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engines/sword25/gfx/screenshot.cpp
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125
engines/sword25/gfx/screenshot.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/memstream.h"
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#include "common/textconsole.h"
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#include "sword25/gfx/screenshot.h"
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#include "sword25/kernel/filesystemutil.h"
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namespace Sword25 {
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#define THUMBNAIL_VERSION 1
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bool Screenshot::saveToFile(Graphics::Surface *data, Common::WriteStream *stream) {
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// Convert the RGBA data to RGB
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const uint32 *pSrc = (const uint32 *)data->getPixels();
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// Write our own custom header
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stream->writeUint32BE(MKTAG('S','C','R','N')); // SCRN, short for "Screenshot"
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stream->writeUint16LE(data->w);
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stream->writeUint16LE(data->h);
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stream->writeByte(THUMBNAIL_VERSION);
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for (int y = 0; y < data->h; y++) {
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for (int x = 0; x < data->w; x++) {
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// This is only called by createThumbnail below, which
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// provides a fake 'surface' with LE data in it.
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byte a, r, g, b;
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data->format.colorToARGB(*pSrc++, a, r, g, b);
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stream->writeByte(r);
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stream->writeByte(g);
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stream->writeByte(b);
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}
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}
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return true;
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}
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// -----------------------------------------------------------------------------
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Common::SeekableReadStream *Screenshot::createThumbnail(Graphics::Surface *data) {
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// This method takes a screen image with a dimension of 800x600, and creates a screenshot with a dimension of 200x125.
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// First 50 pixels are cut off the top and bottom (the interface boards in the game). The remaining image of 800x500
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// will be on a 16th of its size, reduced by being handed out in 4x4 pixel blocks and the average of each block
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// generates a pixel of the target image. Finally, the result as a PNG file is stored as a file.
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// The source image must be 800x600.
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if (data->w != 800 || data->h != 600 || data->format.bytesPerPixel != 4) {
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error("The sreenshot dimensions have to be 800x600 in order to be saved as a thumbnail.");
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return 0;
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}
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// Buffer for the output thumbnail
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Graphics::Surface thumbnail;
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thumbnail.create(200, 125, g_system->getScreenFormat());
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// Uber das Zielbild iterieren und einen Pixel zur Zeit berechnen.
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uint x, y;
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x = y = 0;
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for (uint32 *pDest = (uint32 *)thumbnail.getPixels(); pDest < thumbnail.getBasePtr(0, thumbnail.h); ) {
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// Get an average over a 4x4 pixel block in the source image
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int alpha, red, green, blue;
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alpha = red = green = blue = 0;
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for (int j = 0; j < 4; ++j) {
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const uint32 *srcP = (const uint32 *)data->getBasePtr(x * 4, y * 4 + j + 50);
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for (int i = 0; i < 4; ++i) {
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byte a, r, g, b;
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data->format.colorToARGB(*(srcP + i), a, r, g, b);
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alpha += a;
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red += r;
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green += g;
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blue += b;
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}
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}
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*pDest++ = thumbnail.format.ARGBToColor(alpha / 16, red / 16, green / 16, blue / 16);
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// Move to next block
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++x;
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if (x == (uint)thumbnail.w) {
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x = 0;
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++y;
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}
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}
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// Create a PNG representation of the thumbnail data
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Common::MemoryWriteStreamDynamic stream(DisposeAfterUse::NO);
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saveToFile(&thumbnail, &stream);
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thumbnail.free();
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// Output a MemoryReadStream that encompasses the written data
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Common::SeekableReadStream *result = new Common::MemoryReadStream(stream.getData(), stream.size(),
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DisposeAfterUse::YES);
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return result;
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}
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} // End of namespace Sword25
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