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Use SDL_Color for colors instead of colourTransform
colourTransform is a struct with only one member, a Uint32. The issue with `Uint32`s is that it requires a bunch of bit shifting logic to edit the colors. The issue with bit shifting logic is that people have a tendency to hardcode the shift amounts instead of using the shift amount variables of the SDL_PixelFormat, which makes it annoying to change the color masks of surfaces. This commit fixes both issues by unhardcoding the bit shift amounts in DrawPixel and ReadPixel, and by axing the `Uint32`s in favor of using SDL_Color. According to the SDL_PixelFormat documentation ( https://wiki.libsdl.org/SDL2/SDL_PixelFormat ), the logic to read and draw to pixels from colors below 32-bit was just wrong. Specifically, for 8-bit, there's a color palette used instead of some intrinsic color information stored in the pixel itself. But we shouldn't need that logic anyways because we don't use colors below 32-bit. So I axed that too.
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@@ -1604,7 +1604,7 @@ void customlevelclass::generatecustomminimap(void)
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// Return a graphics-ready color based off of the given tileset and tilecol
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// Much kudos to Dav999 for saving me a lot of work, because I stole these colors from const.lua in Ved! -Info Teddy
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Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
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SDL_Color customlevelclass::getonewaycol(const int rx, const int ry)
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{
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const RoomProperty* const room = getroomprop(rx, ry);
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switch (room->tileset) {
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@@ -1763,7 +1763,7 @@ Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
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}
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// This version detects the room automatically
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Uint32 customlevelclass::getonewaycol(void)
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SDL_Color customlevelclass::getonewaycol(void)
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{
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#ifndef NO_EDITOR
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if (game.gamestate == EDITORMODE)
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