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authortruelight <truelight@openttd.org>2007-06-17 20:30:28 +0000
committertruelight <truelight@openttd.org>2007-06-17 20:30:28 +0000
commit003375d3755fe06227894e941b177491770c17fe (patch)
treee0105857aa1562ca3ca15a5e7df7e49bfc939456 /src/blitter/blitter.hpp
parentb0b4820387ec6f0214b43dc61b452fa73ca8a09a (diff)
downloadopenttd-003375d3755fe06227894e941b177491770c17fe.tar.xz
(svn r10190) -Codechange: merged renderer and blitter to one single class API: blitter
-Codechange: introduced a hierachy of blitters to avoid a lot of code duplication Note: this allows much easier adding other types of video-drivers, like OpenGL
Diffstat (limited to 'src/blitter/blitter.hpp')
-rw-r--r--src/blitter/blitter.hpp186
1 files changed, 0 insertions, 186 deletions
diff --git a/src/blitter/blitter.hpp b/src/blitter/blitter.hpp
deleted file mode 100644
index 175533df6..000000000
--- a/src/blitter/blitter.hpp
+++ /dev/null
@@ -1,186 +0,0 @@
-/* $Id$ */
-
-/** @file blitter.hpp */
-
-#ifndef BLITTER_HPP
-#define BLITTER_HPP
-
-#include "../spriteloader/spriteloader.hpp"
-#include "../spritecache.h"
-#include <string>
-#include <map>
-
-enum BlitterMode {
- BM_NORMAL,
- BM_COLOUR_REMAP,
- BM_TRANSPARENT,
-};
-
-/**
- * How all blitters should look like. Extend this class to make your own.
- */
-class Blitter {
-public:
- struct BlitterParams {
- const void *sprite; ///< Pointer to the sprite how ever the encoder stored it
- const byte *remap; ///< XXX -- Temporary storage for remap array
-
- int skip_left, skip_top; ///< How much pixels of the source to skip on the left and top (based on zoom of dst)
- int width, height; ///< The width and height in pixels that needs to be drawn to dst
- int sprite_width; ///< Real width of the sprite
- int sprite_height; ///< Real height of the sprite
- int left, top; ///< The offset in the 'dst' in pixels to start drawing
-
- void *dst; ///< Destination buffer
- int pitch; ///< The pitch of the destination buffer
- };
-
- typedef void *AllocatorProc(size_t size);
-
- /**
- * Get the screen depth this blitter works for.
- * This is either: 8, 16, 24 or 32.
- */
- virtual uint8 GetScreenDepth() = 0;
-
- /**
- * Draw an image to the screen, given an amount of params defined above.
- */
- virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0;
-
- /**
- * Draw a colortable to the screen. This is: the color of the screen is read
- * and is looked-up in the palette to match a new color, which then is put
- * on the screen again.
- * @param dst the destination pointer (video-buffer).
- * @param width the width of the buffer.
- * @param height the height of the buffer.
- * @param pal the palette to use.
- */
- virtual void DrawColorMappingRect(void *dst, int width, int height, int pal) = 0;
-
- /**
- * Convert a sprite from the loader to our own format.
- */
- virtual Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) = 0;
-
- /**
- * Get the renderer this class depends on.
- */
- virtual const char *GetRenderer() = 0;
-
- virtual ~Blitter() { }
-};
-
-/**
- * The base factory, keeping track of all blitters.
- */
-class BlitterFactoryBase {
-private:
- char *name;
- typedef std::map<std::string, BlitterFactoryBase *> Blitters;
-
- static Blitters &GetBlitters()
- {
- static Blitters &s_blitters = *new Blitters();
- return s_blitters;
- }
-
- static Blitter **GetActiveBlitter()
- {
- static Blitter *s_blitter = NULL;
- return &s_blitter;
- }
-
-protected:
- /**
- * Register a blitter internally, based on his name.
- * @param name the name of the blitter.
- * @note an assert() will be trigger if 2 blitters with the same name try to register.
- */
- void RegisterBlitter(const char *name)
- {
- /* Don't register nameless Blitters */
- if (name == NULL) return;
-
- this->name = strdup(name);
- std::pair<Blitters::iterator, bool> P = GetBlitters().insert(Blitters::value_type(name, this));
- assert(P.second);
- }
-
-public:
- BlitterFactoryBase() :
- name(NULL)
- {}
-
- virtual ~BlitterFactoryBase() { if (this->name != NULL) GetBlitters().erase(this->name); free(this->name); }
-
- /**
- * Find the requested blitter and return his class.
- * @param name the blitter to select.
- * @post Sets the blitter so GetCurrentBlitter() returns it too.
- */
- static Blitter *SelectBlitter(const char *name)
- {
- if (GetBlitters().size() == 0) return NULL;
-
- Blitters::iterator it = GetBlitters().begin();
- for (; it != GetBlitters().end(); it++) {
- BlitterFactoryBase *b = (*it).second;
- if (strcasecmp(name, b->name) == 0) {
- Blitter *newb = b->CreateInstance();
- *GetActiveBlitter() = newb;
- return newb;
- }
- }
- return NULL;
- }
-
- /**
- * Get the current active blitter (always set by calling SelectBlitter).
- */
- static Blitter *GetCurrentBlitter()
- {
- return *GetActiveBlitter();
- }
-
-
- static char *GetBlittersInfo(char *p, const char *last)
- {
- p += snprintf(p, last - p, "List of blitters:\n");
- Blitters::iterator it = GetBlitters().begin();
- for (; it != GetBlitters().end(); it++) {
- BlitterFactoryBase *b = (*it).second;
- p += snprintf(p, last - p, "%18s: %s\n", b->name, b->GetDescription());
- }
- p += snprintf(p, last - p, "\n");
-
- return p;
- }
-
- /**
- * Get a nice description of the blitter-class.
- */
- virtual const char *GetDescription() = 0;
-
- /**
- * Create an instance of this Blitter-class.
- */
- virtual Blitter *CreateInstance() = 0;
-};
-
-/**
- * A template factory, so ->GetName() works correctly. This because else some compiler will complain.
- */
-template <class T>
-class BlitterFactory: public BlitterFactoryBase {
-public:
- BlitterFactory() { this->RegisterBlitter(((T *)this)->GetName()); }
-
- /**
- * Get the long, human readable, name for the Blitter-class.
- */
- const char *GetName();
-};
-
-#endif /* BLITTER_HPP */