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e1b414e50a
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.
192 lines
4.9 KiB
C++
192 lines
4.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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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#ifndef GRIM_BITMAP_H
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#define GRIM_BITMAP_H
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#include "graphics/pixelformat.h"
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#include "common/endian.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "engines/grim/pool.h"
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namespace Graphics {
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class PixelBuffer;
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}
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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/**
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* This BitmapData class keeps the actual bitmap data and can be shared
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* between Bitmap instances, by using getBitmapData.
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* Bitmap still keeps the data that can change between the instances
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* i.e. _x, _y and _currImage.
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* They are automatically deleted if they are not used by any bitmap anymore.
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*/
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class BitmapData {
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public:
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BitmapData(const Common::String &fname);
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BitmapData(const Graphics::PixelBuffer &buf, int w, int h, const char *fname);
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BitmapData();
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~BitmapData();
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void freeData();
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void load();
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/**
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* Loads an EMI TILE-bitmap.
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*
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* @param data the data for the TILE.
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* @param len the length of the data.
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*/
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bool loadTile(Common::SeekableReadStream *data);
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bool loadGrimBm(Common::SeekableReadStream *data);
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bool loadTGA(Common::SeekableReadStream *data);
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static BitmapData *getBitmapData(const Common::String &fname);
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static Common::HashMap<Common::String, BitmapData *> *_bitmaps;
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const Graphics::PixelBuffer &getImageData(int num) const;
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/**
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* Convert a bitmap to another color-format.
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*
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* @param format the format to convert to.
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*/
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void convertToColorFormat(const Graphics::PixelFormat &format);
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/**
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* Convert a bitmap to another color-format.
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*
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* @param format the format to convert to.
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*/
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void convertToColorFormat(int num, const Graphics::PixelFormat &format);
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Common::String _fname;
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int _numImages;
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int _width, _height, _x, _y;
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int _format;
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int _numTex;
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int _bpp;
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int _colorFormat;
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void *_texIds;
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bool _hasTransparency;
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bool _loaded;
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bool _keepData;
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int _refCount;
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float *_texc;
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struct Vert {
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uint32 _texid;
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uint32 _pos;
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uint32 _verts;
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};
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struct Layer {
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uint32 _offset;
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uint32 _numImages;
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};
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Vert *_verts;
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Layer *_layers;
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uint32 _numCoords;
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uint32 _numVerts;
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uint32 _numLayers;
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// private:
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Graphics::PixelBuffer *_data;
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void *_userData;
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};
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class Bitmap : public PoolObject<Bitmap> {
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public:
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/**
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* Construct a bitmap from the given data.
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*
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* @oaram filename the filename of the bitmap
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* @param data the actual data to construct from
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* @param len the length of the data
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*/
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Bitmap(const Common::String &filename);
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Bitmap(const Graphics::PixelBuffer &buf, int width, int height, const char *filename);
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Bitmap();
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static int32 getStaticTag() { return MKTAG('V', 'B', 'U', 'F'); }
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static Bitmap *create(const Common::String &filename);
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const Common::String &getFilename() const { return _data->_fname; }
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void draw();
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void draw(int x, int y);
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void drawLayer(uint32 layer);
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/**
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* Set which image in an animated bitmap to use
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*
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* @param n the image to be selected
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*/
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void setActiveImage(int n);
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int getNumImages() const;
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int getNumLayers() const;
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int getActiveImage() const { return _currImage; }
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bool getHasTransparency() const { return _data->_hasTransparency; }
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int getFormat() const { return _data->_format; }
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int getWidth() const { return _data->_width; }
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int getHeight() const { return _data->_height; }
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const Graphics::PixelBuffer &getData(int num) const { return _data->getImageData(num); }
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const Graphics::PixelBuffer &getData() const { return getData(_currImage); }
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BitmapData *getBitmapData() const { return _data; }
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void *getTexIds() const { return _data->_texIds; }
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int getNumTex() const { return _data->_numTex; }
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const Graphics::PixelFormat &getPixelFormat(int num) const;
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void saveState(SaveGame *state) const;
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void restoreState(SaveGame *state);
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virtual ~Bitmap();
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//private:
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void freeData();
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BitmapData *_data;
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/**
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* Specifies a one-based index to the current image in BitmapData.
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* _currImage==0 means a null image is chosen.
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*/
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int _currImage;
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};
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} // end of namespace Grim
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#endif
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