Format to LLVL
This commit is contained in:
457
source/Image.cpp
457
source/Image.cpp
@@ -4,252 +4,257 @@
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extern bool usedbgmsg;
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static u32 GetNextPowerOf2(u32 v) {
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return (v >= 64 ? v : 64);
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return (v >= 64 ? v : 64);
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}
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static bool C3DTexToC2DImage(C2D_Image *texture, u32 width, u32 height, u8 *buf) {
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if (width >= 1024 || height >= 1024)
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return false;
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C3D_Tex *tex = new C3D_Tex[sizeof(C3D_Tex)];
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Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture[sizeof(Tex3DS_SubTexture)];
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subtex->width = static_cast<u16>(width);
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subtex->height = static_cast<u16>(height);
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// RGBA -> ABGR
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for (u32 row = 0; row < subtex->width; row++) {
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for (u32 col = 0; col < subtex->height; col++) {
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u32 z = (row + col * subtex->width) * 4;
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u8 r = *(u8 *)(buf + z);
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u8 g = *(u8 *)(buf + z + 1);
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u8 b = *(u8 *)(buf + z + 2);
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u8 a = *(u8 *)(buf + z + 3);
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*(buf + z) = a;
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*(buf + z + 1) = b;
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*(buf + z + 2) = g;
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*(buf + z + 3) = r;
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}
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}
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u32 w_pow2 = GetNextPowerOf2(subtex->width);
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u32 h_pow2 = GetNextPowerOf2(subtex->height);
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subtex->left = 0.f;
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subtex->top = 1.f;
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subtex->right = (subtex->width /static_cast<float>(w_pow2));
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subtex->bottom = (1.0 - (subtex->height / static_cast<float>(h_pow2)));
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C3D_TexInit(tex, static_cast<u16>(w_pow2), static_cast<u16>(h_pow2), GPU_RGBA8);
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C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
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std::memset(tex->data, 0, tex->size);
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for (u32 x = 0; x < subtex->width; x++) {
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for (u32 y = 0; y < subtex->height; y++) {
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u32 dst_pos = ((((y >> 3) * (w_pow2 >> 3) + (x >> 3)) << 6) + ((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) * 4;
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u32 src_pos = (y * subtex->width + x) * 4;
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std::memcpy(&(static_cast<u8 *>(tex->data))[dst_pos], &(static_cast<u8 *>(buf))[src_pos], 4);
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}
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}
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C3D_TexFlush(tex);
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tex->border = RenderD7::Color::Hex("#000000", 0);
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C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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if (tex && subtex) {
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texture->tex = tex;
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texture->subtex = subtex;
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return true;
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}
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static bool C3DTexToC2DImage(C2D_Image *texture, u32 width, u32 height,
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u8 *buf) {
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if (width >= 1024 || height >= 1024)
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return false;
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C3D_Tex *tex = new C3D_Tex[sizeof(C3D_Tex)];
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Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture[sizeof(Tex3DS_SubTexture)];
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subtex->width = static_cast<u16>(width);
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subtex->height = static_cast<u16>(height);
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// RGBA -> ABGR
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for (u32 row = 0; row < subtex->width; row++) {
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for (u32 col = 0; col < subtex->height; col++) {
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u32 z = (row + col * subtex->width) * 4;
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u8 r = *(u8 *)(buf + z);
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u8 g = *(u8 *)(buf + z + 1);
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u8 b = *(u8 *)(buf + z + 2);
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u8 a = *(u8 *)(buf + z + 3);
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*(buf + z) = a;
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*(buf + z + 1) = b;
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*(buf + z + 2) = g;
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*(buf + z + 3) = r;
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}
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}
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u32 w_pow2 = GetNextPowerOf2(subtex->width);
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u32 h_pow2 = GetNextPowerOf2(subtex->height);
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subtex->left = 0.f;
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subtex->top = 1.f;
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subtex->right = (subtex->width / static_cast<float>(w_pow2));
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subtex->bottom = (1.0 - (subtex->height / static_cast<float>(h_pow2)));
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C3D_TexInit(tex, static_cast<u16>(w_pow2), static_cast<u16>(h_pow2),
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GPU_RGBA8);
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C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
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std::memset(tex->data, 0, tex->size);
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for (u32 x = 0; x < subtex->width; x++) {
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for (u32 y = 0; y < subtex->height; y++) {
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u32 dst_pos = ((((y >> 3) * (w_pow2 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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u32 src_pos = (y * subtex->width + x) * 4;
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std::memcpy(&(static_cast<u8 *>(tex->data))[dst_pos],
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&(static_cast<u8 *>(buf))[src_pos], 4);
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}
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}
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C3D_TexFlush(tex);
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tex->border = RenderD7::Color::Hex("#000000", 0);
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C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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if (tex && subtex) {
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texture->tex = tex;
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texture->subtex = subtex;
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return true;
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}
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return false;
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}
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extern "C"
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{
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#include <renderd7/external/libnsbmp/libnsbmp.h>
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extern "C" {
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#include <renderd7/external/libnsbmp/libnsbmp.h>
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}
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static const u32 BYTES_PER_PIXEL = 4;
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#define MAX_IMAGE_BYTES (48 * 1024 * 1024)
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namespace LIBBMP {
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static void *bitmap_create(int width, int height, [[maybe_unused]] unsigned int state) {
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/* ensure a stupidly large (>50Megs or so) bitmap is not created */
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if ((static_cast<long long>(width) * static_cast<long long>(height)) > (MAX_IMAGE_BYTES/BYTES_PER_PIXEL))
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return nullptr;
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return std::calloc(width * height, BYTES_PER_PIXEL);
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static void *bitmap_create(int width, int height,
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[[maybe_unused]] unsigned int state) {
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/* ensure a stupidly large (>50Megs or so) bitmap is not created */
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if ((static_cast<long long>(width) * static_cast<long long>(height)) >
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(MAX_IMAGE_BYTES / BYTES_PER_PIXEL))
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return nullptr;
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return std::calloc(width * height, BYTES_PER_PIXEL);
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}
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static unsigned char *bitmap_get_buffer(void *bitmap) {
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assert(bitmap);
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return static_cast<unsigned char *>(bitmap);
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}
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static size_t bitmap_get_bpp([[maybe_unused]] void *bitmap) {
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return BYTES_PER_PIXEL;
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}
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static void bitmap_destroy(void *bitmap) {
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assert(bitmap);
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std::free(bitmap);
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}
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} // namespace LIBBMP
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unsigned Image_to_C3D(C2D_Image img, const std::vector<unsigned char> &bmpc) {
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bmp_bitmap_callback_vt bitmap_callbacks = {
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LIBBMP::bitmap_create, LIBBMP::bitmap_destroy, LIBBMP::bitmap_get_buffer,
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LIBBMP::bitmap_get_bpp};
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bmp_result code = BMP_OK;
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bmp_image bmp;
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bmp_create(&bmp, &bitmap_callbacks);
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code = bmp_analyse(&bmp, bmpc.size(), (u8 *)bmpc.data());
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if (code != BMP_OK) {
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bmp_finalise(&bmp);
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return 1;
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}
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code = bmp_decode(&bmp);
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if (code != BMP_OK) {
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if ((code != BMP_INSUFFICIENT_DATA) && (code != BMP_DATA_ERROR)) {
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bmp_finalise(&bmp);
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return 2;
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}
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static unsigned char *bitmap_get_buffer(void *bitmap) {
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assert(bitmap);
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return static_cast<unsigned char *>(bitmap);
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/* skip if the decoded image would be ridiculously large */
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if ((bmp.width * bmp.height) > 200000) {
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bmp_finalise(&bmp);
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return 3;
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}
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static size_t bitmap_get_bpp([[maybe_unused]] void *bitmap) {
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return BYTES_PER_PIXEL;
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}
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C2D_Image *texture = new C2D_Image();
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bool ret = C3DTexToC2DImage(texture, static_cast<u32>(bmp.width),
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static_cast<u32>(bmp.height),
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static_cast<u8 *>(bmp.bitmap));
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bmp_finalise(&bmp);
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delete texture;
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if (!ret) {
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return 4;
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}
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return 0;
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}
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void RenderD7::Image::LoadPng(const std::string path) {
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if (usedbgmsg) {
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// RenderD7::Msg::Display("RenderD7", "Loading Png:" + path, Top);
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}
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std::vector<u8> ImageBuffer;
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unsigned width, height;
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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lodepng::decode(ImageBuffer, width, height, path);
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this->img.tex = new C3D_Tex;
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this->img.subtex =
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new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f,
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width / 1024.0f, 1.0f - (height / 1024.0f)});
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C3D_TexInit(this->img.tex, 1024, 1024, GPU_RGBA8);
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C3D_TexSetFilter(this->img.tex, GPU_LINEAR, GPU_LINEAR);
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this->img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(this->img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 1024; x++) {
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for (u32 y = 0; y < height && y < 1024; y++) {
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const u32 dstPos = ((((y >> 3) * (1024 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)this->img.tex->data)[dstPos + 0] =
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ImageBuffer.data()[srcPos + 3];
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((uint8_t *)this->img.tex->data)[dstPos + 1] =
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ImageBuffer.data()[srcPos + 2];
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((uint8_t *)this->img.tex->data)[dstPos + 2] =
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ImageBuffer.data()[srcPos + 1];
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((uint8_t *)this->img.tex->data)[dstPos + 3] =
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ImageBuffer.data()[srcPos + 0];
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}
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static void bitmap_destroy(void *bitmap) {
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assert(bitmap);
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std::free(bitmap);
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}
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loadet = true;
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}
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RenderD7::Image::~Image() {
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if (loadet)
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C3D_TexDelete(img.tex);
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loadet = false;
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}
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void RenderD7::Image::Unload() {
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if (loadet)
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C3D_TexDelete(img.tex);
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loadet = false;
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}
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void RenderD7::Image::LoadPFromBuffer(const std::vector<u8> &buffer) {
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std::vector<u8> ImageBuffer;
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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unsigned width, height;
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lodepng::decode(ImageBuffer, width, height, buffer);
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img.tex = new C3D_Tex;
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img.subtex =
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new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f,
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width / 512.0f, 1.0f - (height / 512.0f)});
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C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
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C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
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img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 512; x++) {
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for (u32 y = 0; y < height && y < 512; y++) {
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const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
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((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
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((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
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((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
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}
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}
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}
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void RenderD7::Image::FromSheet(RenderD7::Sheet sheet, size_t index) {}
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unsigned Image_to_C3D(C2D_Image img, const std::vector<unsigned char>& bmpc) {
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bmp_bitmap_callback_vt bitmap_callbacks = {
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LIBBMP::bitmap_create,
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LIBBMP::bitmap_destroy,
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LIBBMP::bitmap_get_buffer,
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LIBBMP::bitmap_get_bpp
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};
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bmp_result code = BMP_OK;
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bmp_image bmp;
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bmp_create(&bmp, &bitmap_callbacks);
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code = bmp_analyse(&bmp, bmpc.size(), (u8*)bmpc.data());
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if (code != BMP_OK) {
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bmp_finalise(&bmp);
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return 1;
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}
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code = bmp_decode(&bmp);
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if (code != BMP_OK) {
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if ((code != BMP_INSUFFICIENT_DATA) && (code != BMP_DATA_ERROR)) {
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bmp_finalise(&bmp);
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return 2;
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}
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/* skip if the decoded image would be ridiculously large */
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if ((bmp.width * bmp.height) > 200000) {
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bmp_finalise(&bmp);
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return 3;
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}
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}
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C2D_Image* texture = new C2D_Image();
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bool ret = C3DTexToC2DImage(texture, static_cast<u32>(bmp.width), static_cast<u32>(bmp.height), static_cast<u8 *>(bmp.bitmap));
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bmp_finalise(&bmp);
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delete texture;
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if (!ret)
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{
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return 4;
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}
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return 0;
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bool RenderD7::Image::Draw(float x, float y, float scaleX, float scaleY) {
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if (loadet)
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return C2D_DrawImageAt(this->img, x, y, 0.5f, nullptr, scaleX, scaleY);
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return false;
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}
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void RenderD7::Image::LoadPng(const std::string path)
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{
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if (usedbgmsg)
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{
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//RenderD7::Msg::Display("RenderD7", "Loading Png:" + path, Top);
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}
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std::vector<u8> ImageBuffer;
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unsigned width, height;
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if (loadet)
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{
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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lodepng::decode(ImageBuffer, width, height, path);
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void RenderD7::Image::LoadFromBitmap(BMP bitmap) {
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loadet = false;
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unsigned error = Image_to_C3D(this->img, bitmap.DATA());
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if (error == 0) {
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this->loadet = true;
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}
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this->img.tex = new C3D_Tex;
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this->img.subtex = new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f, width / 1024.0f, 1.0f - (height / 1024.0f)});
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C3D_TexInit(this->img.tex, 1024, 1024, GPU_RGBA8);
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C3D_TexSetFilter(this->img.tex, GPU_LINEAR, GPU_LINEAR);
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this->img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(this->img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 1024; x++) {
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for (u32 y = 0; y < height && y < 1024; y++) {
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const u32 dstPos = ((((y >> 3) * (1024 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) |
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((x & 4) << 2) | ((y & 4) << 3))) * 4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)this->img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
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((uint8_t *)this->img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
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((uint8_t *)this->img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
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((uint8_t *)this->img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
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}
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}
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loadet = true;
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}
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RenderD7::Image::~Image()
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{
|
||||
if(loadet) C3D_TexDelete(img.tex);
|
||||
loadet = false;
|
||||
}
|
||||
|
||||
void RenderD7::Image::Unload()
|
||||
{
|
||||
if(loadet) C3D_TexDelete(img.tex);
|
||||
loadet = false;
|
||||
}
|
||||
|
||||
void RenderD7::Image::LoadPFromBuffer(const std::vector<u8> &buffer)
|
||||
{
|
||||
std::vector<u8> ImageBuffer;
|
||||
if (loadet)
|
||||
{
|
||||
C3D_TexDelete(this->img.tex);
|
||||
loadet = false;
|
||||
}
|
||||
unsigned width, height;
|
||||
lodepng::decode(ImageBuffer, width, height, buffer);
|
||||
|
||||
img.tex = new C3D_Tex;
|
||||
img.subtex = new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f, width / 512.0f, 1.0f - (height / 512.0f)});
|
||||
|
||||
C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
|
||||
C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
|
||||
img.tex->border = 0xFFFFFFFF;
|
||||
C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
|
||||
|
||||
for (u32 x = 0; x < width && x < 512; x++) {
|
||||
for (u32 y = 0; y < height && y < 512; y++) {
|
||||
const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
|
||||
((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) |
|
||||
((x & 4) << 2) | ((y & 4) << 3))) * 4;
|
||||
|
||||
const u32 srcPos = (y * width + x) * 4;
|
||||
((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
|
||||
((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
|
||||
((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
|
||||
((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderD7::Image::FromSheet(RenderD7::Sheet sheet, size_t index)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool RenderD7::Image::Draw(float x, float y, float scaleX, float scaleY)
|
||||
{
|
||||
if(loadet) return C2D_DrawImageAt(this->img, x, y, 0.5f, nullptr, scaleX, scaleY);
|
||||
return false;
|
||||
}
|
||||
|
||||
void RenderD7::Image::LoadFromBitmap(BMP bitmap)
|
||||
{
|
||||
loadet = false;
|
||||
unsigned error = Image_to_C3D(this->img, bitmap.DATA());
|
||||
if (error == 0)
|
||||
{
|
||||
this->loadet = true;
|
||||
}
|
||||
|
||||
if(error) {
|
||||
if (error) {
|
||||
std::cout << "BMP decoding error " << error << std::endl;
|
||||
RenderD7::AddOvl(std::make_unique<RenderD7::Toast>("Bmp - Error", "Code: " + std::to_string(error)));
|
||||
RenderD7::AddOvl(std::make_unique<RenderD7::Toast>(
|
||||
"Bmp - Error", "Code: " + std::to_string(error)));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user