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path: root/backends/platform/android/gfx.cpp
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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#if defined(__ANDROID__)

// Allow use of stuff in <time.h>
#define FORBIDDEN_SYMBOL_EXCEPTION_time_h

// Disable printf override in common/forbidden.h to avoid
// clashes with log.h from the Android SDK.
// That header file uses
//   __attribute__ ((format(printf, 3, 4)))
// which gets messed up by our override mechanism; this could
// be avoided by either changing the Android SDK to use the equally
// legal and valid
//   __attribute__ ((format(printf, 3, 4)))
// or by refining our printf override to use a varadic macro
// (which then wouldn't be portable, though).
// Anyway, for now we just disable the printf override globally
// for the Android port
#define FORBIDDEN_SYMBOL_EXCEPTION_printf

#include "common/endian.h"
#include "graphics/conversion.h"

#include "backends/platform/android/android.h"
#include "backends/platform/android/jni.h"

static inline GLfixed xdiv(int numerator, int denominator) {
	assert(numerator < (1 << 16));
	return (numerator << 16) / denominator;
}

const OSystem::GraphicsMode *OSystem_Android::getSupportedGraphicsModes() const {
	static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
		{ "default", "Default", 0 },
		{ "filter", "Linear filtering", 1 },
		{ 0, 0, 0 },
	};

	return s_supportedGraphicsModes;
}

int OSystem_Android::getDefaultGraphicsMode() const {
	return 0;
}

bool OSystem_Android::setGraphicsMode(int mode) {
	ENTER("%d", mode);

	if (_game_texture)
		_game_texture->setLinearFilter(mode == 1);

	if (_overlay_texture)
		_overlay_texture->setLinearFilter(mode == 1);

	if (_mouse_texture)
		_mouse_texture->setLinearFilter(mode == 1);

	_graphicsMode = mode;

	return true;
}

int OSystem_Android::getGraphicsMode() const {
	return _graphicsMode;
}

#ifdef USE_RGB_COLOR
Graphics::PixelFormat OSystem_Android::getScreenFormat() const {
	return _game_texture->getPixelFormat();
}

Common::List<Graphics::PixelFormat> OSystem_Android::getSupportedFormats() const {
	Common::List<Graphics::PixelFormat> res;
	res.push_back(GLES565Texture::pixelFormat());
	res.push_back(GLES5551Texture::pixelFormat());
	res.push_back(GLES8888Texture::pixelFormat());
	res.push_back(GLES4444Texture::pixelFormat());
	res.push_back(Graphics::PixelFormat::createFormatCLUT8());

	return res;
}

Common::String OSystem_Android::getPixelFormatName(const Graphics::PixelFormat &format) const {
	if (format.bytesPerPixel == 1)
		return "CLUT8";

	if (format.aLoss == 8)
		return Common::String::format("RGB%u%u%u",
										8 - format.rLoss,
										8 - format.gLoss,
										8 - format.bLoss);

	return Common::String::format("RGBA%u%u%u%u",
									8 - format.rLoss,
									8 - format.gLoss,
									8 - format.bLoss,
									8 - format.aLoss);
}

void OSystem_Android::initTexture(GLESBaseTexture **texture,
									uint width, uint height,
									const Graphics::PixelFormat *format) {
	assert(texture);
	Graphics::PixelFormat format_clut8 =
		Graphics::PixelFormat::createFormatCLUT8();
	Graphics::PixelFormat format_current;
	Graphics::PixelFormat format_new;

	if (*texture)
		format_current = (*texture)->getPixelFormat();
	else
		format_current = Graphics::PixelFormat();

	if (format)
		format_new = *format;
	else
		format_new = format_clut8;

	if (format_current != format_new) {
		if (*texture)
			LOGD("switching pixel format from: %s",
					getPixelFormatName((*texture)->getPixelFormat()).c_str());

		delete *texture;

		if (format_new == GLES565Texture::pixelFormat())
			*texture = new GLES565Texture();
		else if (format_new == GLES5551Texture::pixelFormat())
			*texture = new GLES5551Texture();
		else if (format_new == GLES8888Texture::pixelFormat())
			*texture = new GLES8888Texture();
		else if (format_new == GLES4444Texture::pixelFormat())
			*texture = new GLES4444Texture();
		else {
			// TODO what now?
			if (format_new != format_clut8)
				LOGE("unsupported pixel format: %s",
					getPixelFormatName(format_new).c_str());

			*texture = new GLESFakePalette565Texture;
		}

		LOGD("new pixel format: %s",
				getPixelFormatName((*texture)->getPixelFormat()).c_str());
	}

	(*texture)->allocBuffer(width, height);
}
#endif

void OSystem_Android::initSurface() {
	LOGD("initializing surface");

	assert(!JNI::haveSurface());

	_screen_changeid = JNI::surface_changeid;
	_egl_surface_width = JNI::egl_surface_width;
	_egl_surface_height = JNI::egl_surface_height;

	assert(_egl_surface_width > 0 && _egl_surface_height > 0);

	JNI::initSurface();

	// Initialize OpenGLES context.
	GLESTexture::initGLExtensions();

	if (_game_texture)
		_game_texture->reinit();

	if (_overlay_texture) {
		_overlay_texture->reinit();
		initOverlay();
	}

	if (_mouse_texture)
		_mouse_texture->reinit();
}

void OSystem_Android::deinitSurface() {
	if (!JNI::haveSurface())
		return;

	LOGD("deinitializing surface");

	_screen_changeid = JNI::surface_changeid;
	_egl_surface_width = 0;
	_egl_surface_height = 0;

	// release texture resources
	if (_game_texture)
		_game_texture->release();

	if (_overlay_texture)
		_overlay_texture->release();

	if (_mouse_texture)
		_mouse_texture->release();

	JNI::deinitSurface();
}

void OSystem_Android::initViewport() {
	LOGD("initializing viewport");

	assert(JNI::haveSurface());

	// Turn off anything that looks like 3D ;)
	GLCALL(glDisable(GL_CULL_FACE));
	GLCALL(glDisable(GL_DEPTH_TEST));
	GLCALL(glDisable(GL_LIGHTING));
	GLCALL(glDisable(GL_FOG));
	GLCALL(glDisable(GL_DITHER));

	GLCALL(glShadeModel(GL_FLAT));
	GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));

	GLCALL(glEnable(GL_BLEND));
	GLCALL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));

	GLCALL(glEnableClientState(GL_VERTEX_ARRAY));
	GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));

	GLCALL(glEnable(GL_TEXTURE_2D));

	GLCALL(glViewport(0, 0, _egl_surface_width, _egl_surface_height));

	GLCALL(glMatrixMode(GL_PROJECTION));
	GLCALL(glLoadIdentity());
	GLCALL(glOrthof(0, _egl_surface_width, _egl_surface_height, 0, -1, 1));
	GLCALL(glMatrixMode(GL_MODELVIEW));
	GLCALL(glLoadIdentity());

	clearFocusRectangle();
}

void OSystem_Android::initOverlay() {
	// minimum of 320x200
	// (surface can get smaller when opening the virtual keyboard on *QVGA*)
	int overlay_width = MAX(_egl_surface_width, 320);
	int overlay_height = MAX(_egl_surface_height, 200);

	// the 'normal' theme layout uses a max height of 400 pixels. if the
	// surface is too big we use only a quarter of the size so that the widgets
	// don't get too small. if the surface height has less than 800 pixels, this
	// enforces the 'lowres' layout, which will be scaled back up by factor 2x,
	// but this looks way better than the 'normal' layout scaled by some
	// calculated factors
	while (overlay_height > 480) {
		overlay_width /= 2;
		overlay_height /= 2;
	}

	LOGI("overlay size is %ux%u", overlay_width, overlay_height);

	_overlay_texture->allocBuffer(overlay_width, overlay_height);
	_overlay_texture->setDrawRect(0, 0,
									_egl_surface_width, _egl_surface_height);
}

void OSystem_Android::initSize(uint width, uint height,
								const Graphics::PixelFormat *format) {
	ENTER("%d, %d, %p", width, height, format);

	GLTHREADCHECK;

#ifdef USE_RGB_COLOR
	initTexture(&_game_texture, width, height, format);
#else
	_game_texture->allocBuffer(width, height);
#endif

	updateScreenRect();
	updateEventScale();

	// Don't know mouse size yet - it gets reallocated in
	// setMouseCursor.  We need the palette allocated before
	// setMouseCursor however, so just take a guess at the desired
	// size (it's small).
	_mouse_texture_palette->allocBuffer(20, 20);

	clearScreen(kClear);
}

void OSystem_Android::clearScreen(FixupType type, byte count) {
	assert(count > 0);

	bool sm = _show_mouse;
	_show_mouse = false;

	GLCALL(glDisable(GL_SCISSOR_TEST));

	for (byte i = 0; i < count; ++i) {
		// clear screen
		GLCALL(glClearColorx(0, 0, 0, 1 << 16));
		GLCALL(glClear(GL_COLOR_BUFFER_BIT));

		switch (type) {
		case kClear:
			break;

		case kClearSwap:
			JNI::swapBuffers();
			break;

		case kClearUpdate:
			_force_redraw = true;
			updateScreen();
			break;
		}
	}

	if (!_show_overlay)
		GLCALL(glEnable(GL_SCISSOR_TEST));

	_show_mouse = sm;
	_force_redraw = true;
}

void OSystem_Android::updateScreenRect() {
	Common::Rect rect(0, 0, _egl_surface_width, _egl_surface_height);

	_overlay_texture->setDrawRect(rect);

	uint16 w = _game_texture->width();
	uint16 h = _game_texture->height();

	if (w && h && !_fullscreen) {
		if (_ar_correction && w == 320 && h == 200)
			h = 240;

		float dpi[2];
		JNI::getDPI(dpi);

		float screen_ar;
		if (dpi[0] != 0.0 && dpi[1] != 0.0) {
			// horizontal orientation
			screen_ar = (dpi[1] * _egl_surface_width) /
						(dpi[0] * _egl_surface_height);
		} else {
			screen_ar = float(_egl_surface_width) / float(_egl_surface_height);
		}

		float game_ar = float(w) / float(h);

		if (screen_ar > game_ar) {
			rect.setWidth(round(_egl_surface_height * game_ar));
			rect.moveTo((_egl_surface_width - rect.width()) / 2, 0);
		} else {
			rect.setHeight(round(_egl_surface_width / game_ar));
			rect.moveTo((_egl_surface_height - rect.height()) / 2, 0);
		}
	}

	glScissor(rect.left, rect.top, rect.width(), rect.height());

	_game_texture->setDrawRect(rect);
}

int OSystem_Android::getScreenChangeID() const {
	return _screen_changeid;
}

int16 OSystem_Android::getHeight() {
	return _game_texture->height();
}

int16 OSystem_Android::getWidth() {
	return _game_texture->width();
}

void OSystem_Android::setPalette(const byte *colors, uint start, uint num) {
	ENTER("%p, %u, %u", colors, start, num);

#ifdef USE_RGB_COLOR
	assert(_game_texture->hasPalette());
#endif

	GLTHREADCHECK;

	if (!_use_mouse_palette)
		setCursorPaletteInternal(colors, start, num);

	const Graphics::PixelFormat &pf = _game_texture->getPalettePixelFormat();
	byte *p = _game_texture->palette() + start * 2;

	for (uint i = 0; i < num; ++i, colors += 3, p += 2)
		WRITE_UINT16(p, pf.RGBToColor(colors[0], colors[1], colors[2]));
}

void OSystem_Android::grabPalette(byte *colors, uint start, uint num) {
	ENTER("%p, %u, %u", colors, start, num);

#ifdef USE_RGB_COLOR
	assert(_game_texture->hasPalette());
#endif

	GLTHREADCHECK;

	const Graphics::PixelFormat &pf = _game_texture->getPalettePixelFormat();
	const byte *p = _game_texture->palette_const() + start * 2;

	for (uint i = 0; i < num; ++i, colors += 3, p += 2)
		pf.colorToRGB(READ_UINT16(p), colors[0], colors[1], colors[2]);
}

void OSystem_Android::copyRectToScreen(const void *buf, int pitch,
										int x, int y, int w, int h) {
	ENTER("%p, %d, %d, %d, %d, %d", buf, pitch, x, y, w, h);

	GLTHREADCHECK;

	_game_texture->updateBuffer(x, y, w, h, buf, pitch);
}

void OSystem_Android::updateScreen() {
	//ENTER();

	GLTHREADCHECK;

	if (!JNI::haveSurface())
		return;

	if (!_force_redraw &&
			!_game_texture->dirty() &&
			!_overlay_texture->dirty() &&
			!_mouse_texture->dirty())
		return;

	_force_redraw = false;

	// clear pointer leftovers in dead areas
	// also, HTC's GLES drivers are made of fail and don't preserve the buffer
	// ( http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html )
	if ((_show_overlay || _htc_fail) && !_fullscreen)
		clearScreen(kClear);

	GLCALL(glPushMatrix());

	if (_shake_offset != 0 ||
			(!_focus_rect.isEmpty() &&
			!Common::Rect(_game_texture->width(),
							_game_texture->height()).contains(_focus_rect))) {
		// These are the only cases where _game_texture doesn't
		// cover the entire screen.
		clearScreen(kClear);

		// Move everything up by _shake_offset (game) pixels
		GLCALL(glTranslatex(0, -_shake_offset << 16, 0));
	}

// TODO this doesn't work on those sucky drivers, do it differently
//	if (_show_overlay)
//		GLCALL(glColor4ub(0x9f, 0x9f, 0x9f, 0x9f));

	if (_focus_rect.isEmpty()) {
		_game_texture->drawTextureRect();
	} else {
		GLCALL(glPushMatrix());

		GLCALL(glScalex(xdiv(_egl_surface_width, _focus_rect.width()),
						xdiv(_egl_surface_height, _focus_rect.height()),
						1 << 16));
		GLCALL(glTranslatex(-_focus_rect.left << 16,
							-_focus_rect.top << 16, 0));
		GLCALL(glScalex(xdiv(_game_texture->width(), _egl_surface_width),
						xdiv(_game_texture->height(), _egl_surface_height),
						1 << 16));

		_game_texture->drawTextureRect();

		GLCALL(glPopMatrix());
	}

	int cs = _mouse_targetscale;

	if (_show_overlay) {
// TODO see above
//		GLCALL(glColor4ub(0xff, 0xff, 0xff, 0xff));

		// ugly, but the modern theme sets a wacko factor, only god knows why
		cs = 1;

		GLCALL(_overlay_texture->drawTextureRect());
	}

	if (_show_mouse && !_mouse_texture->isEmpty()) {
		GLCALL(glPushMatrix());

		const Common::Point &mouse = getEventManager()->getMousePos();

		// Scale up ScummVM -> OpenGL (pixel) coordinates
		if (_show_overlay) {
			GLCALL(glScalex(xdiv(_egl_surface_width,
									_overlay_texture->width()),
							xdiv(_egl_surface_height,
									_overlay_texture->height()),
							1 << 16));
		} else {
			const Common::Rect &r = _game_texture->getDrawRect();

			GLCALL(glTranslatex(r.left << 16,
								r.top << 16,
								0));
			GLCALL(glScalex(xdiv(r.width(), _game_texture->width()),
							xdiv(r.height(), _game_texture->height()),
							1 << 16));
		}

		GLCALL(glTranslatex((-_mouse_hotspot.x * cs) << 16,
							(-_mouse_hotspot.y * cs) << 16,
							0));

		// Note the extra half texel to position the mouse in
		// the middle of the x,y square:
		GLCALL(glTranslatex((mouse.x << 16) | 1 << 15,
							(mouse.y << 16) | 1 << 15, 0));

		GLCALL(glScalex(cs << 16, cs << 16, 1 << 16));

		_mouse_texture->drawTextureOrigin();

		GLCALL(glPopMatrix());
	}

	GLCALL(glPopMatrix());

	if (!JNI::swapBuffers())
		LOGW("swapBuffers failed: 0x%x", glGetError());
}

Graphics::Surface *OSystem_Android::lockScreen() {
	ENTER();

	GLTHREADCHECK;

	Graphics::Surface *surface = _game_texture->surface();
	assert(surface->getPixels());

	return surface;
}

void OSystem_Android::unlockScreen() {
	ENTER();

	GLTHREADCHECK;

	assert(_game_texture->dirty());
}

void OSystem_Android::setShakePos(int shake_offset) {
	ENTER("%d", shake_offset);

	if (_shake_offset != shake_offset) {
		_shake_offset = shake_offset;
		_force_redraw = true;
	}
}

void OSystem_Android::fillScreen(uint32 col) {
	ENTER("%u", col);

	GLTHREADCHECK;

	_game_texture->fillBuffer(col);
}

void OSystem_Android::setFocusRectangle(const Common::Rect& rect) {
	ENTER("%d, %d, %d, %d", rect.left, rect.top, rect.right, rect.bottom);

	if (_enable_zoning) {
		_focus_rect = rect;
		_force_redraw = true;
	}
}

void OSystem_Android::clearFocusRectangle() {
	ENTER();

	if (_enable_zoning) {
		_focus_rect = Common::Rect();
		_force_redraw = true;
	}
}

void OSystem_Android::showOverlay() {
	ENTER();

	_show_overlay = true;
	_force_redraw = true;

	updateEventScale();

	warpMouse(_overlay_texture->width() / 2, _overlay_texture->height() / 2);

	GLCALL(glDisable(GL_SCISSOR_TEST));
}

void OSystem_Android::hideOverlay() {
	ENTER();

	_show_overlay = false;

	updateEventScale();

	warpMouse(_game_texture->width() / 2, _game_texture->height() / 2);

	// double buffered, flip twice
	clearScreen(kClearUpdate, 2);

	GLCALL(glEnable(GL_SCISSOR_TEST));
}

void OSystem_Android::clearOverlay() {
	ENTER();

	GLTHREADCHECK;

	_overlay_texture->fillBuffer(0);
}

void OSystem_Android::grabOverlay(void *buf, int pitch) {
	ENTER("%p, %d", buf, pitch);

	GLTHREADCHECK;

	const Graphics::Surface *surface = _overlay_texture->surface_const();
	assert(surface->format.bytesPerPixel == sizeof(uint16));

	byte *dst = (byte *)buf;
	const byte *src = (const byte *)surface->getPixels();
	uint h = surface->h;

	do {
		memcpy(dst, src, surface->w * surface->format.bytesPerPixel);
		src += surface->pitch;
		dst += pitch;
	} while (--h);
}

void OSystem_Android::copyRectToOverlay(const void *buf, int pitch,
										int x, int y, int w, int h) {
	ENTER("%p, %d, %d, %d, %d, %d", buf, pitch, x, y, w, h);

	GLTHREADCHECK;

	_overlay_texture->updateBuffer(x, y, w, h, buf, pitch);
}

int16 OSystem_Android::getOverlayHeight() {
	return _overlay_texture->height();
}

int16 OSystem_Android::getOverlayWidth() {
	return _overlay_texture->width();
}

Graphics::PixelFormat OSystem_Android::getOverlayFormat() const {
	return _overlay_texture->getPixelFormat();
}

bool OSystem_Android::showMouse(bool visible) {
	ENTER("%d", visible);

	_show_mouse = visible;

	return true;
}

void OSystem_Android::setMouseCursor(const void *buf, uint w, uint h,
										int hotspotX, int hotspotY,
										uint32 keycolor, bool dontScale,
										const Graphics::PixelFormat *format) {
	ENTER("%p, %u, %u, %d, %d, %u, %d, %p", buf, w, h, hotspotX, hotspotY,
			keycolor, dontScale, format);

	GLTHREADCHECK;

#ifdef USE_RGB_COLOR
	if (format && format->bytesPerPixel > 1) {
		if (_mouse_texture != _mouse_texture_rgb) {
			LOGD("switching to rgb mouse cursor");

			assert(!_mouse_texture_rgb);
			_mouse_texture_rgb = new GLES5551Texture();
			_mouse_texture_rgb->setLinearFilter(_graphicsMode == 1);
		}

		_mouse_texture = _mouse_texture_rgb;
	} else {
		if (_mouse_texture != _mouse_texture_palette)
			LOGD("switching to paletted mouse cursor");

		_mouse_texture = _mouse_texture_palette;

		delete _mouse_texture_rgb;
		_mouse_texture_rgb = 0;
	}
#endif

	_mouse_texture->allocBuffer(w, h);

	if (_mouse_texture == _mouse_texture_palette) {
		assert(keycolor < 256);

		byte *p = _mouse_texture_palette->palette() + _mouse_keycolor * 2;
		WRITE_UINT16(p, READ_UINT16(p) | 1);

		_mouse_keycolor = keycolor;

		p = _mouse_texture_palette->palette() + _mouse_keycolor * 2;
		WRITE_UINT16(p, 0);
	}

	if (w == 0 || h == 0)
		return;

	if (_mouse_texture == _mouse_texture_palette) {
		_mouse_texture->updateBuffer(0, 0, w, h, buf, w);
	} else {
		uint16 pitch = _mouse_texture->pitch();

		byte *tmp = new byte[pitch * h];

		// meh, a 16bit cursor without alpha bits... this is so silly
		if (!crossBlit(tmp, (const byte *)buf, pitch, w * 2, w, h,
						_mouse_texture->getPixelFormat(),
						*format)) {
			LOGE("crossblit failed");

			delete[] tmp;

			_mouse_texture->allocBuffer(0, 0);

			return;
		}

		const uint16 *s = (const uint16 *)buf;
		uint16 *d = (uint16 *)tmp;
		for (uint16 y = 0; y < h; ++y, d += pitch / 2 - w)
			for (uint16 x = 0; x < w; ++x, d++)
				if (*s++ == (keycolor & 0xffff))
					*d = 0;

		_mouse_texture->updateBuffer(0, 0, w, h, tmp, pitch);

		delete[] tmp;
	}

	_mouse_hotspot = Common::Point(hotspotX, hotspotY);
	// TODO: Adapt to the new "do not scale" cursor logic.
	_mouse_targetscale = 1;
}

void OSystem_Android::setCursorPaletteInternal(const byte *colors,
												uint start, uint num) {
	const Graphics::PixelFormat &pf =
		_mouse_texture_palette->getPalettePixelFormat();
	byte *p = _mouse_texture_palette->palette() + start * 2;

	for (uint i = 0; i < num; ++i, colors += 3, p += 2)
		WRITE_UINT16(p, pf.RGBToColor(colors[0], colors[1], colors[2]));

	p = _mouse_texture_palette->palette() + _mouse_keycolor * 2;
	WRITE_UINT16(p, 0);
}

void OSystem_Android::setCursorPalette(const byte *colors,
										uint start, uint num) {
	ENTER("%p, %u, %u", colors, start, num);

	GLTHREADCHECK;

	if (!_mouse_texture->hasPalette()) {
		LOGD("switching to paletted mouse cursor");

		_mouse_texture = _mouse_texture_palette;

		delete _mouse_texture_rgb;
		_mouse_texture_rgb = 0;
	}

	setCursorPaletteInternal(colors, start, num);
	_use_mouse_palette = true;
}

void OSystem_Android::disableCursorPalette() {
	// when disabling the cursor palette, and we're running a clut8 game,
	// it expects the game palette to be used for the cursor
	if (_game_texture->hasPalette()) {
		const byte *src = _game_texture->palette_const();
		byte *dst = _mouse_texture_palette->palette();

		const Graphics::PixelFormat &pf_src =
			_game_texture->getPalettePixelFormat();
		const Graphics::PixelFormat &pf_dst =
			_mouse_texture_palette->getPalettePixelFormat();

		uint8 r, g, b;

		for (uint i = 0; i < 256; ++i, src += 2, dst += 2) {
			pf_src.colorToRGB(READ_UINT16(src), r, g, b);
			WRITE_UINT16(dst, pf_dst.RGBToColor(r, g, b));
		}

		byte *p = _mouse_texture_palette->palette() + _mouse_keycolor * 2;
		WRITE_UINT16(p, 0);
	}
}

#endif