Also: - Refactor PNG code to have PNG writing support - Add functions to dump SNES sprites and palettes
56 lines
1.1 KiB
C++
56 lines
1.1 KiB
C++
#ifndef _lua__bitmap__hpp__included__
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#define _lua__bitmap__hpp__included__
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#include <vector>
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#include <string>
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#include <cstdint>
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#include "core/window.hpp"
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#include "library/luabase.hpp"
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#include "library/framebuffer.hpp"
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#include "library/threadtypes.hpp"
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#include "library/string.hpp"
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struct lua_palette
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{
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std::vector<premultiplied_color> colors;
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lua_palette(lua_state& L);
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~lua_palette();
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mutex_class palette_mutex;
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std::string print();
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};
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struct lua_bitmap
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{
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lua_bitmap(lua_state& L, uint32_t w, uint32_t h);
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~lua_bitmap();
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size_t width;
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size_t height;
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std::vector<uint16_t> pixels;
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std::vector<char> save_png(const lua_palette& pal) const;
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std::string print();
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};
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struct lua_dbitmap
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{
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lua_dbitmap(lua_state& L, uint32_t w, uint32_t h);
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~lua_dbitmap();
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size_t width;
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size_t height;
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std::vector<premultiplied_color> pixels;
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std::vector<char> save_png() const;
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std::string print();
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};
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struct lua_loaded_bitmap
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{
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size_t w;
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size_t h;
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bool d;
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std::vector<int64_t> bitmap;
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std::vector<int64_t> palette;
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static struct lua_loaded_bitmap load(std::istream& stream);
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static struct lua_loaded_bitmap load(const std::string& name);
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};
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#endif
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