Working SDL_BlitSurface()
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@ -2,19 +2,162 @@
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@ -645,7 +645,9 @@ extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface);
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extern DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP_RW(SDL_RWops *src, int freesrc);
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/** Convenience macro -- load a surface from a file */
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#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
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//#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
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extern DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP(const char *filename );
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/**
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* Save a surface to a seekable SDL data source (memory or file.)
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*/
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#include "SDL_config.h"
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/*
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/*
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Code to load and save surfaces in Windows BMP format.
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Why support BMP format? Well, it's a native format for Windows, and
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most image processing programs can read and write it. It would be nice
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to be able to have at least one image format that we can natively load
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and save, and since PNG is so complex that it would bloat the library,
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BMP is a good alternative.
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BMP is a good alternative.
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This code currently supports Win32 DIBs in uncompressed 8 and 24 bpp.
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*/
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#define BI_BITFIELDS 3
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#endif
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SDL_Surface * SDL_LoadBMP( const char* filename )
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{
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return SDL_LoadBMP_RW(SDL_RWFromFile(filename, "rb"), 1);
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}
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SDL_Surface * SDL_LoadBMP_RW (SDL_RWops *src, int freesrc)
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{
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SDL_RWread(src, &palette->colors[i].g, 1, 1);
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SDL_RWread(src, &palette->colors[i].r, 1, 1);
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palette->colors[i].unused = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for ( i = 0; i < (int)biClrUsed; ++i ) {
|
||||
SDL_RWread(src, &palette->colors[i].b, 1, 1);
|
||||
SDL_RWread(src, &palette->colors[i].g, 1, 1);
|
||||
SDL_RWread(src, &palette->colors[i].r, 1, 1);
|
||||
SDL_RWread(src, &palette->colors[i].unused, 1, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
palette->ncolors = biClrUsed;
|
||||
}
|
||||
|
|
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Reference in New Issue