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102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
#ifndef IMAGE_HPP
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#define IMAGE_HPP
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#include <nds/ndstypes.h>
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#include <string>
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#include <vector>
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class Image {
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private:
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u16 _width;
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u16 _height;
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std::vector<u8> _bitmap;
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std::vector<u16> _palette;
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u16 _palOfs;
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public:
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/**
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* Image drawing class
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* @param path The path to load the image from
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*/
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Image(const std::vector<std::string> &paths);
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/**
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* @brief Text printing class
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* @param paths The paths to try load the image from, from highest to lowest priority
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*/
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Image(const std::string &path) : Image(std::vector<std::string>({path})) {};
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/**
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* @brief Text printing class
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* @param file The file to load the image from, seeked to the image magic
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*/
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Image(FILE *file);
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Image() {};
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~Image(void) {};
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u16 width(void) const { return _width; }
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u16 height(void) const { return _height; }
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std::vector<u8> bitmap(void) const { return _bitmap; }
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std::vector<u16> palette(void) const { return _palette; }
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u16 palOfs(void) const { return _palOfs; }
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/**
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* @brief Draws the image to a background layer, faster but without alpha, scaling, or palette offsetting
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param top Whether to draw on teh top or bottom screen, not used for sprites
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* @param layer (Optional) The layer to draw on, not used for sprites
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* @param channel (Optional) The DMA channel to use
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void draw(int x, int y, bool top, int layer = 3, int channel = 0, bool copyPal = true);
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/**
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* @brief Draws the image to a background layer, slower but can skip alpha, scale, and offset the palette
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param scaleX (Optional) The scale for the X axis
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* @param scaleY (Optional) The scale for the Y axis
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* @param paletteOffset (Optional) How much to offset the palette by
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSpecial(int x, int y, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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/**
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* @brief Draws a segment of an image to a background layer, faster but overwrites alpha and no scaling or palette offsetting
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param imageX The X position in the image to draw from
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* @param imageY The Y position in the image to draw from
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* @param w The width to draw
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* @param h The height to draw
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param channel (Optional) The DMA channel to use
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSegment(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, int channel = 0, bool copyPal = true);
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/**
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* @brief Draws a segment of an image to a background layer, slower but can skip alpha, scale, and offset the palette
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* @param x The X position to draw at
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* @param y The Y position to draw at
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* @param imageX The X position in the image to draw from
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* @param imageY The Y position in the image to draw from
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* @param w The width to draw
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* @param h The height to draw
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* @param top Whether to draw on the top or bottom screen
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* @param layer (Optional) Which background layer to draw on
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* @param scaleX (Optional) The scale for the X axis
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* @param scaleY (Optional) The scale for the Y axis
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* @param paletteOffset (Optional) How much to offset the palette by
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* @param copyPal (Optional) Whether to copy the image's palette into palette VRAM
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*/
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void drawSegmentSpecial(int x, int y, int imageX, int imageY, int w, int h, bool top, int layer = 3, float scaleX = 1.0f, float scaleY = 1.0f, int paletteOffset = 0, bool copyPal = true);
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};
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#endif
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