- backend sync with Raze

Mostly code reformatting plus license and copyright adjustments
This commit is contained in:
Christoph Oelckers 2020-05-26 22:59:50 +02:00
commit c892fb1ddb
18 changed files with 126 additions and 98 deletions

View file

@ -43,13 +43,13 @@
void AnimTexture::SetFrameSize(int width, int height)
{
FTexture::SetSize(width, height);
Image.Resize(width*height);
Image.Resize(width * height);
}
void AnimTexture::SetFrame(const uint8_t *palette, const void *data_)
void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height);
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height);
CleanHardwareTextures();
}
@ -70,10 +70,10 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
int index = spix[i];
dpix[p + 0] = Palette[index*3+2];
dpix[p + 1] = Palette[index*3+1];
dpix[p + 2] = Palette[index*3];
int index = spix[i];
dpix[p + 0] = Palette[index * 3 + 2];
dpix[p + 1] = Palette[index * 3 + 1];
dpix[p + 2] = Palette[index * 3];
dpix[p + 3] = 255;
}
return bmp;
@ -87,32 +87,32 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
AnimTextures::AnimTextures()
{
active = 1;
tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
active = 1;
tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
}
AnimTextures::~AnimTextures()
{
delete tex[0];
delete tex[1];
delete tex[0];
delete tex[1];
}
void AnimTextures::SetSize(int width, int height)
{
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
tex[0]->SetSize(width, height);
tex[1]->SetSize(width, height);
}
void AnimTextures::SetFrame(const uint8_t *palette, const void* data)
void AnimTextures::SetFrame(const uint8_t* palette, const void* data)
{
active ^= 1;
active ^= 1;
static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
}
FGameTexture * AnimTextures::GetFrame()
FGameTexture* AnimTextures::GetFrame()
{
return tex[active];
return tex[active];
}