# 8bpp_simple.cpp

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    00001 /* $Id: 8bpp_simple.cpp 11684 2007-12-23 10:56:02Z rubidium $ */
    00002
    00005 #include "../stdafx.h"
    00006 #include "../zoom_func.h"
    00007 #include "8bpp_simple.hpp"
    00008
    00009 static FBlitter_8bppSimple iFBlitter_8bppSimple;
    00010
    00011 void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
    00012 {
    00013   const uint8 *src, *src_line;
    00014   uint8 *dst, *dst_line;
    00015
    00016   /* Find where to start reading in the source sprite */
    00017   src_line = (const uint8 *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
    00018   dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
    00019
    00020   for (int y = 0; y < bp->height; y++) {
    00021     dst = dst_line;
    00022     dst_line += bp->pitch;
    00023
    00024     src = src_line;
    00025     src_line += bp->sprite_width * ScaleByZoom(1, zoom);
    00026
    00027     for (int x = 0; x < bp->width; x++) {
    00028       uint color = 0;
    00029
    00030       switch (mode) {
    00031         case BM_COLOUR_REMAP:
    00032           color = bp->remap[*src];
    00033           break;
    00034
    00035         case BM_TRANSPARENT:
    00036           if (*src != 0) color = bp->remap[*dst];
    00037           break;
    00038
    00039         default:
    00040           color = *src;
    00041           break;
    00042       }
    00043       if (color != 0) *dst = color;
    00044       dst++;
    00045       src += ScaleByZoom(1, zoom);
    00046     }
    00047   }
    00048 }
    00049
    00050 Sprite *Blitter_8bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
    00051 {
    00052   Sprite *dest_sprite;
    00053   dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sprite->height * sprite->width);;
    00054
    00055   dest_sprite->height = sprite->height;
    00056   dest_sprite->width  = sprite->width;
    00057   dest_sprite->x_offs = sprite->x_offs;
    00058   dest_sprite->y_offs = sprite->y_offs;
    00059
    00060   /* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
    00061   for (int i = 0; i < sprite->height * sprite->width; i++) {
    00062     dest_sprite->data[i] = sprite->data[i].m;
    00063   }
    00064
    00065   return dest_sprite;
    00066 }