remove b&w from sdl layer

This commit is contained in:
Jorj Bauer 2021-01-17 20:45:44 -05:00
parent ecb32dd873
commit 051bfd09ca

View File

@ -20,21 +20,21 @@ extern const unsigned char interface_glyphs[256];
// RGB map of each of the lowres colors
const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black
{ 195, 0, 48 }, // magenta
{ 0, 0, 130 }, // dark blue
{ 166, 52, 170 }, // purple
{ 0, 146, 0 }, // dark green
{ 105, 105, 105 }, // drak grey
{ 24, 113, 255 }, // medium blue
{ 12, 190, 235 }, // light blue
{ 150, 85, 40 }, // brown
{ 255, 24, 44 }, // orange
{ 150, 170, 170 }, // light gray
{ 255, 158, 150 }, // pink
{ 0, 255, 0 }, // green
{ 255, 255, 0 }, // yellow
{ 130, 255, 130 }, // aqua
{ 255, 255, 255 } // white
{ 0xAC, 0x12, 0x4C }, // magenta
{ 0x00, 0x07, 0x83 }, // dark blue
{ 0xAA, 0x1A, 0xD1 }, // purple
{ 0x00, 0x83, 0x2F }, // dark green
{ 0x9F, 0x97, 0x7E }, // drak grey
{ 0x00, 0x8A, 0xB5 }, // medium blue
{ 0x9F, 0x9E, 0xFF }, // light blue
{ 0x7A, 0x5F, 0x00 }, // brown
{ 0xFF, 0x72, 0x47 }, // orange
{ 0x78, 0x68, 0x7F }, // light gray
{ 0xFF, 0x7A, 0xCF }, // pink
{ 0x6F, 0xE6, 0x2C }, // green
{ 0xFF, 0xF6, 0x7B }, // yellow
{ 0x6C, 0xEE, 0xB2 }, // aqua
{ 0xFF, 0xFF, 0xFF } // white
};
SDLDisplay::SDLDisplay()
@ -124,8 +124,9 @@ void SDLDisplay::blit(AiieRect r)
g = fv;
}
else if (g_displayType == m_blackAndWhite) {
float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
r = g = b = fv;
// Used to reduce to B&W in this driver, but now it's up in the apple display
// float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
// r = g = b = fv;
}
SDL_SetRenderDrawColor(renderer, r, g, b, 255);