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Refactoring towards backward compatibility (WiP)

This commit is contained in:
AlexVinS
2014-05-23 14:51:38 +04:00
committed by AlexVinS
parent 1597254399
commit 0ef16feca9
15 changed files with 136 additions and 170 deletions

View File

@ -157,11 +157,7 @@ CDefFile::CDefFile(std::string Name):
palette[i].r = data[it++];
palette[i].g = data[it++];
palette[i].b = data[it++];
#if 0
palette[i].unused = 255;
#else
palette[i].a = 255;
#endif // 0
CSDL_Ext::colorSetAlpha(palette[i],255);
}
if (type == 71 || type == 64)//Buttons/buildings don't have shadows\semi-transparency
memset(palette, 0, sizeof(SDL_Color)*2);
@ -390,11 +386,7 @@ inline void SDLImageLoader::EndLine()
SDLImageLoader::~SDLImageLoader()
{
SDL_UnlockSurface(image->surf);
#if 0
SDL_SetColorKey(image->surf, SDL_SRCCOLORKEY, 0);
#else
SDL_SetColorKey(image->surf, SDL_TRUE, 0);
#endif // 0
//TODO: RLE if compressed and bpp>1
}
@ -451,7 +443,7 @@ inline ui8 CompImageLoader::typeOf(ui8 color)
{
if (color == 0)
return 0;
#if 0
#ifdef VCMI_SDL1
if (image->palette[color].unused != 255)
return 1;
#else
@ -635,7 +627,7 @@ SDLImage::SDLImage(std::string filename, bool compressed):
{
SDL_Surface *temp = surf;
// add RLE flag
#if 0
#ifdef VCMI_SDL1
if (surf->format->palette)
{
const SDL_Color &c = temp->format->palette->colors[0];
@ -822,7 +814,7 @@ void CompImage::BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha)
for (size_t i=0; i<size; i++)
{
SDL_Color col = palette[*(data++)];
#if 0
#ifdef VCMI_SDL1
col.unused = (ui32)col.unused*alpha/255;
#else
col.a = (ui32)col.a*alpha/255;
@ -832,7 +824,7 @@ void CompImage::BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha)
return;
}
#if 0
#ifdef VCMI_SDL1
if (palette[color].unused == 255)
#else
if (palette[color].a == 255)
@ -853,7 +845,7 @@ void CompImage::BlitBlock(ui8 type, ui8 size, ui8 *&data, ui8 *&dest, ui8 alpha)
//RLE-d sequence
else
{
#if 0
#ifdef VCMI_SDL1
if (alpha != 255 && palette[type].unused !=0)//Per-surface alpha is set
{
SDL_Color col = palette[type];
@ -917,14 +909,7 @@ void CompImage::playerColored(PlayerColor player)
for(int i=0; i<32; ++i)
{
palette[224+i].r = pal[i].r;
palette[224+i].g = pal[i].g;
palette[224+i].b = pal[i].b;
#if 0
palette[224+i].unused = pal[i].unused;
#else
palette[224+i].a = pal[i].a;
#endif // 0
CSDL_Ext::colorAssign(palette[224+i],pal[i]);
}
}