Mercurial > hg > openttd
changeset 8249:f495acdca6b5 draft
(svn r11813) -Fix [FS#1602]: Switch _screen to the output buffer and disable usage of 32bpp-anim animation buffer during giant screenshots.
author | frosch <frosch@openttd.org> |
---|---|
date | Fri, 11 Jan 2008 17:12:41 +0000 |
parents | 836273f128b5 |
children | 977a6fb02427 |
files | src/blitter/32bpp_anim.cpp src/gfx.cpp src/gfx_func.h src/screenshot.cpp |
diffstat | 4 files changed, 47 insertions(+), 4 deletions(-) [+] |
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--- a/src/blitter/32bpp_anim.cpp +++ b/src/blitter/32bpp_anim.cpp @@ -13,7 +13,7 @@ void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { - if (bp->dst < _screen.dst_ptr || bp->dst > (uint32 *)_screen.dst_ptr + _screen.width * _screen.height) { + if (_screen_disable_anim) { /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent Draw() */ Blitter_32bppOptimized::Draw(bp, mode, zoom); return; @@ -98,6 +98,12 @@ void Blitter_32bppAnim::DrawColorMappingRect(void *dst, int width, int height, int pal) { + if (_screen_disable_anim) { + /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawColorMappingRect() */ + Blitter_32bppOptimized::DrawColorMappingRect(dst, width, height, pal); + return; + } + uint32 *udst = (uint32 *)dst; uint8 *anim; @@ -136,7 +142,9 @@ void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color) { *((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color); - /* Set the color in the anim-buffer too */ + + /* Set the color in the anim-buffer too, if we are rendering to the screen */ + if (_screen_disable_anim) return; this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color; } @@ -145,13 +153,20 @@ uint32 *dst = (uint32 *)video + x + y * _screen.pitch; if (*dst == 0) { *dst = LookupColourInPalette(color); - /* Set the color in the anim-buffer too */ + /* Set the color in the anim-buffer too, if we are rendering to the screen */ + if (_screen_disable_anim) return; this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color; } } void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color) { + if (_screen_disable_anim) { + /* This means our output is not to the screen, so we can't be doing any animation stuff, so use our parent DrawRect() */ + Blitter_32bppOptimized::DrawRect(video, width, height, color); + return; + } + uint32 color32 = LookupColourInPalette(color); uint8 *anim_line; @@ -175,6 +190,7 @@ void Blitter_32bppAnim::CopyFromBuffer(void *video, const void *src, int width, int height) { + assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *dst = (uint32 *)video; uint32 *usrc = (uint32 *)src; @@ -198,6 +214,7 @@ void Blitter_32bppAnim::CopyToBuffer(const void *video, void *dst, int width, int height) { + assert(!_screen_disable_anim); assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint32 *udst = (uint32 *)dst; uint32 *src = (uint32 *)video; @@ -220,6 +237,8 @@ void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y) { + assert(!_screen_disable_anim); + assert(video >= _screen.dst_ptr && video <= (uint32 *)_screen.dst_ptr + _screen.width + _screen.height * _screen.pitch); uint8 *dst, *src; /* We need to scroll the anim-buffer too */ @@ -268,6 +287,7 @@ void Blitter_32bppAnim::PaletteAnimate(uint start, uint count) { + assert(!_screen_disable_anim); uint8 *anim = this->anim_buf; /* Never repaint the transparency pixel */
--- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -31,6 +31,7 @@ bool _right_button_down; bool _right_button_clicked; DrawPixelInfo _screen; +bool _screen_disable_anim = false; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot) bool _exit_game; bool _networking; ///< are we in networking mode? byte _game_mode;
--- a/src/gfx_func.h +++ b/src/gfx_func.h @@ -55,6 +55,7 @@ extern bool _right_button_clicked; extern DrawPixelInfo _screen; +extern bool _screen_disable_anim; ///< Disable palette animation (important for 32bpp-anim blitter during giant screenshot) extern int _pal_first_dirty; extern int _pal_count_dirty;
--- a/src/screenshot.cpp +++ b/src/screenshot.cpp @@ -488,13 +488,29 @@ blitter->CopyImageToBuffer(src, buf, _screen.width, n, pitch); } -/* generate a large piece of the world */ +/** generate a large piece of the world + * @param userdata Viewport area to draw + * @param buf Videobuffer with same bitdepth as current blitter + * @param y First line to render + * @param pitch Pitch of the videobuffer + * @param n Number of lines to render + */ static void LargeWorldCallback(void *userdata, void *buf, uint y, uint pitch, uint n) { ViewPort *vp = (ViewPort *)userdata; DrawPixelInfo dpi, *old_dpi; int wx, left; + /* We are no longer rendering to the screen */ + DrawPixelInfo old_screen = _screen; + bool old_disable_anim = _screen_disable_anim; + + _screen.dst_ptr = buf; + _screen.width = pitch; + _screen.height = n; + _screen.pitch = pitch; + _screen_disable_anim = true; + old_dpi = _cur_dpi; _cur_dpi = &dpi; @@ -506,6 +522,7 @@ dpi.left = 0; dpi.top = y; + /* Render viewport in blocks of 1600 pixels width */ left = 0; while (vp->width - left != 0) { wx = min(vp->width - left, 1600); @@ -520,6 +537,10 @@ } _cur_dpi = old_dpi; + + /* Switch back to rendering to the screen */ + _screen = old_screen; + _screen_disable_anim = old_disable_anim; } static char *MakeScreenshotName(const char *ext)