mirror of
https://github.com/OpenTTD/OpenTTD
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140 lines
4.9 KiB
C++
140 lines
4.9 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file spriteloader.hpp Base for loading sprites. */
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#ifndef SPRITELOADER_HPP
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#define SPRITELOADER_HPP
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#include "../core/alloc_type.hpp"
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#include "../core/enum_type.hpp"
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#include "../gfx_type.h"
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#include "sprite_file_type.hpp"
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struct Sprite;
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/** The different colour components a sprite can have. */
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enum class SpriteComponent : uint8_t {
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RGB = 0, ///< Sprite has RGB.
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Alpha = 1, ///< Sprite has alpha.
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Palette = 2, ///< Sprite has palette data.
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End,
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};
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using SpriteComponents = EnumBitSet<SpriteComponent, uint8_t, SpriteComponent::End>;
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/** Interface for the loader of our sprites. */
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class SpriteLoader {
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public:
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/** Definition of a common pixel in OpenTTD's realm. */
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struct CommonPixel {
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uint8_t r = 0; ///< Red-channel
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uint8_t g = 0; ///< Green-channel
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uint8_t b = 0; ///< Blue-channel
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uint8_t a = 0; ///< Alpha-channel
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uint8_t m = 0; ///< Remap-channel
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};
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/**
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* Structure for passing information from the sprite loader to the blitter.
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* You can only use this struct once at a time when using AllocateData to
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* allocate the memory as that will always return the same memory address.
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* This to prevent thousands of malloc + frees just to load a sprite.
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*/
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struct Sprite {
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uint16_t height; ///< Height of the sprite
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uint16_t width; ///< Width of the sprite
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int16_t x_offs; ///< The x-offset of where the sprite will be drawn
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int16_t y_offs; ///< The y-offset of where the sprite will be drawn
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SpriteComponents colours; ///< The colour components of the sprite with useful information.
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SpriteLoader::CommonPixel *data; ///< The sprite itself
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/**
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* Allocate the sprite data of this sprite.
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* @param zoom Zoom level to allocate the data for.
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* @param size the minimum size of the data field.
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*/
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void AllocateData(ZoomLevel zoom, size_t size) { this->data = Sprite::buffer[zoom].ZeroAllocate(size); }
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private:
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/** Allocated memory to pass sprite data around */
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static ReusableBuffer<SpriteLoader::CommonPixel> buffer[ZOOM_LVL_END];
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};
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/**
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* Type defining a collection of sprites, one for each zoom level.
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*/
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using SpriteCollection = std::array<Sprite, ZOOM_LVL_END>;
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/**
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* Load a sprite from the disk and return a sprite struct which is the same for all loaders.
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* @param[out] sprite The sprites to fill with data.
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* @param file The file "descriptor" of the file we read from.
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* @param file_pos The position within the file the image begins.
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* @param sprite_type The type of sprite we're trying to load.
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* @param load_32bpp True if 32bpp sprites should be loaded, false for a 8bpp sprite.
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* @param control_flags Control flags, see SpriteCacheCtrlFlags.
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* @param[out] avail_8bpp Available 8bpp sprites.
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* @param[out] avail_32bpp Available 32bpp sprites.
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* @return Available sprites matching \a load_32bpp.
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*/
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virtual ZoomLevels LoadSprite(SpriteLoader::SpriteCollection &sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool load_32bpp, uint8_t control_flags, ZoomLevels &avail_8bpp, ZoomLevels &avail_32bpp) = 0;
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virtual ~SpriteLoader() = default;
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};
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/** Interface for something that can allocate memory for a sprite. */
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class SpriteAllocator {
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public:
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virtual ~SpriteAllocator() = default;
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/**
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* Allocate memory for a sprite.
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* @tparam T Type to return memory as.
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* @param size Size of memory to allocate in bytes.
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* @return Pointer to allocated memory.
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*/
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template <typename T>
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T *Allocate(size_t size)
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{
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return static_cast<T *>(this->AllocatePtr(size));
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}
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protected:
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/**
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* Allocate memory for a sprite.
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* @param size Size of memory to allocate.
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* @return Pointer to allocated memory.
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*/
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virtual void *AllocatePtr(size_t size) = 0;
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};
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/** Interface for something that can encode a sprite. */
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class SpriteEncoder {
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public:
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virtual ~SpriteEncoder() = default;
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/**
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* Can the sprite encoder make use of RGBA sprites?
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*/
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virtual bool Is32BppSupported() = 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(SpriteType sprite_type, const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) = 0;
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/**
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* Get the value which the height and width on a sprite have to be aligned by.
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* @return The needed alignment or 0 if any alignment is accepted.
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*/
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virtual uint GetSpriteAlignment()
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{
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return 0;
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}
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};
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#endif /* SPRITELOADER_HPP */
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