Initialize with OpenTTD 1.9.3
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD 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, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file 8bpp_optimized.cpp Implementation of the optimized 8 bpp blitter. */
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#include "../stdafx.h"
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#include "../zoom_func.h"
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#include "../settings_type.h"
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#include "../core/math_func.hpp"
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#include "../core/mem_func.hpp"
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#include "8bpp_optimized.hpp"
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#include "../safeguards.h"
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/** Instantiation of the 8bpp optimised blitter factory. */
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static FBlitter_8bppOptimized iFBlitter_8bppOptimized;
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void Blitter_8bppOptimized::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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/* Find the offset of this zoom-level */
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const SpriteData *sprite_src = (const SpriteData *)bp->sprite;
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uint offset = sprite_src->offset[zoom];
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/* Find where to start reading in the source sprite */
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const uint8 *src = sprite_src->data + offset;
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uint8 *dst_line = (uint8 *)bp->dst + bp->top * bp->pitch + bp->left;
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/* Skip over the top lines in the source image */
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for (int y = 0; y < bp->skip_top; y++) {
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for (;;) {
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uint trans = *src++;
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uint pixels = *src++;
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if (trans == 0 && pixels == 0) break;
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src += pixels;
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}
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}
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const uint8 *src_next = src;
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for (int y = 0; y < bp->height; y++) {
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uint8 *dst = dst_line;
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dst_line += bp->pitch;
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uint skip_left = bp->skip_left;
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int width = bp->width;
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for (;;) {
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src = src_next;
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uint trans = *src++;
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uint pixels = *src++;
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src_next = src + pixels;
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if (trans == 0 && pixels == 0) break;
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if (width <= 0) continue;
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if (skip_left != 0) {
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if (skip_left < trans) {
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trans -= skip_left;
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skip_left = 0;
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} else {
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skip_left -= trans;
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trans = 0;
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}
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if (skip_left < pixels) {
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src += skip_left;
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pixels -= skip_left;
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skip_left = 0;
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} else {
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src += pixels;
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skip_left -= pixels;
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pixels = 0;
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}
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}
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if (skip_left != 0) continue;
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/* Skip transparent pixels */
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dst += trans;
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width -= trans;
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if (width <= 0 || pixels == 0) continue;
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pixels = min<uint>(pixels, (uint)width);
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width -= pixels;
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switch (mode) {
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case BM_COLOUR_REMAP:
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case BM_CRASH_REMAP: {
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const uint8 *remap = bp->remap;
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do {
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uint m = remap[*src];
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if (m != 0) *dst = m;
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dst++; src++;
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} while (--pixels != 0);
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break;
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}
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case BM_BLACK_REMAP:
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MemSetT(dst, 0, pixels);
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dst += pixels;
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break;
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case BM_TRANSPARENT: {
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const uint8 *remap = bp->remap;
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src += pixels;
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do {
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*dst = remap[*dst];
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dst++;
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} while (--pixels != 0);
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break;
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}
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default:
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MemCpyT(dst, src, pixels);
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dst += pixels; src += pixels;
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break;
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}
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}
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}
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}
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Sprite *Blitter_8bppOptimized::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
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{
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/* Make memory for all zoom-levels */
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uint memory = sizeof(SpriteData);
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ZoomLevel zoom_min;
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ZoomLevel zoom_max;
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if (sprite->type == ST_FONT) {
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zoom_min = ZOOM_LVL_NORMAL;
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zoom_max = ZOOM_LVL_NORMAL;
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} else {
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zoom_min = _settings_client.gui.zoom_min;
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zoom_max = _settings_client.gui.zoom_max;
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if (zoom_max == zoom_min) zoom_max = ZOOM_LVL_MAX;
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}
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for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
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memory += sprite[i].width * sprite[i].height;
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}
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/* We have no idea how much memory we really need, so just guess something */
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memory *= 5;
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/* Don't allocate memory each time, but just keep some
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* memory around as this function is called quite often
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* and the memory usage is quite low. */
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static ReusableBuffer<byte> temp_buffer;
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SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
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memset(temp_dst, 0, sizeof(*temp_dst));
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byte *dst = temp_dst->data;
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/* Make the sprites per zoom-level */
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for (ZoomLevel i = zoom_min; i <= zoom_max; i++) {
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/* Store the index table */
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uint offset = dst - temp_dst->data;
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temp_dst->offset[i] = offset;
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/* cache values, because compiler can't cache it */
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int scaled_height = sprite[i].height;
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int scaled_width = sprite[i].width;
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for (int y = 0; y < scaled_height; y++) {
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uint trans = 0;
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uint pixels = 0;
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uint last_colour = 0;
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byte *count_dst = NULL;
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/* Store the scaled image */
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const SpriteLoader::CommonPixel *src = &sprite[i].data[y * sprite[i].width];
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for (int x = 0; x < scaled_width; x++) {
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uint colour = src++->m;
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if (last_colour == 0 || colour == 0 || pixels == 255) {
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if (count_dst != NULL) {
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/* Write how many non-transparent bytes we get */
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*count_dst = pixels;
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pixels = 0;
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count_dst = NULL;
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}
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/* As long as we find transparency bytes, keep counting */
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if (colour == 0 && trans != 255) {
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last_colour = 0;
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trans++;
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continue;
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}
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/* No longer transparency, so write the amount of transparent bytes */
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*dst = trans;
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dst++;
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trans = 0;
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/* Reserve a byte for the pixel counter */
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count_dst = dst;
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dst++;
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}
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last_colour = colour;
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if (colour == 0) {
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trans++;
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} else {
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pixels++;
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*dst = colour;
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dst++;
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}
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}
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if (count_dst != NULL) *count_dst = pixels;
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/* Write line-ending */
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*dst = 0; dst++;
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*dst = 0; dst++;
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}
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}
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uint size = dst - (byte *)temp_dst;
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/* Safety check, to make sure we guessed the size correctly */
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assert(size < memory);
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/* Allocate the exact amount of memory we need */
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Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + size);
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dest_sprite->height = sprite->height;
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dest_sprite->width = sprite->width;
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dest_sprite->x_offs = sprite->x_offs;
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dest_sprite->y_offs = sprite->y_offs;
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memcpy(dest_sprite->data, temp_dst, size);
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return dest_sprite;
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}
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