Codechange: Use ZOOM_LVL_MIN to refer to first zoom level.
Many uses of ZOOM_LVL_NORMAL actually just want the first zoom level slot, so use ZOOM_LVL_MIN to make this clearer.
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committed by
Peter Nelson
parent
7c322ebcf1
commit
3c94e81665
@@ -64,16 +64,16 @@ void Blitter_8bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoom
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Sprite *Blitter_8bppSimple::Encode(const SpriteLoader::SpriteCollection &sprite, AllocatorProc *allocator)
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{
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Sprite *dest_sprite;
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dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + (size_t)sprite[ZOOM_LVL_NORMAL].height * (size_t)sprite[ZOOM_LVL_NORMAL].width);
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dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + (size_t)sprite[ZOOM_LVL_MIN].height * (size_t)sprite[ZOOM_LVL_MIN].width);
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dest_sprite->height = sprite[ZOOM_LVL_NORMAL].height;
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dest_sprite->width = sprite[ZOOM_LVL_NORMAL].width;
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dest_sprite->x_offs = sprite[ZOOM_LVL_NORMAL].x_offs;
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dest_sprite->y_offs = sprite[ZOOM_LVL_NORMAL].y_offs;
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dest_sprite->height = sprite[ZOOM_LVL_MIN].height;
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dest_sprite->width = sprite[ZOOM_LVL_MIN].width;
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dest_sprite->x_offs = sprite[ZOOM_LVL_MIN].x_offs;
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dest_sprite->y_offs = sprite[ZOOM_LVL_MIN].y_offs;
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/* Copy over only the 'remap' channel, as that is what we care about in 8bpp */
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for (int i = 0; i < sprite[ZOOM_LVL_NORMAL].height * sprite[ZOOM_LVL_NORMAL].width; i++) {
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dest_sprite->data[i] = sprite[ZOOM_LVL_NORMAL].data[i].m;
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for (int i = 0; i < sprite[ZOOM_LVL_MIN].height * sprite[ZOOM_LVL_MIN].width; i++) {
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dest_sprite->data[i] = sprite[ZOOM_LVL_MIN].data[i].m;
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}
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return dest_sprite;
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