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C++ Blitter::PaletteAnimate方法代码示例

本文整理汇总了C++中Blitter::PaletteAnimate方法的典型用法代码示例。如果您正苦于以下问题:C++ Blitter::PaletteAnimate方法的具体用法?C++ Blitter::PaletteAnimate怎么用?C++ Blitter::PaletteAnimate使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Blitter的用法示例。


在下文中一共展示了Blitter::PaletteAnimate方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: PaintWindow

/** Do palette animation and blit to the window. */
static void PaintWindow(HDC dc)
{
	HDC dc2 = CreateCompatibleDC(dc);
	HBITMAP old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
	HPALETTE old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);

	if (_cur_palette.count_dirty != 0) {
		Blitter *blitter = BlitterFactory::GetCurrentBlitter();

		switch (blitter->UsePaletteAnimation()) {
			case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
				UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
				break;

			case Blitter::PALETTE_ANIMATION_BLITTER:
				blitter->PaletteAnimate(_local_palette);
				break;

			case Blitter::PALETTE_ANIMATION_NONE:
				break;

			default:
				NOT_REACHED();
		}
		_cur_palette.count_dirty = 0;
	}

	BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
	SelectPalette(dc, old_palette, TRUE);
	SelectObject(dc2, old_bmp);
	DeleteDC(dc2);
}
开发者ID:xno,项目名称:openttd-cargodist,代码行数:33,代码来源:win32_v.cpp

示例2: CheckPaletteAnim

static void CheckPaletteAnim()
{
	if (_cur_palette.count_dirty != 0) {
		Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();

		switch (blitter->UsePaletteAnimation()) {
			case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
				UpdatePalette();
				break;

			case Blitter::PALETTE_ANIMATION_BLITTER:
				blitter->PaletteAnimate(_local_palette);
				break;

			case Blitter::PALETTE_ANIMATION_NONE:
				break;

			default:
				NOT_REACHED();
		}
		_cur_palette.count_dirty = 0;
	}
}
开发者ID:,项目名称:,代码行数:23,代码来源:

示例3: CreateMainSurface


//.........这里部分代码省略.........
	/* Free any previously allocated shadow surface */
	if (_sdl_screen != NULL && _sdl_screen != _sdl_realscreen) SDL_CALL SDL_FreeSurface(_sdl_screen);

	if (_sdl_realscreen != NULL) {
		if (_requested_hwpalette != want_hwpalette) {
			/* SDL (at least the X11 driver), reuses the
			 * same window and palette settings when the bpp
			 * (and a few flags) are the same. Since we need
			 * to hwpalette value to change (in particular
			 * when switching between fullscreen and
			 * windowed), we restart the entire video
			 * subsystem to force creating a new window.
			 */
			DEBUG(driver, 0, "SDL: Restarting SDL video subsystem, to force hwpalette change");
			SDL_CALL SDL_QuitSubSystem(SDL_INIT_VIDEO);
			SDL_CALL SDL_InitSubSystem(SDL_INIT_VIDEO);
			ClaimMousePointer();
			SetupKeyboard();
		}
	}
	/* Remember if we wanted a hwpalette. We can't reliably query
	 * SDL for the SDL_HWPALETTE flag, since it might get set even
	 * though we didn't ask for it (when SDL creates a shadow
	 * surface, for example). */
	_requested_hwpalette = want_hwpalette;

	/* DO NOT CHANGE TO HWSURFACE, IT DOES NOT WORK */
	newscreen = SDL_CALL SDL_SetVideoMode(w, h, bpp, SDL_SWSURFACE | (want_hwpalette ? SDL_HWPALETTE : 0) | (_fullscreen ? SDL_FULLSCREEN : SDL_RESIZABLE));
	if (newscreen == NULL) {
		DEBUG(driver, 0, "SDL: Couldn't allocate a window to draw on");
		return false;
	}
	_sdl_realscreen = newscreen;

	if (bpp == 8 && (_sdl_realscreen->flags & SDL_HWPALETTE) != SDL_HWPALETTE) {
		/* Using an 8bpp blitter, if we didn't get a hardware
		 * palette (most likely because we didn't request one,
		 * see above), we'll have to set up a shadow surface to
		 * render on.
		 *
		 * Our palette will be applied to this shadow surface,
		 * while the real screen surface will use the shared
		 * system palette (which will partly contain our colors,
		 * but most likely will not have enough free color cells
		 * for all of our colors). SDL can use these two
		 * palettes at blit time to approximate colors used in
		 * the shadow surface using system colors automatically.
		 *
		 * Note that when using an 8bpp blitter on a 32bpp
		 * system, SDL will create an internal shadow surface.
		 * This shadow surface will have SDL_HWPALLETE set, so
		 * we won't create a second shadow surface in this case.
		 */
		DEBUG(driver, 1, "SDL: using shadow surface");
		newscreen = SDL_CALL SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bpp, 0, 0, 0, 0);
		if (newscreen == NULL) {
			DEBUG(driver, 0, "SDL: Couldn't allocate a shadow surface to draw on");
			return false;
		}
	}

	/* Delay drawing for this cycle; the next cycle will redraw the whole screen */
	_num_dirty_rects = 0;

	_screen.width = newscreen->w;
	_screen.height = newscreen->h;
	_screen.pitch = newscreen->pitch / (bpp / 8);
	_screen.dst_ptr = newscreen->pixels;
	_sdl_screen = newscreen;

	/* When in full screen, we will always have the mouse cursor
	 * within the window, even though SDL does not give us the
	 * appropriate event to know this. */
	if (_fullscreen) _cursor.in_window = true;

	Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
	blitter->PostResize();

	InitPalette();
	switch (blitter->UsePaletteAnimation()) {
		case Blitter::PALETTE_ANIMATION_NONE:
		case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
			UpdatePalette();
			break;

		case Blitter::PALETTE_ANIMATION_BLITTER:
			if (_video_driver != NULL) blitter->PaletteAnimate(_local_palette);
			break;

		default:
			NOT_REACHED();
	}

	snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
	SDL_CALL SDL_WM_SetCaption(caption, caption);

	GameSizeChanged();

	return true;
}
开发者ID:,项目名称:,代码行数:101,代码来源:


注:本文中的Blitter::PaletteAnimate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。