12 #include "../stdafx.h" 13 #include "../gfx_func.h" 16 #include "../safeguards.h" 20 const uint8 *ctab = GetNonSprite(pal,
ST_RECOLOUR) + 1;
23 for (
int i = 0; i != width; i++) *((uint8 *)dst + i) = ctab[((uint8 *)dst)[i]];
24 dst = (uint8 *)dst + _screen.pitch;
30 return (uint8 *)video + x + y * _screen.pitch;
35 *((uint8 *)video + x + y * _screen.pitch) = colour;
41 memset(video, colour, width);
42 video = (uint8 *)video + _screen.pitch;
48 uint8 *dst = (uint8 *)video;
49 const uint8 *usrc = (
const uint8 *)src;
51 for (; height > 0; height--) {
52 memcpy(dst, usrc, width *
sizeof(uint8));
60 uint8 *udst = (uint8 *)dst;
61 const uint8 *src = (
const uint8 *)video;
63 for (; height > 0; height--) {
64 memcpy(udst, src, width *
sizeof(uint8));
72 uint8 *udst = (uint8 *)dst;
73 const uint8 *src = (
const uint8 *)video;
75 for (; height > 0; height--) {
76 memcpy(udst, src, width *
sizeof(uint8));
89 dst = (uint8 *)video + left + (top + height - 1) * _screen.pitch;
90 src = dst - scroll_y * _screen.pitch;
107 for (
int h = height; h > 0; h--) {
108 memcpy(dst, src, width *
sizeof(uint8));
109 src -= _screen.pitch;
110 dst -= _screen.pitch;
114 dst = (uint8 *)video + left + top * _screen.pitch;
115 src = dst - scroll_y * _screen.pitch;
133 for (
int h = height; h > 0; h--) {
134 memmove(dst, src, width *
sizeof(uint8));
135 src += _screen.pitch;
136 dst += _screen.pitch;
143 return width * height;
void DrawRect(void *video, int width, int height, uint8 colour)
Make a single horizontal line in a single colour on the video-buffer.
uint32 PaletteID
The number of the palette.
Information about the currently used palette.
void SetPixel(void *video, int x, int y, uint8 colour)
Draw a pixel with a given colour on the video-buffer.
void * MoveTo(void *video, int x, int y)
Move the destination pointer the requested amount x and y, keeping in mind any pitch and bpp of the r...
Palette animation should be done by video backend (8bpp only!)
void PaletteAnimate(const Palette &palette)
Called when the 8bpp palette is changed; you should redraw all pixels on the screen that are equal to...
void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)
Draw a colourtable to the screen.
Base for all 8 bpp blitters.
void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
Scroll the videobuffer some 'x' and 'y' value.
void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch)
Copy from the screen to a buffer in a palette format for 8bpp and RGBA format for 32bpp...
void CopyFromBuffer(void *video, const void *src, int width, int height)
Copy from a buffer to the screen.
Blitter::PaletteAnimation UsePaletteAnimation()
Check if the blitter uses palette animation at all.
void CopyToBuffer(const void *video, void *dst, int width, int height)
Copy from the screen to a buffer.
PaletteAnimation
Types of palette animation.
int BufferSize(int width, int height)
Calculate how much memory there is needed for an image of this size in the video-buffer.