mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Use std::byte for generic buffers.
parent
02082a0211
commit
518a34c286
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@ -73,8 +73,9 @@ Sprite *Blitter_8bppSimple::Encode(SpriteType, const SpriteLoader::SpriteCollect
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dest_sprite->y_offs = root_sprite.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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uint8_t *dst = reinterpret_cast<uint8_t *>(dest_sprite->data);
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for (int i = 0; i < root_sprite.height * root_sprite.width; i++) {
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dest_sprite->data[i] = root_sprite.data[i].m;
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dst[i] = root_sprite.data[i].m;
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}
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return dest_sprite;
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@ -836,7 +836,7 @@ static void GenerateTerrain(int type, uint flag)
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if (DiagDirToAxis(direction) == AXIS_Y) std::swap(w, h);
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const uint8_t *p = templ->data;
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const uint8_t *p = reinterpret_cast<const uint8_t *>(templ->data);
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if ((flag & 4) != 0) {
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/* This is only executed in secondary/tertiary loops to generate the terrain for arctic and tropic.
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@ -526,7 +526,7 @@ static void *ReadSprite(const SpriteCache *sc, SpriteID id, SpriteType sprite_ty
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s->y_offs = root_sprite.y_offs;
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SpriteLoader::CommonPixel *src = root_sprite.data;
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uint8_t *dest = s->data;
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uint8_t *dest = reinterpret_cast<uint8_t *>(s->data);
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while (num-- > 0) {
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*dest++ = src->m;
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src++;
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@ -19,7 +19,7 @@ struct Sprite {
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uint16_t width; ///< Width of the sprite.
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int16_t x_offs; ///< Number of pixels to shift the sprite to the right.
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int16_t y_offs; ///< Number of pixels to shift the sprite downwards.
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uint8_t data[]; ///< Sprite data.
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std::byte data[]; ///< Sprite data.
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};
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enum SpriteCacheCtrlFlags : uint8_t {
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