10#ifndef BLITTER_32BPP_OPTIMIZED_HPP
11#define BLITTER_32BPP_OPTIMIZED_HPP
27 std::string_view
GetName()
override {
return "32bpp-optimized"; }
BlitterMode
The modes of blitting we can do.
The base factory, keeping track of all blitters.
The optimised 32 bpp blitter (without palette animation).
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override
Draws a sprite to a (screen) buffer.
Sprite * Encode(const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
std::string_view GetName() override
Get the name of the blitter, the same as the Factory-instance returns.
The most trivial 32 bpp blitter (without palette animation).
How all blitters should look like.
Factory for the optimised 32 bpp blitter (without palette animation).
Blitter * CreateInstance() override
Create an instance of this Blitter-class.
Interface for something that can allocate memory for a sprite.
std::array< Sprite, ZOOM_LVL_END > SpriteCollection
Type defining a collection of sprites, one for each zoom level.
Parameters related to blitting.
Data stored about a (single) sprite.
uint8_t data[]
Data, all zoomlevels.
uint32_t offset[ZOOM_LVL_END][2]
Offsets (from .data) to streams for different zoom levels, and the normal and remap image information...
Data structure describing a sprite.
ZoomLevel
All zoom levels we know.
@ ZOOM_LVL_END
End for iteration.