scummvm/engines/grim/bitmap.h
Vincent Pelletier e1b414e50a GRIM: Convert save game image to original pixel format.
Pixel format does not seem to be stored in save game, so when loading a
save game produced in 32 bits mode it appears corrupted. So, to preserve
backward compatibility, convert to 16bits format before storing.
2016-07-21 16:31:09 +02:00

192 lines
4.9 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRIM_BITMAP_H
#define GRIM_BITMAP_H
#include "graphics/pixelformat.h"
#include "common/endian.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "engines/grim/pool.h"
namespace Graphics {
class PixelBuffer;
}
namespace Common {
class SeekableReadStream;
}
namespace Grim {
/**
* This BitmapData class keeps the actual bitmap data and can be shared
* between Bitmap instances, by using getBitmapData.
* Bitmap still keeps the data that can change between the instances
* i.e. _x, _y and _currImage.
* They are automatically deleted if they are not used by any bitmap anymore.
*/
class BitmapData {
public:
BitmapData(const Common::String &fname);
BitmapData(const Graphics::PixelBuffer &buf, int w, int h, const char *fname);
BitmapData();
~BitmapData();
void freeData();
void load();
/**
* Loads an EMI TILE-bitmap.
*
* @param data the data for the TILE.
* @param len the length of the data.
*/
bool loadTile(Common::SeekableReadStream *data);
bool loadGrimBm(Common::SeekableReadStream *data);
bool loadTGA(Common::SeekableReadStream *data);
static BitmapData *getBitmapData(const Common::String &fname);
static Common::HashMap<Common::String, BitmapData *> *_bitmaps;
const Graphics::PixelBuffer &getImageData(int num) const;
/**
* Convert a bitmap to another color-format.
*
* @param format the format to convert to.
*/
void convertToColorFormat(const Graphics::PixelFormat &format);
/**
* Convert a bitmap to another color-format.
*
* @param format the format to convert to.
*/
void convertToColorFormat(int num, const Graphics::PixelFormat &format);
Common::String _fname;
int _numImages;
int _width, _height, _x, _y;
int _format;
int _numTex;
int _bpp;
int _colorFormat;
void *_texIds;
bool _hasTransparency;
bool _loaded;
bool _keepData;
int _refCount;
float *_texc;
struct Vert {
uint32 _texid;
uint32 _pos;
uint32 _verts;
};
struct Layer {
uint32 _offset;
uint32 _numImages;
};
Vert *_verts;
Layer *_layers;
uint32 _numCoords;
uint32 _numVerts;
uint32 _numLayers;
// private:
Graphics::PixelBuffer *_data;
void *_userData;
};
class Bitmap : public PoolObject<Bitmap> {
public:
/**
* Construct a bitmap from the given data.
*
* @oaram filename the filename of the bitmap
* @param data the actual data to construct from
* @param len the length of the data
*/
Bitmap(const Common::String &filename);
Bitmap(const Graphics::PixelBuffer &buf, int width, int height, const char *filename);
Bitmap();
static int32 getStaticTag() { return MKTAG('V', 'B', 'U', 'F'); }
static Bitmap *create(const Common::String &filename);
const Common::String &getFilename() const { return _data->_fname; }
void draw();
void draw(int x, int y);
void drawLayer(uint32 layer);
/**
* Set which image in an animated bitmap to use
*
* @param n the image to be selected
*/
void setActiveImage(int n);
int getNumImages() const;
int getNumLayers() const;
int getActiveImage() const { return _currImage; }
bool getHasTransparency() const { return _data->_hasTransparency; }
int getFormat() const { return _data->_format; }
int getWidth() const { return _data->_width; }
int getHeight() const { return _data->_height; }
const Graphics::PixelBuffer &getData(int num) const { return _data->getImageData(num); }
const Graphics::PixelBuffer &getData() const { return getData(_currImage); }
BitmapData *getBitmapData() const { return _data; }
void *getTexIds() const { return _data->_texIds; }
int getNumTex() const { return _data->_numTex; }
const Graphics::PixelFormat &getPixelFormat(int num) const;
void saveState(SaveGame *state) const;
void restoreState(SaveGame *state);
virtual ~Bitmap();
//private:
void freeData();
BitmapData *_data;
/**
* Specifies a one-based index to the current image in BitmapData.
* _currImage==0 means a null image is chosen.
*/
int _currImage;
};
} // end of namespace Grim
#endif