bsnes/nall/decode/bmp.hpp

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#pragma once
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
namespace nall::Decode {
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
struct BMP {
BMP() = default;
BMP(const string& filename) { load(filename); }
BMP(const uint8_t* data, uint size) { load(data, size); }
explicit operator bool() const { return _data; }
auto reset() -> void {
if(_data) { delete[] _data; _data = nullptr; }
}
auto data() -> uint32_t* { return _data; }
auto data() const -> const uint32_t* { return _data; }
auto width() const -> uint { return _width; }
auto height() const -> uint { return _height; }
auto load(const string& filename) -> bool {
auto buffer = file::read(filename);
return load(buffer.data(), buffer.size());
}
auto load(const uint8_t* data, uint size) -> bool {
if(size < 0x36) return false;
const uint8_t* p = data;
if(read(p, 2) != 0x4d42) return false; //signature
read(p, 8);
uint offset = read(p, 4);
if(read(p, 4) != 40) return false; //DIB size
int width = read(p, 4);
if(width < 0) return false;
int height = read(p, 4);
bool flip = height < 0;
if(flip) height = -height;
read(p, 2);
uint bitsPerPixel = read(p, 2);
if(bitsPerPixel != 24 && bitsPerPixel != 32) return false;
if(read(p, 4) != 0) return false; //compression type
_width = width;
_height = height;
_data = new uint32_t[width * height];
uint bytesPerPixel = bitsPerPixel / 8;
uint alignedWidth = width * bytesPerPixel;
uint paddingLength = 0;
while(alignedWidth % 4) alignedWidth++, paddingLength++;
p = data + offset;
for(auto y : range(height)) {
uint32_t* output = flip ? _data + (height - 1 - y) * width : _data + y * width;
for(auto x : range(width)) {
*output++ = read(p, bytesPerPixel) | (bitsPerPixel == 24 ? 255u << 24 : 0);
}
if(paddingLength) read(p, paddingLength);
}
return true;
}
private:
uint32_t* _data = nullptr;
uint _width = 0;
uint _height = 0;
auto read(const uint8_t*& buffer, uint length) -> uintmax {
uintmax result = 0;
for(auto n : range(length)) result |= (uintmax)*buffer++ << (n << 3);
return result;
}
};
}