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