Exemplo n.º 1
0
void VRAMCache::copyTile(Graphic& dst,
                         Box dstbox,
                         int tileIndex,
                         int flipFlags,
                         Graphic::TransBlitOption updateTrans) const {
    const Graphic* srcgrp = &cache_;

    if ((flipFlags & flipHorizontal) && (flipFlags & flipVertical)) {
        srcgrp = &bothFlipCache_;
    }
    else if ((flipFlags & flipHorizontal)) {
        srcgrp = &horizontalFlipCache_;
    }
    else if ((flipFlags & flipVertical)) {
        srcgrp = &verticalFlipCache_;
    }

    dst.copy(*srcgrp,
             dstbox,
             Box(tileIndex * GGTile::width,
                 0,
                 GGTile::width,
                 GGTile::height),
             updateTrans);
}
void VRAMEditorLayeredGraphicScene::renderTiles(
                 Graphic& g,
                 int tileIndex,
                 GGTileSet& tiles,
                 GGPalette& palette,
                 Graphic::TileTransferTransOption tileTransOption) {
  // Render each tile and blit to Graphic
  for (int j = 0; j < tiles.numTiles(); j++) {
    // Render tile
    Graphic tileGraphic(tiles[j],
                        palette,
                        tileTransOption);
                        
    // Calculate position in Graphic
    int xPos = tileIndexToXPos(tileIndex);
    int yPos = tileIndexToYPos(tileIndex);
    
    // Blit if transparency is enabled; copy otherwise
    if (tileTransOption == Graphic::tileTrans) {
      g.blit(tileGraphic,
             Box(xPos, yPos, 0, 0),
             Graphic::noTransUpdate);
    }
    else {
      g.copy(tileGraphic,
             Box(xPos, yPos, 0, 0),
             Graphic::noTransUpdate);
    }
    
    // Move to next tile position
    ++tileIndex;
  }
}
Exemplo n.º 3
0
void VRAMCache::renderTiles(Graphic& g,
                            int tileIndex,
                            GGTileSet& tiles,
                            GGPalette& palette,
                            Graphic::TileTransferTransOption tileTransOption) {
    // Render each tile and blit to Graphic
    for (int j = 0; j < tiles.numTiles(); j++) {
        // Render tile
        Graphic tileGraphic(tiles[j],
                            palette,
                            tileTransOption);

        // Calculate position in Graphic
        int xPos = tileIndex * GGTile::width;
        int yPos = 0;

        // Clear the tiles before writing to them to avoid leaving
        // artifacts from previous contents (due to our program's
        // different concept of transparency from the hardware)
        g.fillRect(xPos, yPos, GGTile::width, GGTile::height,
                   Color(0xFF, 0xFF, 0xFF, Color::fullAlphaTransparency),
                   Graphic::noTransUpdate);

        // Blit if transparency is enabled; copy otherwise
        if (tileTransOption == Graphic::tileTrans) {
            g.blit(tileGraphic,
                   Box(xPos, yPos, 0, 0),
                   Graphic::transUpdate);
        }
        else {
            g.copy(tileGraphic,
                   Box(xPos, yPos, 0, 0),
                   Graphic::transUpdate);
        }

        // Move to next tile position
        ++tileIndex;
    }
}