10#ifndef BLITTER_32BPP_SIMPLE_HPP
11#define BLITTER_32BPP_SIMPLE_HPP
31 std::string_view
GetName()
override {
return "32bpp-simple"; }
37 FBlitter_32bppSimple() :
BlitterFactory(
"32bpp-simple",
"32bpp Simple Blitter (no palette animation)") {}
38 std::unique_ptr<Blitter>
CreateInstance()
override {
return std::make_unique<Blitter_32bppSimple>(); }
Base for all 32 bits blitters.
BlitterMode
The modes of blitting we can do.
BlitterFactory(std::string_view name, std::string_view description, bool usable=true)
Construct the blitter, and register it.
Base for all 32bpp blitters.
The most trivial 32 bpp blitter (without palette animation).
void DrawColourMappingRect(void *dst, int width, int height, PaletteID pal) override
Draw a colourtable to the screen.
void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) override
Draw an image to the screen, given an amount of params defined above.
Sprite * Encode(SpriteType sprite_type, const SpriteLoader::SpriteCollection &sprite, SpriteAllocator &allocator) override
Convert a sprite from the loader to our own format.
std::string_view GetName() override
Get the name of the blitter, the same as the Factory-instance returns.
std::unique_ptr< Blitter > CreateInstance() override
Create an instance of this Blitter-class.
Interface for something that can allocate memory for a sprite.
SpriteCollMap< Sprite > SpriteCollection
Type defining a collection of sprites, one for each zoom level.
Factory to 'query' all available blitters.
SpriteType
Types of sprites that might be loaded.
uint32_t PaletteID
The number of the palette.
Parameters related to blitting.
uint8_t v
Brightness-channel.
Data structure describing a sprite.
ZoomLevel
All zoom levels we know.