diff options
Diffstat (limited to 'sword2/driver/sprite.cpp')
-rw-r--r-- | sword2/driver/sprite.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp index c7bf74177f..c9e21f6639 100644 --- a/sword2/driver/sprite.cpp +++ b/sword2/driver/sprite.cpp @@ -32,7 +32,7 @@ namespace Sword2 { * @param h height of the sprite */ -void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) { +void Graphics::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) { for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { *dst++ = *(src + w - x - 1); @@ -49,7 +49,7 @@ void Display::mirrorSprite(uint8 *dst, uint8 *src, int16 w, int16 h) { * @param decompSize the expected size of the decompressed sprite */ -int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) { +int32 Graphics::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) { // PARAMETERS: // source points to the start of the sprite data for input // decompSize gives size of decompressed data in bytes @@ -129,7 +129,7 @@ int32 Display::decompressRLE256(uint8 *dest, uint8 *source, int32 decompSize) { * Unwinds a run of 16-colour data into 256-colour palette data. */ -void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) { +void Graphics::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *colTable) { // for each pair of pixels while (blockSize > 1) { // 1st colour = number in table at position given by upper @@ -164,7 +164,7 @@ void Display::unwindRaw16(uint8 *dest, uint8 *source, uint8 blockSize, uint8 *co * @param colTable mapping from the 16 encoded colours to the current palette */ -int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) { +int32 Graphics::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uint8 *colTable) { uint8 headerByte; // block header byte uint8 *endDest = dest + decompSize; // pointer to byte after end of decomp buffer int32 rv; @@ -244,7 +244,7 @@ int32 Display::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, uin * @return RD_OK, or an error code */ -int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) { +int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) { uint8 *newSprite; *sprite = (uint8 *) malloc(s->w * s->h); @@ -288,7 +288,7 @@ int32 Display::createSurface(_spriteInfo *s, uint8 **sprite) { * @param clipRect the clipping rectangle */ -void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) { +void Graphics::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) { Common::Rect rd, rs; uint16 x, y, srcPitch; uint8 *src, *dst; @@ -356,7 +356,7 @@ void Display::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect * Destroys a surface. */ -void Display::deleteSurface(uint8 *surface) { +void Graphics::deleteSurface(uint8 *surface) { free(surface); } @@ -381,7 +381,7 @@ void Display::deleteSurface(uint8 *surface) { // FIXME: I'm sure this could be optimized. There's plenty of data copying and // mallocing here. -int32 Display::drawSprite(_spriteInfo *s) { +int32 Graphics::drawSprite(_spriteInfo *s) { uint8 *src, *dst; uint8 *sprite, *newSprite; uint8 *backbuf = NULL; @@ -676,7 +676,7 @@ int32 Display::drawSprite(_spriteInfo *s) { * Opens the light masking sprite for a room. */ -int32 Display::openLightMask(_spriteInfo *s) { +int32 Graphics::openLightMask(_spriteInfo *s) { // FIXME: The light mask is only needed on higher graphics detail // settings, so to save memory we could simply ignore it on lower // settings. But then we need to figure out how to ensure that it @@ -699,7 +699,7 @@ int32 Display::openLightMask(_spriteInfo *s) { * Closes the light masking sprite for a room. */ -int32 Display::closeLightMask(void) { +int32 Graphics::closeLightMask(void) { if (!_lightMask) return RDERR_NOTOPEN; |