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/* 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 file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BIMAGE_H
#define WINTERMUTE_BIMAGE_H
//#include "FreeImage.h"
#include "BBase.h"
#include "common/endian.h"
struct FIBITMAP;
namespace WinterMute {
class CBImage: CBBase {
public:
CBImage(CBGame *inGame, FIBITMAP *bitmap = NULL);
~CBImage();
byte *CreateBMPBuffer(uint32 *BufferSize = NULL);
HRESULT Resize(int NewWidth, int NewHeight);
HRESULT SaveBMPFile(const char *Filename);
HRESULT CopyFrom(CBImage *OrigImage, int NewWidth = 0, int NewHeight = 0);
FIBITMAP *GetBitmap() const {
return _bitmap;
}
private:
FIBITMAP *_bitmap;
};
} // end of namespace WinterMute
#endif
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