forked from mirror/OpenTTD
(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
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@@ -100,7 +100,7 @@ static void CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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@@ -487,7 +487,8 @@ void VideoDriver_Allegro::MainLoop()
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uint32 cur_ticks = GetTime();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 pal_tick = 0;
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CheckPaletteAnim();
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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@@ -532,10 +533,7 @@ void VideoDriver_Allegro::MainLoop()
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GameLoop();
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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} else {
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CSleep(1);
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