/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ // Disable symbol overrides so that we can use png.h #define FORBIDDEN_SYMBOL_ALLOW_ALL #define BS_LOG_PREFIX "SCREENSHOT" #include "common/system.h" #include "common/savefile.h" #include "sword25/gfx/screenshot.h" #include "sword25/kernel/filesystemutil.h" #include namespace Sword25 { #include "common/pack-start.h" struct RGB_PIXEL { byte red; byte green; byte blue; } PACKED_STRUCT; #include "common/pack-end.h" void userWriteFn(png_structp png_ptr, png_bytep data, png_size_t length) { static_cast(png_get_io_ptr(png_ptr))->write(data, length); } void userFlushFn(png_structp png_ptr) { } bool Screenshot::saveToFile(Graphics::Surface *data, Common::WriteStream *stream) { // Reserve buffer space RGB_PIXEL *pixelBuffer = new RGB_PIXEL[data->w * data->h]; // Convert the RGBA data to RGB const byte *pSrc = (const byte *)data->getBasePtr(0, 0); RGB_PIXEL *pDest = pixelBuffer; for (uint y = 0; y < data->h; y++) { for (uint x = 0; x < data->w; x++) { uint32 srcPixel = READ_LE_UINT32(pSrc); pSrc += sizeof(uint32); pDest->red = (srcPixel >> 16) & 0xff; pDest->green = (srcPixel >> 8) & 0xff; pDest->blue = srcPixel & 0xff; ++pDest; } } png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); if (!png_ptr) error("Could not create PNG write-struct."); png_infop info_ptr = png_create_info_struct(png_ptr); if (!info_ptr) error("Could not create PNG info-struct."); // The compression buffer must be large enough to the entire image. // This ensures that only an IDAT chunk is created. // When buffer size is used 110% of the raw data size to be sure. png_set_compression_buffer_size(png_ptr, (data->w * data->h * 3 * 110) / 100); // Initialise PNG-Info structure png_set_IHDR(png_ptr, info_ptr, data->w, // Width data->h, // Height 8, // Bits depth PNG_COLOR_TYPE_RGB, // Colour type PNG_INTERLACE_NONE, // No interlacing PNG_COMPRESSION_TYPE_DEFAULT, // Compression type PNG_FILTER_TYPE_DEFAULT); // Filter Type // Rowpointer erstellen png_bytep *rowPointers = new png_bytep[data->h]; for (uint i = 0; i < data->h; i++) { rowPointers[i] = (png_bytep)&pixelBuffer[data->w * i]; } png_set_rows(png_ptr, info_ptr, &rowPointers[0]); // Write out the png data to the file png_set_write_fn(png_ptr, (void *)stream, userWriteFn, userFlushFn); png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_IDENTITY, NULL); png_destroy_write_struct(&png_ptr, &info_ptr); delete[] pixelBuffer; delete[] rowPointers; return true; } // ----------------------------------------------------------------------------- Common::MemoryReadStream *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->bytesPerPixel != 4) { BS_LOG_ERRORLN("The sreenshot dimensions have to be 800x600 in order to be saved as a thumbnail."); return false; } // Buffer for the output thumbnail Graphics::Surface thumbnail; thumbnail.create(200, 125, 4); // Über das Zielbild iterieren und einen Pixel zur Zeit berechnen. uint x, y; x = y = 0; for (byte *pDest = (byte *)thumbnail.pixels; pDest < ((byte *)thumbnail.pixels + thumbnail.pitch * 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) { uint32 pixel = READ_LE_UINT32(srcP + i); alpha += (pixel >> 24); red += (pixel >> 16) & 0xff; green += (pixel >> 8) & 0xff; blue += pixel & 0xff; } } // Write target pixel *pDest++ = blue / 16; *pDest++ = green / 16; *pDest++ = red / 16; *pDest++ = alpha / 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::MemoryReadStream *result = new Common::MemoryReadStream(stream->getData(), stream->size(), DisposeAfterUse::YES); return result; } } // End of namespace Sword25