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https://github.com/libretro/scummvm.git
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81 lines
2.2 KiB
C++
81 lines
2.2 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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*
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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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*
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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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*/
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/*
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* PNG decoder used in engines:
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* - sword25
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* - wintermute
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* Dependencies:
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* - libpng
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*/
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#ifndef IMAGE_PNG_H
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#define IMAGE_PNG_H
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#include "common/scummsys.h"
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#include "common/textconsole.h"
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#include "image/image_decoder.h"
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namespace Common {
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class SeekableReadStream;
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class WriteStream;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace Image {
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class PNGDecoder : public ImageDecoder {
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public:
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PNGDecoder();
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~PNGDecoder();
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bool loadStream(Common::SeekableReadStream &stream);
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void destroy();
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const Graphics::Surface *getSurface() const { return _outputSurface; }
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const byte *getPalette() const { return _palette; }
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uint16 getPaletteColorCount() const { return _paletteColorCount; }
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void setSkipSignature(bool skip) { _skipSignature = skip; }
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private:
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byte *_palette;
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uint16 _paletteColorCount;
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// flag to skip the png signature check for headless png files
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bool _skipSignature;
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Graphics::Surface *_outputSurface;
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};
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/**
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* Outputs a compressed PNG stream of the given input surface.
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*
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* @param bottomUp Flip the vertical axis so pixel data is drawn from the
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* bottom up, instead of from the top down.
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*/
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bool writePNG(Common::WriteStream &out, const Graphics::Surface &input, const bool bottomUp = false);
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} // End of namespace Image
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#endif
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