10#ifndef BLITTER_BASE_HPP
11#define BLITTER_BASE_HPP
13#include "../spritecache.h"
14#include "../spriteloader/spriteloader.hpp"
91 virtual void *
MoveTo(
void *video,
int x,
int y) = 0;
100 virtual void SetPixel(
void *video,
int x,
int y, uint8_t colour) = 0;
109 virtual void DrawRect(
void *video,
int width,
int height, uint8_t colour) = 0;
124 virtual void DrawLine(
void *video,
int x,
int y,
int x2,
int y2,
int screen_width,
int screen_height, uint8_t colour,
int width,
int dash = 0) = 0;
134 virtual void CopyFromBuffer(
void *video,
const void *src,
int width,
int height) = 0;
144 virtual void CopyToBuffer(
const void *video,
void *dst,
int width,
int height) = 0;
154 virtual void CopyImageToBuffer(
const void *video,
void *dst,
int width,
int height,
int dst_pitch) = 0;
166 virtual void ScrollBuffer(
void *video,
int &left,
int &top,
int &width,
int &height,
int scroll_x,
int scroll_y) = 0;
209 template <
typename SetPixelT>
void DrawLineGeneric(
int x,
int y,
int x2,
int y2,
int screen_width,
int screen_height,
int width,
int dash, SetPixelT set_pixel);
BlitterMode
The modes of blitting we can do.
@ BM_BLACK_REMAP
Perform remapping to a completely blackened sprite.
@ BM_COLOUR_REMAP
Perform a colour remapping.
@ BM_TRANSPARENT_REMAP
Perform transparency colour remapping.
@ BM_TRANSPARENT
Perform transparency darkening remapping.
@ BM_NORMAL
Perform the simple blitting.
@ BM_CRASH_REMAP
Perform a crash remapping.
How all blitters should look like.
virtual void * MoveTo(void *video, int x, int y)=0
Move the destination pointer the requested amount x and y, keeping in mind any pitch and bpp of the r...
virtual uint8_t GetScreenDepth()=0
Get the screen depth this blitter works for.
virtual void SetPixel(void *video, int x, int y, uint8_t colour)=0
Draw a pixel with a given colour on the video-buffer.
virtual size_t BufferSize(uint width, uint height)=0
Calculate how much memory there is needed for an image of this size in the video-buffer.
virtual bool NeedsAnimationBuffer()
Does this blitter require a separate animation buffer from the video backend?
virtual Blitter::PaletteAnimation UsePaletteAnimation()=0
Check if the blitter uses palette animation at all.
virtual void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal)=0
Draw a colourtable to the screen.
PaletteAnimation
Types of palette animation.
@ PALETTE_ANIMATION_NONE
No palette animation.
@ PALETTE_ANIMATION_VIDEO_BACKEND
Palette animation should be done by video backend (8bpp only!)
@ PALETTE_ANIMATION_BLITTER
The blitter takes care of the palette animation.
virtual void CopyImageToBuffer(const void *video, void *dst, int width, int height, int dst_pitch)=0
Copy from the screen to a buffer in a palette format for 8bpp and RGBA format for 32bpp.
virtual void PaletteAnimate(const Palette &palette)=0
Called when the 8bpp palette is changed; you should redraw all pixels on the screen that are equal to...
virtual void DrawRect(void *video, int width, int height, uint8_t colour)=0
Make a single horizontal line in a single colour on the video-buffer.
virtual void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)=0
Draw an image to the screen, given an amount of params defined above.
virtual std::string_view GetName()=0
Get the name of the blitter, the same as the Factory-instance returns.
bool Is32BppSupported() override
Can the sprite encoder make use of RGBA sprites?
virtual void DrawLine(void *video, int x, int y, int x2, int y2, int screen_width, int screen_height, uint8_t colour, int width, int dash=0)=0
Draw a line with a given colour.
virtual void CopyToBuffer(const void *video, void *dst, int width, int height)=0
Copy from the screen to a buffer.
virtual void CopyFromBuffer(void *video, const void *src, int width, int height)=0
Copy from a buffer to the screen.
virtual void PostResize()
Post resize event.
virtual void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)=0
Scroll the videobuffer some 'x' and 'y' value.
Interface for something that can encode a sprite.
uint32_t PaletteID
The number of the palette.
Parameters related to blitting.
int skip_top
How much pixels of the source to skip on the top (based on zoom of dst)
int sprite_height
Real height of the sprite.
void * dst
Destination buffer.
int left
The left offset in the 'dst' in pixels to start drawing.
int pitch
The pitch of the destination buffer.
int sprite_width
Real width of the sprite.
int skip_left
How much pixels of the source to skip on the left (based on zoom of dst)
int height
The height in pixels that needs to be drawn to dst.
const uint8_t * remap
XXX – Temporary storage for remap array.
int width
The width in pixels that needs to be drawn to dst.
const void * sprite
Pointer to the sprite how ever the encoder stored it.
int top
The top offset in the 'dst' in pixels to start drawing.
Information about the currently used palette.
ZoomLevel
All zoom levels we know.