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* Rescale save-loaded textures to runtime texture dimensions `LegoTextureInfo::LoadBits` sized its memcpy from the destination DirectDraw surface and assumed the source bits matched. They don't when the save was made under a different renderer than the current one: HW mode squares non-square assets in `LegoImage::Read` (e.g. 128x32 -> 128x128 via row duplication), SW mode keeps the original dimensions, and `ReadNamedTexture` always loads with `p_square=0`, so saved bits keep whatever size they had at save time. SW save loaded under HW caused an OOB read in `LoadBits`; HW save loaded under SW silently truncated the source and rendered a distorted texture. Add `LegoImage::Resize(width, height)` (nearest-neighbor, handles both up- and down-scale) and call it in `LoadFromNamedTexture` to match the runtime `LegoTextureInfo` surface dimensions before binding. Save format unchanged; `LoadBits` signature unchanged. Square textures and matching-mode loads short-circuit on the fast-path. * ci: bump Android SDL3 download + Xbox One generator for VS 18 - Android: SDL3's `build-release.py` started requiring `download` before `android` so it can fetch the new gameinput dependency. (build-release.py is technically internal SDL tooling; longer-term we may want to invoke a different SDL3 build entry point.) - Xbox One: windows-latest now ships VS 18, so the `Visual Studio 17 2022` generator can no longer find a VS install. Bump to `Visual Studio 18 2026`.
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
#ifndef __LEGOIMAGE_H
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#define __LEGOIMAGE_H
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#include "legotypes.h"
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#include <SDL3/SDL_surface.h>
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class LegoStorage;
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// SIZE 0x03
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class LegoPaletteEntry {
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public:
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LegoPaletteEntry();
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// LegoPaletteEntry(LegoU8 p_red, LegoU8 p_green, LegoU8 p_blue);
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LegoU8 GetRed() const { return m_color.r; }
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void SetRed(LegoU8 p_red) { m_color.r = p_red; }
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LegoU8 GetGreen() const { return m_color.g; }
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void SetGreen(LegoU8 p_green) { m_color.g = p_green; }
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LegoU8 GetBlue() const { return m_color.b; }
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void SetBlue(LegoU8 p_blue) { m_color.b = p_blue; }
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SDL_Color GetColor() const { return m_color; }
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void SetColor(SDL_Color p_color) { m_color = p_color; }
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LegoResult Read(LegoStorage* p_storage);
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LegoResult Write(LegoStorage* p_storage) const;
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protected:
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SDL_Color m_color;
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};
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// 0x310
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class LegoImage {
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public:
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LegoImage();
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LegoImage(LegoU32 p_width, LegoU32 p_height);
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~LegoImage();
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LegoU32 GetWidth() const { return m_surface->w; }
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LegoU32 GetHeight() const { return m_surface->h; }
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LegoU32 GetCount() const { return m_palette ? m_palette->ncolors : 0; }
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SDL_Palette* GetPalette() const { return m_palette; }
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void SetPalette(SDL_Palette* p_palette)
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{
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SDL_DestroyPalette(m_palette);
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m_palette = p_palette;
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}
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void SetPaletteEntry(LegoU32 p_i, LegoPaletteEntry& p_paletteEntry)
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{
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m_palette->colors[p_i] = p_paletteEntry.GetColor();
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}
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LegoU8* GetBits() const { return (LegoU8*) m_surface->pixels; }
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LegoResult Read(LegoStorage* p_storage, LegoU32 p_square);
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LegoResult Write(LegoStorage* p_storage);
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LegoResult Resize(LegoU32 p_width, LegoU32 p_height);
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protected:
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SDL_Surface* m_surface;
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SDL_Palette* m_palette;
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// LegoU32 m_count; // 0x08
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// LegoPaletteEntry m_palette[256]; // 0x0c
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// LegoU8* m_bits; // 0x30c
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};
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#endif // __LEGOIMAGE_H
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