- moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette
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6 changed files with 74 additions and 101 deletions
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@ -27,11 +27,6 @@ public:
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void CleanForRestart() override;
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void UpdatePalette() override;
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void GetFlashedPalette (PalEntry pal[256]) override;
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PalEntry *GetPalette () override;
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bool SetFlash(PalEntry rgb, int amount) override;
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void GetFlash(PalEntry &rgb, int &amount) override;
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void GameRestart() override;
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void InitForLevel() override;
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void SetClearColor(int color) override;
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uint32_t GetCaps() override;
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@ -54,9 +49,6 @@ public:
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// points to the last row in the buffer, which will be the first row output.
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virtual void GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type, float &gamma) override;
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// Releases the screenshot buffer.
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virtual void ReleaseScreenshotBuffer();
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bool WipeStartScreen(int type);
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void WipeEndScreen();
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bool WipeDo(int ticks);
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@ -66,14 +58,11 @@ public:
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void SetVSync(bool vsync);
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void ScaleCoordsFromWindow(int16_t &x, int16_t &y) override;
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void Draw2D() override;
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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private:
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PalEntry Flash; // Only needed to support some cruft in the interface that only makes sense for the software renderer
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PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from
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uint8_t *ScreenshotBuffer; // What the name says. This must be maintained because the software renderer can return a locked canvas surface which the caller cannot release.
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int camtexcount = 0;
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