/* $Id$ */ /** @file 8bpp_simple.cpp */ #include "../stdafx.h" #include "../zoom_func.h" #include "8bpp_simple.hpp" static FBlitter_8bppSimple iFBlitter_8bppSimple; void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { const uint8 *src, *src_line; uint8 *dst, *dst_line; /* Find where to start reading in the source sprite */ src_line = (const uint8 *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + 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); for (int x = 0; x < bp->width; x++) { uint color = 0; switch (mode) { case BM_COLOUR_REMAP: color = bp->remap[*src]; break; case BM_TRANSPARENT: if (*src != 0) color = bp->remap[*dst]; break; default: color = *src; break; } if (color != 0) *dst = color; dst++; src += ScaleByZoom(1, zoom); } } } Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) { Sprite *dest_sprite; dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width);; dest_sprite->height = sprite->height; dest_sprite->width = sprite->width; dest_sprite->x_offs = sprite->x_offs; dest_sprite->y_offs = sprite->y_offs; /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */ for (int i = 0; i < sprite->height * sprite->width; i++) { dest_sprite->data[i] = sprite->data[i].m; } return dest_sprite; }