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renderd7.cpp
106
renderd7.cpp
@ -1421,68 +1421,72 @@ std::string RenderD7::GetTimeStr(void)
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struct tm* timeStruct = gmtime((const time_t*)&unixTime);
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return RenderD7::FormatString("%02i:%02i:%02i", timeStruct->tm_hour, timeStruct->tm_min, timeStruct->tm_sec);
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}
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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unsigned Bitmap_to_C3D(C2D_Image img, const std::vector<unsigned char>& bmp) {
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static const unsigned MINHEADER = 54; //minimum BMP header size
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unsigned Image_to_C3D(C2D_Image img, const std::vector<unsigned char>& bmp) {
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stbi_uc *image = NULL;
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int width = 0, height = 0;
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if(bmp.size() < MINHEADER) return -1;
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if(bmp[0] != 'B' || bmp[1] != 'M') return 1; //It's not a BMP file if it doesn't start with marker 'BM'
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unsigned pixeloffset = bmp[10] + 256 * bmp[11]; //where the pixel data starts
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//read width and height from BMP header
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unsigned w = bmp[18] + bmp[19] * 256;
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unsigned h = bmp[22] + bmp[23] * 256;
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//read number of channels from BMP header
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if(bmp[28] != 24 && bmp[28] != 32) return 2; //only 24-bit and 32-bit BMPs are supported.
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unsigned numChannels = bmp[28] / 8;
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image = stbi_load_from_memory(bmp.data(), 4, &width, &height, NULL, STBI_ORDER_BGR);
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//The amount of scanline bytes is width of image times channels, with extra bytes added if needed
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//to make it a multiple of 4 bytes.
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unsigned scanlineBytes = w * numChannels;
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if(scanlineBytes % 4 != 0) scanlineBytes = (scanlineBytes / 4) * 4 + 4;
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for (u32 row = 0; row < (u32)width; row++) {
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for (u32 col = 0; col < (u32)height; col++) {
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u32 z = (row + col * (u32)width) * 4;
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unsigned dataSize = scanlineBytes * h;
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if(bmp.size() < dataSize + pixeloffset) return 3; //BMP file too small to contain all pixels
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u8 r = *(u8 *)(image + z);
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u8 g = *(u8 *)(image + z + 1);
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u8 b = *(u8 *)(image + z + 2);
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u8 a = *(u8 *)(image + z + 3);
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img.tex = new C3D_Tex;
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img.subtex = new Tex3DS_SubTexture({(u16)w, (u16)h, 0.0f, 1.0f, w / 1024.0f, 1.0f - (h / 1024.0f)});
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C3D_TexInit(img.tex, 1024, 1024, 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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/*
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There are 3 differences between BMP and the raw image buffer for LodePNG:
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-it's upside down
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-it's in BGR instead of RGB format (or BRGA instead of RGBA)
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-each scanline has padding bytes to make it a multiple of 4 if needed
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The 2D for loop below does all these 3 conversions at once.
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*/
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for(unsigned y = 0; y < h; y++)
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for(unsigned x = 0; x < w; x++) {
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//pixel start byte position in the BMP
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unsigned bmpos = pixeloffset + (h - y - 1) * scanlineBytes + numChannels * x;
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//pixel start byte position in the new raw image
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unsigned newpos = 4 * y * w + 4 * x;
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if(numChannels == 3) {
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((u8*)img.tex->data)[newpos + 3] = bmp[bmpos + 2]; //R
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((u8*)img.tex->data)[newpos + 2] = bmp[bmpos + 1]; //G
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((u8*)img.tex->data)[newpos + 1] = bmp[bmpos + 0]; //B
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((u8*)img.tex->data)[newpos + 0] = 255; //A
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} else {
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((u8*)img.tex->data)[newpos + 3] = bmp[bmpos + 2]; //R
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((u8*)img.tex->data)[newpos + 2] = bmp[bmpos + 1]; //G
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((u8*)img.tex->data)[newpos + 1] = bmp[bmpos + 0]; //B
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((u8*)img.tex->data)[newpos + 0] = bmp[bmpos + 3]; //A
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}
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}
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return 0;
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*(image + z) = a;
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*(image + z + 1) = b;
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*(image + z + 2) = g;
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*(image + z + 3) = r;
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}
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}
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C2D_Image* images;
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bool error = C3DTexToC2DImage(images, (u32)width, (u32)height, (u8*)image);
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img.tex = images->tex;
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img.subtex = images->subtex;
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return error;
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}
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void RenderD7::Image::LoadFromBitmap(BMP bitmap)
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{
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unsigned error = Bitmap_to_C3D(this->img, bitmap.DATA());
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unsigned error = Image_to_C3D(this->img, bitmap.DATA());
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if(error) {
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std::cout << "BMP decoding error " << error << std::endl;
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RenderD7::DrawText(0, 0, 2.0f, RenderD7::Color::Hex("#000000"), "Error : " + std::to_string(error));
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RenderD7::AddOvl(std::make_unique<RenderD7::Toast>("Bmp - Error", "Code: " + std::to_string(error)));
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}
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}
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RenderD7::Toast::Toast(std::string head, std::string msg)
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{
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this->head = head;
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this->msg = msg;
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}
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void RenderD7::Toast::Draw(void) const
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{
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RenderD7::OnScreen(Top);
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RenderD7::DrawRect(0, msgposy, 400, 70, RenderD7::Color::Hex("#111111"));
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RenderD7::DrawRect(0, msgposy, 400, 25, RenderD7::Color::Hex("#222222"));
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RenderD7::DrawText(2, msgposy+3, 0.7f, RenderD7::Color::Hex("#ffffff"), head);
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RenderD7::DrawText(2, msgposy+30, 0.6f, RenderD7::Color::Hex("#ffffff"), msg);
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}
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void RenderD7::Toast::Logic()
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{
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this->delay++/*=(int)RenderD7::GetDeltaTime()*/;
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if (msgposy > 170 && delay < 5*60) msgposy--/*=(int)RenderD7::GetDeltaTime()*/;
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if (delay >= 5*60)
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{
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msgposy++/*=(int)RenderD7::GetDeltaTime*/;
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if(msgposy > 400) this->Kill();
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}
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}
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12
renderd7.hpp
12
renderd7.hpp
@ -222,6 +222,18 @@ namespace RenderD7
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int delay = 0;
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};
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class Toast : public RenderD7::Ovl
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{
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public:
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Toast(std::string head, std::string msg);
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void Draw(void) const override;
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void Logic() override;
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private:
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std::string head, msg;
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int msgposy = 240;
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int delay = 0;
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};
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void AddOvl(std::unique_ptr<RenderD7::Ovl> scene);
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namespace Color
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{
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