rubidium@9628: /* $Id$ */ rubidium@9628: rubidium@9628: #ifndef BLITTER_BASE_HPP rubidium@9628: #define BLITTER_BASE_HPP rubidium@9628: rubidium@9628: #include "../spritecache.h" rubidium@9628: #include "../spriteloader/spriteloader.hpp" rubidium@9628: rubidium@9628: enum BlitterMode { rubidium@9628: BM_NORMAL, rubidium@9628: BM_COLOUR_REMAP, rubidium@9628: BM_TRANSPARENT, rubidium@9628: }; rubidium@9628: rubidium@9628: /** rubidium@9628: * How all blitters should look like. Extend this class to make your own. rubidium@9628: */ rubidium@9628: class Blitter { rubidium@9628: public: rubidium@9628: struct BlitterParams { rubidium@9628: const void *sprite; ///< Pointer to the sprite how ever the encoder stored it rubidium@9628: const byte *remap; ///< XXX -- Temporary storage for remap array rubidium@9628: rubidium@9628: int skip_left, skip_top; ///< How much pixels of the source to skip on the left and top (based on zoom of dst) rubidium@9628: int width, height; ///< The width and height in pixels that needs to be drawn to dst rubidium@9628: int sprite_width; ///< Real width of the sprite rubidium@9628: int sprite_height; ///< Real height of the sprite rubidium@9628: int left, top; ///< The offset in the 'dst' in pixels to start drawing rubidium@9628: rubidium@9628: void *dst; ///< Destination buffer rubidium@9628: int pitch; ///< The pitch of the destination buffer rubidium@9628: }; rubidium@9628: glx@9629: enum PaletteAnimation { glx@9629: PALETTE_ANIMATION_NONE, ///< No palette animation glx@9629: PALETTE_ANIMATION_VIDEO_BACKEND, ///< Palette animation should be done by video backend (8bpp only!) glx@9629: PALETTE_ANIMATION_BLITTER, ///< The blitter takes care of the palette animation glx@9629: }; glx@9629: rubidium@9628: typedef void *AllocatorProc(size_t size); rubidium@9628: rubidium@9628: /** rubidium@9628: * Get the screen depth this blitter works for. rubidium@9628: * This is either: 8, 16, 24 or 32. rubidium@9628: */ rubidium@9628: virtual uint8 GetScreenDepth() = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Draw an image to the screen, given an amount of params defined above. rubidium@9628: */ rubidium@9628: virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Draw a colortable to the screen. This is: the color of the screen is read rubidium@9628: * and is looked-up in the palette to match a new color, which then is put rubidium@9628: * on the screen again. rubidium@9628: * @param dst the destination pointer (video-buffer). rubidium@9628: * @param width the width of the buffer. rubidium@9628: * @param height the height of the buffer. rubidium@9628: * @param pal the palette to use. rubidium@9628: */ rubidium@9628: virtual void DrawColorMappingRect(void *dst, int width, int height, int pal) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Convert a sprite from the loader to our own format. rubidium@9628: */ rubidium@9628: virtual Sprite *Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Move the destination pointer the requested amount x and y, keeping in mind rubidium@9628: * any pitch and bpp of the renderer. rubidium@9628: * @param video The destination pointer (video-buffer) to scroll. rubidium@9628: * @param x How much you want to scroll to the right. rubidium@9628: * @param y How much you want to scroll to the bottom. rubidium@9628: * @return A new destination pointer moved the the requested place. rubidium@9628: */ rubidium@9628: virtual void *MoveTo(const void *video, int x, int y) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Draw a pixel with a given color on the video-buffer. rubidium@9628: * @param video The destination pointer (video-buffer). rubidium@9628: * @param x The x position within video-buffer. rubidium@9628: * @param y The y position within video-buffer. rubidium@9628: * @param color A 8bpp mapping color. rubidium@9628: */ rubidium@9628: virtual void SetPixel(void *video, int x, int y, uint8 color) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Draw a pixel with a given color on the video-buffer if there is currently a black pixel. rubidium@9628: * @param video The destination pointer (video-buffer). rubidium@9628: * @param x The x position within video-buffer. rubidium@9628: * @param y The y position within video-buffer. rubidium@9628: * @param color A 8bpp mapping color. rubidium@9628: */ rubidium@9628: virtual void SetPixelIfEmpty(void *video, int x, int y, uint8 color) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Make a single horizontal line in a single color on the video-buffer. rubidium@9628: * @param video The destination pointer (video-buffer). rubidium@9628: * @param width The lenght of the line. rubidium@9628: * @param color A 8bpp mapping color. rubidium@9628: */ glx@9629: virtual void DrawRect(void *video, int width, int height, uint8 color) = 0; glx@9629: glx@9629: /** glx@9629: * Draw a line with a given color. glx@9629: * @param video The destination pointer (video-buffer). glx@9629: * @param x The x coordinate from where the line starts. glx@9629: * @param y The y coordinate from where the line starts. glx@9629: * @param x2 The x coordinate to where the line goes. glx@9629: * @param y2 The y coordinate to where the lines goes. glx@9629: * @param screen_width The width of the screen you are drawing in (to avoid buffer-overflows). glx@9629: * @param screen_height The height of the screen you are drawing in (to avoid buffer-overflows). glx@9629: * @param color A 8bpp mapping color. glx@9629: */ glx@9629: virtual void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8 color) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Copy from a buffer to the screen. rubidium@9628: * @param video The destionation pointer (video-buffer). rubidium@9628: * @param src The buffer from which the data will be read. rubidium@9628: * @param width The width of the buffer. rubidium@9628: * @param height The height of the buffer. glx@9629: * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too! rubidium@9628: */ glx@9629: virtual void CopyFromBuffer(void *video, const void *src, int width, int height) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Copy from the screen to a buffer. rubidium@9628: * @param video The destination pointer (video-buffer). rubidium@9628: * @param dst The buffer in which the data will be stored. rubidium@9628: * @param width The width of the buffer. rubidium@9628: * @param height The height of the buffer. glx@9629: * @note You can not do anything with the content of the buffer, as the blitter can store non-pixel data in it too! rubidium@9628: */ glx@9629: virtual void CopyToBuffer(const void *video, void *dst, int width, int height) = 0; rubidium@9628: rubidium@9628: /** glx@9629: * Copy from the screen to a buffer in a palette format for 8bpp and RGBA format for 32bpp. glx@9629: * @param video The destination pointer (video-buffer). glx@9629: * @param dst The buffer in which the data will be stored. glx@9629: * @param width The width of the buffer. glx@9629: * @param height The height of the buffer. glx@9629: * @param dst_pitch The pitch (byte per line) of the destination buffer. rubidium@9628: */ glx@9629: virtual void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch) = 0; glx@9629: glx@9629: /** glx@9629: * Scroll the videobuffer some 'x' and 'y' value. glx@9629: * @param video The buffer to scroll into. glx@9629: * @param left The left value of the screen to scroll. glx@9629: * @param top The top value of the screen to scroll. glx@9629: * @param width The width of the screen to scroll. glx@9629: * @param height The height of the screen to scroll. glx@9629: * @param scroll_x How much to scroll in X. glx@9629: * @param scroll_y How much to scroll in Y. glx@9629: */ glx@9629: virtual void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) = 0; rubidium@9628: rubidium@9628: /** rubidium@9628: * Calculate how much memory there is needed for an image of this size in the video-buffer. rubidium@9628: * @param width The width of the buffer-to-be. rubidium@9628: * @param height The height of the buffer-to-be. rubidium@9628: * @return The size needed for the buffer. rubidium@9628: */ rubidium@9628: virtual int BufferSize(int width, int height) = 0; rubidium@9628: glx@9629: /** glx@9629: * Called when the 8bpp palette is changed; you should redraw all pixels on the screen that glx@9629: * are equal to the 8bpp palette indexes 'start' to 'start + count'. glx@9629: * @param start The start index in the 8bpp palette. glx@9629: * @param count The amount of indexes that are (possible) changed. glx@9629: */ glx@9629: virtual void PaletteAnimate(uint start, uint count) = 0; glx@9629: glx@9629: /** glx@9629: * Check if the blitter uses palette animation at all. glx@9629: * @return True if it uses palette animation. glx@9629: */ glx@9629: virtual Blitter::PaletteAnimation UsePaletteAnimation() = 0; glx@9629: glx@9629: /** glx@9629: * Get the naem of the blitter, the same as the Factory-instance returns. glx@9629: */ glx@9629: virtual const char *GetName() = 0; glx@9629: rubidium@9628: virtual ~Blitter() { } rubidium@9628: }; rubidium@9628: rubidium@9628: #endif /* BLITTER_BASE_HPP */