Example #1
0
Sprite2D* BAMImporter::GetFrameInternal(unsigned short findex, unsigned char mode,
			bool BAMsprite, const unsigned char* data,
			AnimationFactory* datasrc)
{
	Sprite2D* spr = 0;

	if (BAMsprite) {
		bool RLECompressed = (frames[findex].FrameData & 0x80000000) == 0;

		assert(data);
		const unsigned char* framedata = data;
		framedata += (frames[findex].FrameData & 0x7FFFFFFF) - DataStart;
		if (RLECompressed) {
			spr = core->GetVideoDriver()->CreateSpriteBAM8(
				frames[findex].Width, frames[findex].Height,
				true, framedata, datasrc, palette, CompressedColorIndex);
		} else {
			spr = core->GetVideoDriver()->CreateSpriteBAM8(
				frames[findex].Width, frames[findex].Height, false,
				framedata, datasrc, palette, CompressedColorIndex );
		}
	} else {
		void* pixels = GetFramePixels(findex);
		spr = core->GetVideoDriver()->CreateSprite8(
			frames[findex].Width, frames[findex].Height, 8,
			pixels, palette->col, true, 0 );
	}

	spr->XPos = (ieWordSigned)frames[findex].XPos;
	spr->YPos = (ieWordSigned)frames[findex].YPos;
	if (mode == IE_SHADED) {
		// CHECKME: is this ever used? Should we modify the sprite's palette
		// without creating a local copy for this sprite?
		Palette* pal = spr->GetPalette();
		pal->CreateShadedAlphaChannel();
		pal->Release();
	}
	return spr;
}