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/* $Id$ */
/** @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 */
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