/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "common/memstream.h" #include "common/textconsole.h" #include "sword25/gfx/screenshot.h" #include "sword25/kernel/filesystemutil.h" namespace Sword25 { #define THUMBNAIL_VERSION 1 bool Screenshot::saveToFile(Graphics::Surface *data, Common::WriteStream *stream) { // Convert the RGBA data to RGB const uint32 *pSrc = (const uint32 *)data->getPixels(); // Write our own custom header stream->writeUint32BE(MKTAG('S','C','R','N')); // SCRN, short for "Screenshot" stream->writeUint16LE(data->w); stream->writeUint16LE(data->h); stream->writeByte(THUMBNAIL_VERSION); for (uint y = 0; y < data->h; y++) { for (uint x = 0; x < data->w; x++) { // This is only called by createThumbnail below, which // provides a fake 'surface' with LE data in it. byte a, r, g, b; data->format.colorToARGB(*pSrc++, a, r, g, b); stream->writeByte(r); stream->writeByte(g); stream->writeByte(b); } } return true; } // ----------------------------------------------------------------------------- Common::SeekableReadStream *Screenshot::createThumbnail(Graphics::Surface *data) { // This method takes a screen image with a dimension of 800x600, and creates a screenshot with a dimension of 200x125. // First 50 pixels are cut off the top and bottom (the interface boards in the game). The remaining image of 800x500 // will be on a 16th of its size, reduced by being handed out in 4x4 pixel blocks and the average of each block // generates a pixel of the target image. Finally, the result as a PNG file is stored as a file. // The source image must be 800x600. if (data->w != 800 || data->h != 600 || data->format.bytesPerPixel != 4) { error("The sreenshot dimensions have to be 800x600 in order to be saved as a thumbnail."); return 0; } // Buffer for the output thumbnail Graphics::Surface thumbnail; thumbnail.create(200, 125, g_system->getScreenFormat()); // Uber das Zielbild iterieren und einen Pixel zur Zeit berechnen. uint x, y; x = y = 0; for (uint32 *pDest = (uint32 *)thumbnail.getPixels(); pDest < thumbnail.getBasePtr(0, thumbnail.h); ) { // Get an average over a 4x4 pixel block in the source image int alpha, red, green, blue; alpha = red = green = blue = 0; for (int j = 0; j < 4; ++j) { const uint32 *srcP = (const uint32 *)data->getBasePtr(x * 4, y * 4 + j + 50); for (int i = 0; i < 4; ++i) { byte a, r, g, b; data->format.colorToARGB(*(srcP + i), a, r, g, b); alpha += a; red += r; green += g; blue += b; } } *pDest++ = thumbnail.format.ARGBToColor(alpha / 16, red / 16, green / 16, blue / 16); // Move to next block ++x; if (x == thumbnail.w) { x = 0; ++y; } } // Create a PNG representation of the thumbnail data Common::MemoryWriteStreamDynamic *stream = new Common::MemoryWriteStreamDynamic(); saveToFile(&thumbnail, stream); // Output a MemoryReadStream that encompasses the written data Common::SeekableReadStream *result = new Common::MemoryReadStream(stream->getData(), stream->size(), DisposeAfterUse::YES); return result; } } // End of namespace Sword25