src/blitter/blitter.hpp
author celestar
Wed, 13 Jun 2007 12:05:56 +0000
branchgamebalance
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/* $Id$ */
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/** @file blitter.hpp */
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#ifndef BLITTER_HPP
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#define BLITTER_HPP
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#include "../spriteloader/spriteloader.hpp"
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#include "../spritecache.h"
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#include <string>
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#include <map>
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enum BlitterMode {
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	BM_NORMAL,
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	BM_COLOUR_REMAP,
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	BM_TRANSPARENT,
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};
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/**
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 * How all blitters should look like. Extend this class to make your own.
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 */
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class Blitter {
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public:
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	struct BlitterParams {
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		const void *sprite;      ///< Pointer to the sprite how ever the encoder stored it
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		const byte *remap;       ///< XXX -- Temporary storage for remap array
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		int skip_left, skip_top; ///< How much pixels of the source to skip on the left and top (based on zoom of dst)
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		int width, height;       ///< The width and height in pixels that needs to be drawn to dst
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		int sprite_width;        ///< Real width of the sprite
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		int sprite_height;       ///< Real height of the sprite
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		int left, top;           ///< The offset in the 'dst' in pixels to start drawing
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		void *dst;               ///< Destination buffer
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		int pitch;               ///< The pitch of the destination buffer
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	};
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	typedef void *AllocatorProc(size_t size);
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	/**
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	 * Get the screen depth this blitter works for.
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	 *  This is either: 8, 16, 24 or 32.
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	 */
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	virtual uint8 GetScreenDepth() = 0;
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	/**
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	 * Draw an image to the screen, given an amount of params defined above.
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	 */
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	virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0;
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	/**
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	 * Convert a sprite from the loader to our own format.
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	 */
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	virtual Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) = 0;
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	virtual ~Blitter() { }
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};
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/**
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 * The base factory, keeping track of all blitters.
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 */
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class BlitterFactoryBase {
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private:
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	char *name;
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	typedef std::map<std::string, BlitterFactoryBase *> Blitters;
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	static Blitters &GetBlitters()
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	{
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		static Blitters &s_blitters = *new Blitters();
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		return s_blitters;
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	}
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	static Blitter **GetActiveBlitter()
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	{
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		static Blitter *s_blitter = NULL;
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		return &s_blitter;
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	}
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protected:
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	/**
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	 * Register a blitter internally, based on his name.
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	 * @param name the name of the blitter.
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	 * @note an assert() will be trigger if 2 blitters with the same name try to register.
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	 */
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	void RegisterBlitter(const char *name)
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	{
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		/* Don't register nameless Blitters */
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		if (name == NULL) return;
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		this->name = strdup(name);
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		std::pair<Blitters::iterator, bool> P = GetBlitters().insert(Blitters::value_type(name, this));
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		assert(P.second);
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	}
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public:
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	BlitterFactoryBase() :
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		name(NULL)
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	{}
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	virtual ~BlitterFactoryBase() { if (this->name != NULL) GetBlitters().erase(this->name); free(this->name); }
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	/**
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	 * Find the requested blitter and return his class.
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	 * @param name the blitter to select.
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	 * @post Sets the blitter so GetCurrentBlitter() returns it too.
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	 */
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	static Blitter *SelectBlitter(const char *name)
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	{
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		if (GetBlitters().size() == 0) return NULL;
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		Blitters::iterator it = GetBlitters().begin();
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		for (; it != GetBlitters().end(); it++) {
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			BlitterFactoryBase *b = (*it).second;
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			if (strcasecmp(name, b->name) == 0) {
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				Blitter *newb = b->CreateInstance();
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				*GetActiveBlitter() = newb;
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				return newb;
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			}
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		}
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		return NULL;
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	}
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	/**
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	 * Get the current active blitter (always set by calling SelectBlitter).
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	 */
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	static Blitter *GetCurrentBlitter()
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	{
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		return *GetActiveBlitter();
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	}
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	static char *GetBlittersInfo(char *p, const char *last)
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	{
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		p += snprintf(p, last - p, "List of blitters:\n");
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		Blitters::iterator it = GetBlitters().begin();
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		for (; it != GetBlitters().end(); it++) {
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			BlitterFactoryBase *b = (*it).second;
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			p += snprintf(p, last - p, "%18s: %s\n", b->name, b->GetDescription());
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		}
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		p += snprintf(p, last - p, "\n");
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		return p;
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	}
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	/**
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	 * Get a nice description of the blitter-class.
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	 */
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	virtual const char *GetDescription() = 0;
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	/**
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	 * Create an instance of this Blitter-class.
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	 */
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	virtual Blitter *CreateInstance() = 0;
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};
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/**
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 * A template factory, so ->GetName() works correctly. This because else some compiler will complain.
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 */
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template <class T>
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class BlitterFactory: public BlitterFactoryBase {
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public:
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	BlitterFactory() { this->RegisterBlitter(((T *)this)->GetName()); }
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	/**
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	 * Get the long, human readable, name for the Blitter-class.
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	 */
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	const char *GetName();
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};
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#endif /* BLITTER_HPP */