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This looses some flexibility when it comes to supporting other image formats. But since the game does not use other image formats, this seems rather irrelevant, compared to how much simpler the code now is. svn-id: r53755
63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/gfx/bitmapresource.h"
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#include "sword25/kernel/kernel.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/package/packagemanager.h"
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namespace Sword25 {
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#define BS_LOG_PREFIX "BITMAP"
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BitmapResource::BitmapResource(const Common::String &filename, Image *pImage) :
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_valid(false),
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_pImage(pImage),
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Resource(filename, Resource::TYPE_BITMAP) {
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_valid = _pImage != 0;
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}
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BitmapResource::~BitmapResource() {
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delete _pImage;
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}
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uint BitmapResource::getPixel(int x, int y) const {
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BS_ASSERT(x >= 0 && x < _pImage->getWidth());
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BS_ASSERT(y >= 0 && y < _pImage->getHeight());
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return _pImage->getPixel(x, y);
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}
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} // End of namespace Sword25
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