/* $Id$ */ /** @file spriteloader.hpp Base for loading sprites. */ #ifndef SPRITELOADER_HPP #define SPRITELOADER_HPP #include "../core/alloc_type.hpp" class SpriteLoader { public: struct CommonPixel { uint8 r; ///< Red-channel uint8 g; ///< Green-channel uint8 b; ///< Blue-channel uint8 a; ///< Alpha-channel uint8 m; ///< Remap-channel }; /** * Structure for passing information from the sprite loader to the blitter. * You can only use this struct once at a time when using AllocateData to * allocate the memory as that will always return the same memory address. * This to prevent thousands of malloc + frees just to load a sprite. */ struct Sprite { uint16 height; ///< Height of the sprite uint16 width; ///< Width of the sprite int16 x_offs; ///< The x-offset of where the sprite will be drawn int16 y_offs; ///< The y-offset of where the sprite will be drawn SpriteLoader::CommonPixel *data; ///< The sprite itself /** * Allocate the sprite data of this sprite. * @param size the minimum size of the data field. */ void AllocateData(size_t size) { this->data = Sprite::buffer.ZeroAllocate(size); } private: /** Allocated memory to pass sprite data around */ static ReusableBuffer<SpriteLoader::CommonPixel> buffer; }; /** * Load a sprite from the disk and return a sprite struct which is the same for all loaders. */ virtual bool LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos, SpriteType sprite_type) = 0; virtual ~SpriteLoader() { } }; #endif /* SPRITELOADER_HPP */