96 lines
3.2 KiB
C++
96 lines
3.2 KiB
C++
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#ifndef GODOT_DLSCRIPT_IMAGE_H
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#define GODOT_DLSCRIPT_IMAGE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#ifndef GODOT_CORE_API_GODOT_IMAGE_TYPE_DEFINED
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typedef struct godot_image {
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uint8_t _dont_touch_that[32];
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} godot_image;
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#endif
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#include "godot_pool_arrays.h"
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#include "../godot.h"
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// This is a copypasta of the C++ enum inside the Image class
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// There's no neat way of automatically updating the C enum / using the C++ enum directly
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// if somebody knows a way feel free to open a PR or open an issue (or ask for Karroffel or bojidar-bg on IRC)
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enum godot_image_format {
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GODOT_IMAGE_FORMAT_L8, //luminance
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GODOT_IMAGE_FORMAT_LA8, //luminance-alpha
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GODOT_IMAGE_FORMAT_R8,
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GODOT_IMAGE_FORMAT_RG8,
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GODOT_IMAGE_FORMAT_RGB8,
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GODOT_IMAGE_FORMAT_RGBA8,
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GODOT_IMAGE_FORMAT_RGB565, //16 bit
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GODOT_IMAGE_FORMAT_RGBA4444,
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GODOT_IMAGE_FORMAT_RGBA5551,
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GODOT_IMAGE_FORMAT_RF, //float
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GODOT_IMAGE_FORMAT_RGF,
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GODOT_IMAGE_FORMAT_RGBF,
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GODOT_IMAGE_FORMAT_RGBAF,
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GODOT_IMAGE_FORMAT_RH, //half float
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GODOT_IMAGE_FORMAT_RGH,
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GODOT_IMAGE_FORMAT_RGBH,
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GODOT_IMAGE_FORMAT_RGBAH,
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GODOT_IMAGE_FORMAT_DXT1, //s3tc bc1
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GODOT_IMAGE_FORMAT_DXT3, //bc2
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GODOT_IMAGE_FORMAT_DXT5, //bc3
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GODOT_IMAGE_FORMAT_ATI1, //bc4
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GODOT_IMAGE_FORMAT_ATI2, //bc5
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GODOT_IMAGE_FORMAT_BPTC_RGBA, //btpc bc6h
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GODOT_IMAGE_FORMAT_BPTC_RGBF, //float /
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GODOT_IMAGE_FORMAT_BPTC_RGBFU, //unsigned float
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GODOT_IMAGE_FORMAT_PVRTC2, //pvrtc
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GODOT_IMAGE_FORMAT_PVRTC2A,
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GODOT_IMAGE_FORMAT_PVRTC4,
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GODOT_IMAGE_FORMAT_PVRTC4A,
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GODOT_IMAGE_FORMAT_ETC, //etc1
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GODOT_IMAGE_FORMAT_ETC2_R11, //etc2
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GODOT_IMAGE_FORMAT_ETC2_R11S, //signed, NOT srgb.
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GODOT_IMAGE_FORMAT_ETC2_RG11,
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GODOT_IMAGE_FORMAT_ETC2_RG11S,
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GODOT_IMAGE_FORMAT_ETC2_RGB8,
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GODOT_IMAGE_FORMAT_ETC2_RGBA8,
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GODOT_IMAGE_FORMAT_ETC2_RGB8A1,
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GODOT_IMAGE_FORMAT_MAX
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};
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typedef enum godot_image_format godot_image_format;
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void GDAPI godot_image_new(godot_image *p_img);
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// p_len can be -1
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void GDAPI godot_image_new_with_png_jpg(godot_image *p_img, const uint8_t *p_mem_png_jpg, int p_len);
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void GDAPI godot_image_new_with_xpm(godot_image *p_img, const char **p_xpm);
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void GDAPI godot_image_new_with_size_format(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format);
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void GDAPI godot_image_new_with_size_format_data(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format, godot_pool_byte_array *p_data);
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godot_pool_byte_array GDAPI godot_image_get_data(godot_image *p_img);
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godot_error GDAPI godot_image_load(godot_image *p_img, const godot_string *p_path);
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godot_error GDAPI godot_image_save_png(godot_image *p_img, const godot_string *p_path);
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int GDAPI godot_image_get_width(const godot_image *p_img);
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int GDAPI godot_image_get_height(const godot_image *p_img);
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godot_bool GDAPI godot_image_has_mipmaps(const godot_image *p_img);
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int GDAPI godot_image_get_mipmap_count(const godot_image *p_img);
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// @Incomplete
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// I think it's too complex for the binding authors to implement the image class anew, so we should definitely
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// export all methods here. That takes a while so it's on my @Todo list
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void GDAPI godot_image_destroy(godot_image *p_img);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_DLSCRIPT_IMAGE_H
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