Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
77 lines
1.3 KiB
C++
77 lines
1.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup imbdds
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*/
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/*
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* This file is based on a similar file from the NVIDIA texture tools
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* (http://nvidia-texture-tools.googlecode.com/)
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*
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* Original license from NVIDIA follows.
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*/
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/* This code is in the public domain -- <castanyo@yahoo.es> */
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#pragma once
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#include "Color.h"
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#include "Common.h"
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/** 32 bit RGBA image. */
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class Image {
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public:
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enum Format {
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Format_RGB,
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Format_ARGB,
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};
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Image();
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~Image();
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void allocate(uint w, uint h);
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#if 0
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bool load(const char *name);
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void wrap(void *data, uint w, uint h);
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void unwrap();
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#endif
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uint width() const;
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uint height() const;
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const Color32 *scanline(uint h) const;
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Color32 *scanline(uint h);
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const Color32 *pixels() const;
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Color32 *pixels();
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const Color32 &pixel(uint idx) const;
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Color32 &pixel(uint idx);
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const Color32 &pixel(uint x, uint y) const;
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Color32 &pixel(uint x, uint y);
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Format format() const;
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void setFormat(Format f);
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private:
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void free();
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private:
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uint m_width;
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uint m_height;
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Format m_format;
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Color32 *m_data;
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};
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inline const Color32 &Image::pixel(uint x, uint y) const
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{
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return pixel(y * width() + x);
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}
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inline Color32 &Image::pixel(uint x, uint y)
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{
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return pixel(y * width() + x);
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}
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