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Reorganize sources and files (#414)
* Reorganize sources * Refactor * Remove relative paths * Renames * Fix gitignore * Remove stuff * Try fixing format script * Fix format * Fix format * Fix naming script * Test format * Fix format
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103
LEGO1/omni/include/mxbitmap.h
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103
LEGO1/omni/include/mxbitmap.h
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#ifndef MXBITMAP_H
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#define MXBITMAP_H
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#include "mxcore.h"
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#include "mxpalette.h"
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#include "mxtypes.h"
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#include <stdlib.h>
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// The stock BITMAPINFO struct from wingdi.h only makes room for one color
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// in the palette. It seems like the expectation (if you use the struct)
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// is to malloc as much as you actually need, and then index into the array
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// anyway even though its stated size is [1].
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// https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfo
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// In our case, the size 0x428 is used frequently, which matches
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// a 40-byte header plus 256 colors, so just use that as our template.
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// SIZE 0x428
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struct MxBITMAPINFO {
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BITMAPINFOHEADER m_bmiHeader;
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RGBQUAD m_bmiColors[256];
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static MxU32 Size() { return sizeof(MxBITMAPINFO); }
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};
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// Non-standard value for biCompression in the BITMAPINFOHEADER struct.
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// By default, uncompressed bitmaps (BI_RGB) are stored in bottom-up order.
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// You can specify that the bitmap has top-down order instead by providing
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// a negative number for biHeight. It could be that Mindscape decided on a
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// belt & suspenders approach here.
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#define BI_RGB_TOPDOWN 0x10
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// SIZE 0x20
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// VTABLE: LEGO1 0x100dc7b0
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class MxBitmap : public MxCore {
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public:
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__declspec(dllexport) MxBitmap();
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__declspec(dllexport) virtual ~MxBitmap(); // vtable+00
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virtual MxResult ImportBitmap(MxBitmap* p_bitmap); // vtable+14
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virtual MxResult ImportBitmapInfo(MxBITMAPINFO* p_info); // vtable+18
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virtual MxResult SetSize(MxS32 p_width, MxS32 p_height, MxPalette* p_palette, MxBool); // vtable+1c
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virtual MxResult LoadFile(HANDLE p_handle); // vtable+20
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__declspec(dllexport) virtual MxLong Read(const char* p_filename); // vtable+24
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virtual int VTable0x28(int);
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virtual void VTable0x2c(int, int, int, int, int, int, int);
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virtual void VTable0x30(int, int, int, int, int, int, int);
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__declspec(dllexport) virtual MxPalette* CreatePalette(); // vtable+34
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virtual void ImportPalette(MxPalette* p_palette); // vtable+38
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virtual MxResult SetBitDepth(MxBool); // vtable+3c
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virtual MxResult StretchBits(
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HDC p_hdc,
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MxS32 p_xSrc,
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MxS32 p_ySrc,
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MxS32 p_xDest,
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MxS32 p_yDest,
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MxS32 p_destWidth,
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MxS32 p_destHeight
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); // vtable+40
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// Bit mask trick to round up to the nearest multiple of four.
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// Pixel data may be stored with padding.
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// https://learn.microsoft.com/en-us/windows/win32/medfound/image-stride
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inline MxLong AlignToFourByte(MxLong p_value) const { return (p_value + 3) & -4; }
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// Same as the one from legoutil.h, but flipped the other way
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// TODO: While it's not outside the realm of possibility that they
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// reimplemented Abs for only this file, that seems odd, right?
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inline MxLong AbsFlipped(MxLong p_value) const { return p_value > 0 ? p_value : -p_value; }
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inline BITMAPINFOHEADER* GetBmiHeader() const { return m_bmiHeader; }
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inline MxLong GetBmiWidth() const { return m_bmiHeader->biWidth; }
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inline MxLong GetBmiStride() const { return ((m_bmiHeader->biWidth + 3) & -4); }
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inline MxLong GetBmiHeight() const { return m_bmiHeader->biHeight; }
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inline MxLong GetBmiHeightAbs() const { return AbsFlipped(m_bmiHeader->biHeight); }
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inline MxU8* GetBitmapData() const { return m_data; }
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inline MxBITMAPINFO* GetBitmapInfo() const { return m_info; }
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inline MxLong GetDataSize() const
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{
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MxLong absHeight = GetBmiHeightAbs();
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MxLong alignedWidth = AlignToFourByte(m_bmiHeader->biWidth);
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return alignedWidth * absHeight;
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}
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inline MxLong GetAdjustedStride()
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{
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if (m_bmiHeader->biCompression == BI_RGB_TOPDOWN || m_bmiHeader->biHeight < 0)
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return GetBmiStride();
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else
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return -GetBmiStride();
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}
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private:
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MxResult ImportColorsToPalette(RGBQUAD*, MxPalette*);
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MxBITMAPINFO* m_info; // 0x8
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BITMAPINFOHEADER* m_bmiHeader; // 0xc
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RGBQUAD* m_paletteData; // 0x10
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MxU8* m_data; // 0x14
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MxBool m_isHighColor; // 0x18
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MxPalette* m_palette; // 0x1c
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};
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#endif // MXBITMAP_H
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