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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.
*
*/
/*
* PNG decoder used in engines:
* - sword25
* - wintermute
* Dependencies:
* - libpng
*/
#ifndef IMAGE_PNG_H
#define IMAGE_PNG_H
#include "common/scummsys.h"
#include "common/textconsole.h"
#include "graphics/pixelformat.h"
#include "image/image_decoder.h"
namespace Common {
class SeekableReadStream;
class WriteStream;
}
namespace Graphics {
struct Surface;
}
namespace Image {
class PNGDecoder : public ImageDecoder {
public:
PNGDecoder();
~PNGDecoder();
bool loadStream(Common::SeekableReadStream &stream);
void destroy();
const Graphics::Surface *getSurface() const { return _outputSurface; }
const byte *getPalette() const { return _palette; }
uint16 getPaletteColorCount() const { return _paletteColorCount; }
void setSkipSignature(bool skip) { _skipSignature = skip; }
private:
Graphics::PixelFormat getByteOrderRgbaPixelFormat() const;
byte *_palette;
uint16 _paletteColorCount;
// flag to skip the png signature check for headless png files
bool _skipSignature;
Graphics::Surface *_outputSurface;
};
/**
* Outputs a compressed PNG stream of the given input surface.
*
* @param bottomUp Flip the vertical axis so pixel data is drawn from the
* bottom up, instead of from the top down.
*/
bool writePNG(Common::WriteStream &out, const Graphics::Surface &input, const bool bottomUp = false);
} // End of namespace Image
#endif
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