/* virtual */ void PostResize();
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/**
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* Look up the colour in the current palette.
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*/
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inline uint32 LookupColourInPalette(uint index)
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{
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return this->palette.palette[index].data;
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}
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template <BlitterMode mode> void Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom);
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};
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@ -136,7 +136,7 @@ int Blitter_32bppBase::BufferSize(int width, int height)
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return width * height * sizeof(uint32);
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}
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void Blitter_32bppBase::PaletteAnimate(uint start, uint count)
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void Blitter_32bppBase::PaletteAnimate(const Palette &palette)
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{
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/* By default, 32bpp doesn't have palette animation */
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}
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@ -28,7 +28,7 @@ public:
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/* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch);
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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/* virtual */ int BufferSize(int width, int height);
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ void PaletteAnimate(const Palette &palette);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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/* virtual */ int GetBytesPerPixel() { return 4; }
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@ -141,7 +141,7 @@ int Blitter_8bppBase::BufferSize(int width, int height)
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return width * height;
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}
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void Blitter_8bppBase::PaletteAnimate(uint start, uint count)
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void Blitter_8bppBase::PaletteAnimate(const Palette &palette)
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{
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/* Video backend takes care of the palette animation */
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}
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@ -27,7 +27,7 @@ public:
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/* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch);
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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/* virtual */ int BufferSize(int width, int height);
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/* virtual */ void PaletteAnimate(uint start, uint count);
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/* virtual */ void PaletteAnimate(const Palette &palette);
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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/* virtual */ int GetBytesPerPixel() { return 1; }
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};
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@ -173,11 +173,10 @@ public:
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/**
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* Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
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* are equal to the 8bpp palette indexes 'start' to 'start + count'.
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* @param start The start index in the 8bpp palette.
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* @param count The amount of indexes that are (possible) changed.
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* are equal to the 8bpp palette indexes 'first_dirty' to 'first_dirty + count_dirty'.
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* @param palette The new palette.
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*/
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virtual void PaletteAnimate(uint start, uint count) = 0;
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virtual void PaletteAnimate(const Palette &palette) = 0;
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/**
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* Check if the blitter uses palette animation at all.
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@ -30,7 +30,7 @@ public:
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/* virtual */ void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) {};
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/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) {};
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/* virtual */ int BufferSize(int width, int height) { return 0; };
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/* virtual */ void PaletteAnimate(uint start, uint count) { };
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/* virtual */ void PaletteAnimate(const Palette &palette) { };
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/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation() { return Blitter::PALETTE_ANIMATION_NONE; };
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/* virtual */ const char *GetName() { return "null"; }
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@ -100,7 +100,7 @@ static void CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@ -487,7 +487,8 @@ void VideoDriver_Allegro::MainLoop()
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uint32 cur_ticks = GetTime();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 pal_tick = 0;
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CheckPaletteAnim();
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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@ -532,10 +533,7 @@ void VideoDriver_Allegro::MainLoop()
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GameLoop();
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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} else {
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CSleep(1);
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@ -99,7 +99,7 @@ static void QZ_CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@ -555,7 +555,6 @@ void QZ_GameLoop()
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uint32 cur_ticks = GetTick();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 pal_tick = 0;
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#ifdef _DEBUG
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uint32 et0 = GetTick();
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@ -615,10 +614,7 @@ void QZ_GameLoop()
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GameLoop();
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UpdateWindows();
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if (++pal_tick > 4) {
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QZ_CheckPaletteAnim();
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pal_tick = 1;
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}
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QZ_CheckPaletteAnim();
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_cocoa_subdriver->Draw();
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} else {
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#ifdef _DEBUG
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@ -85,7 +85,7 @@ static void CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@ -503,11 +503,12 @@ void VideoDriver_SDL::MainLoop()
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uint32 cur_ticks = SDL_CALL SDL_GetTicks();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 pal_tick = 0;
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uint32 mod;
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int numkeys;
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Uint8 *keys;
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CheckPaletteAnim();
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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@ -584,10 +585,7 @@ void VideoDriver_SDL::MainLoop()
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if (_draw_threaded) _draw_mutex->BeginCritical();
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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CheckPaletteAnim();
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} else {
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/* Release the thread while sleeping */
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if (_draw_threaded) _draw_mutex->EndCritical();
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@ -359,7 +359,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@ -853,6 +853,7 @@ void VideoDriver_Win32::MainLoop()
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_wnd.running = true;
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CheckPaletteAnim();
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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