/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file 8bpp_debug.cpp Implementation of 8 bpp debug blitter. */ #include "../stdafx.h" #include "../zoom_func.h" #include "../core/random_func.hpp" #include "8bpp_debug.hpp" /** Instantiation of the 8bpp debug blitter factory. */ static FBlitter_8bppDebug iFBlitter_8bppDebug; void Blitter_8bppDebug::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++) { if (*src != 0) *dst = *src; dst++; src += ScaleByZoom(1, zoom); } assert(src <= src_line); } } Sprite *Blitter_8bppDebug::Encode(SpriteLoader::Sprite *sprite, 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; /* Write a random colour as sprite; this makes debugging really easy */ uint colour = InteractiveRandom() % 150 + 2; for (int i = 0; i < sprite->height * sprite->width; i++) { dest_sprite->data[i] = (sprite->data[i].m == 0) ? 0 : colour; } return dest_sprite; }