/usr/include/OpenLayer/Bitmap.hpp is in libopenlayer-dev 2.1-2.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#define OL_BITMAP_HPP
#include "Includes.hpp"
#include "GarbageCollector.hpp"
#include "Rgba.hpp"
#include "Internal.hpp"
#include "PendingLoad.hpp"
#include "Collisions.hpp"
#include "Vec2D.hpp"
#include "RenderModes.hpp"
#include "GlDriver.hpp"
#include "Declspec.hpp"
#include <vector>
#include <string>
#include <math.h>
namespace ol {
class RenderMode;
class Rect;
class Poly;
// Conversion options used when converting an Allegro BITMAP to an OpenLayer Bitmap //
enum {
HAS_ALPHA_CHANNEL = 0x1,
CONVERT_MAGIC_PINK = 0x2
};
enum {
CREATE_COLLISION_POLY = 0x1
};
// Bitmap - Stores a bitmap and draws it to the screen //
class OL_LIB_DECLSPEC Bitmap : public GarbageCollected {
public:
Bitmap() : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); }
// The copy constructor will only create a new handler to the same image data //
Bitmap( const Bitmap &other ) : bmp( other.bmp ), collisionPoly( other.collisionPoly ), destroyBmp( false ), pendingLoad( 0 ), pivot( other.pivot ), useDefaultPivot( other.useDefaultPivot ), isSubBitmap( true ) { AddToCollection(); }
// ExtraFlags should be zero or MAKE_COLLISION_POLY
// Construct the Bitmap using a bitmap file //
Bitmap( std::string filename, int extraFlags = 0 ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( filename.c_str(), extraFlags ); }
// Construct the Bitmap using a separate bitmap for //
// the color and the transparency information //
Bitmap( const char *rgbFilename, const char *alphaFilename, int extraFlags = 0 ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( rgbFilename, alphaFilename, extraFlags ); }
// Construct a Bitmap from Allegro's BITMAP //
// Pass true as convertMagicPink if the bitmap has //
// transparent parts marked with the magic pink //
Bitmap( OL_MEMORY_IMG *bmp, bool hasAlphaChannel = false,
bool convertMagicPink = false, int extraFlags = 0 ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( bmp, hasAlphaChannel, convertMagicPink, extraFlags ); }
// Same as above but the parameters are passed by using //
// a logical "or" of the conversion modes listed above the Bitmap class //
Bitmap( OL_MEMORY_IMG *bmp, int conversionMode, int extraFlags = 0 ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( bmp, conversionMode, extraFlags ); }
// Construct a Bitmap with the specified width and height //
// The Bitmap will be filled with some random garbage //
Bitmap( int width, int height );
// Same as above but the Bitmap will be filled with the specified color //
Bitmap( int width, int height, Rgba fillColor );
// Construct a sub-bitmap of the given Bitmap //
Bitmap( const Bitmap &other, float x, float y, float width, float height );
// Construct a sub-bitmap of the given Bitmap //
Bitmap( const Bitmap &other, const Rect &area );
// Same as above but for each pixel in the Bitmap //
// the color will be retrieved by calling the function: //
// Rgba operator()(int x, int y)
// of the passed functor object //
template< class Functor >
Bitmap( int width, int height, Functor functor ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( true ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( width, height, functor ); }
// ADVANCED: Constructs the Bitmap from the specified pixel data //
// The width and height are the width and height of the actual image //
// while textureWidth and textureHeight are should be the next powers of two //
// The pixel data should be an array of 4 * textureWidth * textureHeight elements //
// which represent the color components of the pixels in groups of four components, //
// line by line from top to bottom and each line left to right //
Bitmap( int width, int height, int textureWidth, int textureHeight,
float *pixelData, bool hasAlphaChannel = true ) : bmp( 0 ), collisionPoly( 0 ), destroyBmp( false ), pendingLoad( 0 ), pivot( Vec2D( 0.0, 0.0 )), useDefaultPivot( true ), isSubBitmap( false ) { AddToCollection(); Load( width, height, textureWidth, textureHeight, pixelData, hasAlphaChannel ); }
// Create a bitmap by taking a copy of the contents of the screen //
//Bitmap( int x, int y, int w, int h );
// The destructor automatically frees the allocated memory and unloads the texture //
// and makes sure that the Bitmap won't be garbage collected //
virtual ~Bitmap() { Destroy( true ); }
// Loads the Bitmap from a bitmap file, returns true in a success //
bool Load( const char *filename, int extraFlags = 0 );
// Loads the Bitmap from separate bitmaps for //
// the color and the transparency information //
bool Load( const char *rgbFilename, const char *alphaFilename, int extraFlags = 0 );
// Loads the Bitmap from a Allegro's BITMAP, returns true in a success //
bool Load( OL_MEMORY_IMG *bmp, bool hasAlphaChannel = false, bool convertMagicPink = false, int extraFlags = 0 );
// Same as above but the parameters are passed by using //
// a logical "or" of the conversion modes listed above the Bitmap class //
bool Load( OL_MEMORY_IMG *bmp, int conversionMode, int extraFlags = 0 );
// Same as above but for each pixel in the Bitmap //
// the color will be retrieved by calling the function: //
// Rgba operator()(int x, int y)
// of the passed functor object //
template< class Functor >
bool Load( int width, int height, Functor functor );
// ADVANCED: Loads the Bitmap from the specified pixel data //
// The width and height are the width and height of the actual image //
// while textureWidth and textureHeight are should be the next powers of two //
// The pixel data should be an array of 4 * textureWidth * textureHeight elements //
// which represent the color components of the pixels in groups of four components, //
// line by line from top to bottom and each line left to right //
void Load( int width, int height, int textureWidth, int textureHeight,
GLfloat *data, GLenum format = GL_RGBA );
// Saves the Bitmap to disk with the specified filename //
// The type of the file depends on the extension of the filename //
bool Save( const char *filename );
// Draws the bitmap to the screen at the specified top-left coordinates //
// Opacity is in range 0.0 ... 1.0, where 1.0 is completely opaque //
// and 0.0 completely transparent //
// Pass true as horizontallyFlipped to flip the image horizontally //
void Blit( float x, float y, float opacity = 1.0 ) const;
// Same as the original Blit but uses a RenderMode to modify the output //
void Blit( float x, float y, const RenderMode &mode, float opacity = 1.0 ) const;
// Selects the default pivot point of the Bitmap //
// The default is the center //
void SetDefaultPivot( Vec2D point );
inline void SetDefaultPivot( float x, float y ) {
SetDefaultPivot( Vec2D( x, y ));
}
// Returns the default pivot of the Bitmap //
inline Vec2D GetDefaultPivot() {
return pivot;
}
// Draws the bitmap to the screen rotated around the default pivot point, angle is in radians //
// The defautl pivot point of the bitmap will be positioned at (x, y) in the screen //
void BlitRotated( float x, float y, float angle,
float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering, see the classes RenderMode and TintMode below //
void BlitRotated( float x, float y, float angle, const RenderMode &mode,
float opacity = 1.0 ) const;
// Draws the bitmap rotated around the point (pivotX, pivotY) in the bitmap //
// such that the pivot point will be positioned at (x, y) in the screen //
void BlitRotated( float x, float y, float pivotX, float pivotY,
float angle, float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering //
void BlitRotated( float x, float y, float pivotX, float pivotY, float angle,
const RenderMode &mode, float opacity = 1.0 ) const;
// Draws the bitmap stretched to the specified width and height //
void BlitStretched( float x, float y, float width, float height,
float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering //
void BlitStretched( float x, float y, float width, float height, const RenderMode &mode,
float opacity = 1.0 ) const;
// Draws the bitmap to the screen rotated and stretched //
void BlitTransformed( float x, float y, float width, float height, float angle,
float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering //
void BlitTransformed( float x, float y, float width, float height, float angle,
const RenderMode &mode, float opacity = 1.0 ) const;
// Draws the bitmap to the screen rotated around the point (pivotX, pivotY) and stretched //
void BlitTransformed( float x, float y, float width, float height, float pivotX, float pivotY,
float angle, float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering //
void BlitTransformed( float x, float y, float width, float height, float pivotX, float pivotY,
float angle, const RenderMode &mode, float opacity = 1.0 ) const;
// Draws the bitmap distorted such that the given coordinates describe the corner points //
// of the bitmap in the screen in clockwise order starting from the top-left coordinate. //
// The bitmap will be stretched to fill the quadrate area inside the corner points //
void BlitDistorted( float x1, float y1, float x2, float y2, float x3, float y3,
float x4, float y4, float opacity = 1.0 ) const;
// The passed RenderMode affects the rendering //
void BlitDistorted( float x1, float y1, float x2, float y2, float x3, float y3,
float x4, float y4, const RenderMode &mode, float opacity = 1.0 ) const;
// Returns the width and height of the bitmap //
inline int Width() const {
return textureInfo.imgWidth;
}
inline int Height() const {
return textureInfo.imgHeight;
}
// Loads a list of bitmaps stored as filenameBegin01.extension, filenameBegin02.extension etc. //
// Where numNumbers is the amount of numbers in the filename //
static std::vector< Bitmap *> LoadListOfBitmaps( std::string filenameBegin, std::string extension,
unsigned int numNumbers = 2, int extraFlags = 0 );
// Fills this Bitmap with a portion of the active rendering surface //
// The coordinates specify the top-left coordinates of the copied portion in the screen //
void CopyFromCanvas( int x, int y );
// The old name of the CopyFromCanvas-function, used for backwards compability //
inline void CopyFromScreen( int x, int y ) {
CopyFromCanvas( x, y );
}
// Returns a memory bitmap copy of the Bitmap //
OL_MEMORY_IMG *GetMemoryBitmap() const;
// Returns a memory bitmap copy of the specified region of the Bitmap //
OL_MEMORY_IMG *GetMemoryBitmap( int x, int y, int width, int height ) const;
inline Rgba GetPixelFromMemory( int x, int y ) const { return GlDriver::Get()->GetPixel( bmp, x, y ); }
// Retrurns the color value of the specified pixel as an Rgba color //
// Make sure that you don't try to read out of the bounds of the bitmap //
inline Rgba GetPixel( int x, int y ) const { float pixels[3]; glReadPixels( x, y, 1, 1, textureInfo.format, GL_FLOAT, pixels ); return Rgba( pixels[0], pixels[1], pixels[2] ); }
// Returns the color value of the specified pixel in a packed 32-bit integer //
// Make sure that you don't try to read out of the bounds of the bitmap //
inline int GetPixelPacked( int x, int y ) const { return GetPixel( x, y ).Packed(); }
// Returns true if the bitmap is ready to be used //
virtual bool IsValid() const;
// The boolean operator returns the same as the IsValid-method //
inline operator bool() const { return IsValid(); }
// Returns the generated collision polygon for the Bitmap //
// Null if no collision polygon was generated in the constructor //
Poly *GetCollisionPoly() const;
// You don't usually need to call any of the following functions! //
// Creates a collision polygon for the specified memory bitmap //
static Poly *GetCollisionPolygon( OL_MEMORY_IMG *bitmap, int alphaLimit,
int numSkips, Vec2D rotationPivot = Vec2D( 0.0, 0.0 ));
// Returns true if a loading command is waiting for Setup::SetupScreen to be called //
virtual bool IsLoadingQueued() const;
// Returns true if the bitmap has an alpha channel //
bool HasAlphaChannel() const;
// Frees the Bitmap from both the memory and the gfx card //
virtual void Destroy( bool eraseFromGarbageCollection = false );
// Sends the Bitmap to the Gfx card //
// Works only if Settings::StoreMemoryBitmaps is turned on //
virtual void SendToGPU();
// Unloads the Bitmap from the Gfx card //
// Works only if Settings::StoreMemoryBitmaps is turned on //
void UnloadFromGPU();
// Unloads the Bitmap from the Gfx card but //
// keeps the image data saved in the Bitmap //
// so that it can be restored with SendToGPU() //
virtual void UnloadToMemory();
// Selects the Bitmap to be used in texture mapping //
inline void Select() const { textureInfo.Select(); }
// Execute the queued loading commands (Called by SetupScreen) //
virtual OlLoadResult ExecuteQueuedCommands();
// Adds the bitmap to the garbage/auto-loader collection //
// (Automatically done) //
virtual void AddToCollection();
// LOW LEVEL RENDERING ROUTINES //
// This should be called before calling FastBlit //
static void StartFastBlitting( float opacity = 1.0 );
// A faster Blit but works only after StartFastBlitting has been called //
inline void FastBlit( float x, float y ) const {
Select();
textureInfo.OutputTexturedQuadXY( x, y );
}
// This function should be called after calling FastBlit //
static void FinishFastBlitting();
// Dumps a raw textured quad to the screen //
void TexturedQuad( float w, float h, float fact ) const;
// Same as above but using a RenderMode //
void TexturedQuad( float w, float h, float fact, const RenderMode &mode ) const;
inline int TextureWidth() const {
return textureInfo.texWidth;
}
inline int TextureHeight() const {
return textureInfo.texHeight;
}
void GetReadyToRender( float opacity ) const;
friend class GainAlphaMode;
friend class ClippedMode;
friend class Canvas;
friend class TexturedPoly;
OlTextureInfo textureInfo;
protected:
// A faster save function to call if the Bitmap is already selected as Canvas //
void SaveIfSurface( std::string filename ) const;
void HandleExtraFlags( int flags );
void SelectDefaultPivot( int imageWidth, int imageHeight );
inline float GetTextureEndX() const { return textureInfo.rect.x + textureInfo.rect.w; }
inline float GetTextureEndY() const { return textureInfo.rect.y + textureInfo.rect.h; }
/*
inline int GetTextureW() const { return textureInfo.texWidth; }
inline int GetTextureH() const { return textureInfo.texHeight; }
*/
OL_MEMORY_IMG *bmp;
Poly *collisionPoly;
bool destroyBmp;
PendingBitmapLoad *pendingLoad;
Vec2D pivot;
bool useDefaultPivot;
bool isSubBitmap;
bool isSolid;
};
// Template functions //
template< class Functor >
bool Bitmap::
Load( int width, int height, Functor functor ) {
int textureWidth = width;
int textureHeight = height;
int dataSize = 4 * textureWidth * textureHeight;
GLfloat *data = new GLfloat[dataSize];
int x = 0;
int y = 0;
GLfloat *iter = data;
for( int y = 0; y < height; y++ ) {
for( int x = 0; x < width; x++ ) {
Rgba color = functor( x, y );
*(iter++) = color.r;
*(iter++) = color.g;
*(iter++) = color.b;
*(iter++) = color.a;
}
}
Load( width, height, textureWidth, textureHeight, data );
delete[] data;
return true;
}
}
#endif
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