usbloadergx/source/ImageOperations/TextureConverter.h
dimok789 1d598eed90 *change font character texture to I4 which uses half as much memory (less cache memory)
*fix crash on missing <app> tag on meta.xml files
*removed pngu which is not needed, changed screenshot function to use libgd instead
*fix gui freeze after uninstall
*fix resorting of game list after uninstall
*fix bug in aif decoding (fixes some banner sounds)
*fix bug in wav decoding (fixes some banner sounds)
*added new option to force titles from disc header
*changed if "Titles from WiiTDB" is not enabled they will be loaded from directory names if possible (on force from disc that is not tried).
*some language files update
2012-02-29 19:52:36 +00:00

62 lines
2.3 KiB
C

/***************************************************************************
* Copyright (C) 2010
* Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
* TextureConverter.h
*
* A texture to GD image converter.
* for WiiXplorer 2010
***************************************************************************/
#ifndef __TEXTURE_CONVERTER_H_
#define __TEXTURE_CONVERTER_H_
#ifdef __cplusplus
extern "C"
{
#endif
#include <gccore.h>
#include <gd.h>
#include "utils/tools.h"
#define coordsRGBA8(x, y, w) (((((y >> 2) * (w >> 2) + (x >> 2)) << 5) + ((y & 3) << 2) + (x & 3)) << 1)
#define datasizeRGBA8(w, h) ALIGN32(((w+3)>>2)*((h+3)>>2)*32*2)
bool I4ToGD(const u8 * buffer, u32 width, u32 height, gdImagePtr * im);
bool IA4ToGD(const u8 * buffer, u32 width, u32 height, gdImagePtr * im);
bool I8ToGD(const u8 * buffer, u32 width, u32 height, gdImagePtr * im);
bool IA8ToGD(const u8 * buffer, u32 width, u32 height, gdImagePtr * im);
bool CMPToGD(const u8* buffer, u32 width, u32 height, gdImagePtr * im);
bool RGB565ToGD(const u8* buffer, u32 width, u32 height, gdImagePtr * im);
bool RGB565A3ToGD(const u8* buffer, u32 width, u32 height, gdImagePtr * im);
bool RGBA8ToGD(const u8* buffer, u32 width, u32 height, gdImagePtr * im);
bool YCbYCrToGD(const u8* buffer, u32 width, u32 height, gdImagePtr * im);
u8 * GDImageToRGBA8(gdImagePtr * gdImg, int * w, int * h);
u8 * FlipRGBAImage(const u8 *src, u32 width, u32 height);
u8 * RGB8ToRGBA8(const u8 *src, u32 width, u32 height);
#ifdef __cplusplus
}
#endif
#endif //__TEXTURE_CONVERTER_H_