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#include "DiabloUI/art_draw.h"
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#include "display.h"
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namespace dvl {
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extern SDL_Surface *pal_surface;
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extern unsigned int pal_surface_palette_version;
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void DrawArt(int screenX, int screenY, Art *art, int nFrame, Uint16 srcW, Uint16 srcH)
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{
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if (screenY >= SCREEN_HEIGHT || screenX >= SCREEN_WIDTH || art->surface == NULL)
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return;
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SDL_Rect src_rect;
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src_rect.x = 0;
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src_rect.y = nFrame * art->h();
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src_rect.w = art->w();
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src_rect.h = art->h();
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ScaleOutputRect(&src_rect);
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if (srcW && srcW < src_rect.w)
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src_rect.w = srcW;
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if (srcH && srcH < src_rect.h)
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src_rect.h = srcH;
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SDL_Rect dst_rect = { screenX, screenY, src_rect.w, src_rect.h };
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ScaleOutputRect(&dst_rect);
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if (art->surface->format->BitsPerPixel == 8 && art->palette_version != pal_surface_palette_version) {
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if (SDLC_SetSurfaceColors(art->surface, pal_surface->format->palette) <= -1)
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ErrSdl();
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art->palette_version = pal_surface_palette_version;
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}
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if (SDL_BlitSurface(art->surface, &src_rect, GetOutputSurface(), &dst_rect) < 0)
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ErrSdl();
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}
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void DrawAnimatedArt(Art *art, int screenX, int screenY)
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{
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DrawArt(screenX, screenY, art, GetAnimationFrame(art->frames));
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}
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int GetAnimationFrame(int frames, int fps)
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{
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int frame = (SDL_GetTicks() / fps) % frames;
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return frame > frames ? 0 : frame;
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}
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} // namespace dvl
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