Files
yaze/src/app/gfx/bitmap.h
scawful 7cc808918d Enhance Bitmap class with error handling and code improvements
- Introduced BitmapError class for more specific error handling in the Bitmap class.
- Updated data checks to use `empty()` for clarity and consistency.
- Improved pixel data handling by ensuring proper type usage and modifying loop constructs for better performance.
- Refactored constructor and method implementations for improved readability and maintainability.
2025-05-18 16:44:15 -04:00

210 lines
5.7 KiB
C++

#ifndef YAZE_APP_GFX_BITMAP_H
#define YAZE_APP_GFX_BITMAP_H
#include <SDL.h>
#include <cstdint>
#include <span>
#include <vector>
#include "app/gfx/snes_palette.h"
namespace yaze {
/**
* @namespace yaze::gfx
* @brief Contains classes for handling graphical data.
*/
namespace gfx {
// Pixel format constants
constexpr Uint32 SNES_PIXELFORMAT_INDEXED =
SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1);
constexpr Uint32 SNES_PIXELFORMAT_4BPP = SDL_DEFINE_PIXELFORMAT(
/*type=*/SDL_PIXELTYPE_INDEX8, /*order=*/0,
/*layouts=*/0, /*bits=*/4, /*bytes=*/1);
constexpr Uint32 SNES_PIXELFORMAT_8BPP = SDL_DEFINE_PIXELFORMAT(
/*type=*/SDL_PIXELTYPE_INDEX8, /*order=*/0,
/*layouts=*/0, /*bits=*/8, /*bytes=*/1);
enum BitmapFormat {
kIndexed = 0,
k4bpp = 1,
k8bpp = 2,
};
#if YAZE_LIB_PNG == 1
/**
* @brief Convert SDL_Surface to PNG image data.
*/
bool ConvertSurfaceToPng(SDL_Surface *surface, std::vector<uint8_t> &buffer);
/**
* @brief Convert PNG image data to SDL_Surface.
*/
void ConvertPngToSurface(const std::vector<uint8_t> &png_data,
SDL_Surface **outSurface);
#endif
/**
* @brief Represents a bitmap image.
*
* The `Bitmap` class provides functionality to create, manipulate, and display
* bitmap images. It supports various operations such as creating a bitmap
* object, creating and updating textures, applying palettes, and accessing
* pixel data.
*/
class Bitmap {
public:
Bitmap() = default;
/**
* @brief Create a bitmap with the given dimensions and data
*/
Bitmap(int width, int height, int depth, const std::vector<uint8_t> &data);
/**
* @brief Create a bitmap with the given dimensions, data, and palette
*/
Bitmap(int width, int height, int depth, const std::vector<uint8_t> &data,
const SnesPalette &palette);
/**
* @brief Create a bitmap with the given dimensions and data
*/
void Create(int width, int height, int depth, std::span<uint8_t> data);
/**
* @brief Create a bitmap with the given dimensions and data
*/
void Create(int width, int height, int depth,
const std::vector<uint8_t> &data);
/**
* @brief Create a bitmap with the given dimensions, format, and data
*/
void Create(int width, int height, int depth, int format,
const std::vector<uint8_t> &data);
/**
* @brief Reformat the bitmap to use a different pixel format
*/
void Reformat(int format);
/**
* @brief Creates the underlying SDL_Texture to be displayed.
*/
void CreateTexture(SDL_Renderer *renderer);
/**
* @brief Updates the underlying SDL_Texture when it already exists.
*/
void UpdateTexture(SDL_Renderer *renderer);
/**
* @brief Updates the texture data from the surface
*/
void UpdateTextureData();
/**
* @brief Set the palette for the bitmap
*/
void SetPalette(const SnesPalette &palette);
/**
* @brief Set the palette with a transparent color
*/
void SetPaletteWithTransparent(const SnesPalette &palette, size_t index,
int length = 7);
/**
* @brief Set the palette using SDL colors
*/
void SetPalette(const std::vector<SDL_Color> &palette);
/**
* @brief Write a value to a pixel at the given position
*/
void WriteToPixel(int position, uint8_t value);
/**
* @brief Write a color to a pixel at the given position
*/
void WriteColor(int position, const ImVec4 &color);
/**
* @brief Extract an 8x8 tile from the bitmap
*/
void Get8x8Tile(int tile_index, int x, int y, std::vector<uint8_t> &tile_data,
int &tile_data_offset);
/**
* @brief Extract a 16x16 tile from the bitmap
*/
void Get16x16Tile(int tile_x, int tile_y, std::vector<uint8_t> &tile_data,
int &tile_data_offset);
const SnesPalette &palette() const { return palette_; }
SnesPalette *mutable_palette() { return &palette_; }
int width() const { return width_; }
int height() const { return height_; }
int depth() const { return depth_; }
auto size() const { return data_.size(); }
const uint8_t *data() const { return data_.data(); }
std::vector<uint8_t> &mutable_data() { return data_; }
SDL_Surface *surface() const { return surface_; }
SDL_Texture *texture() const { return texture_; }
const std::vector<uint8_t> &vector() const { return data_; }
uint8_t at(int i) const { return data_[i]; }
bool modified() const { return modified_; }
bool is_active() const { return active_; }
void set_active(bool active) { active_ = active; }
void set_data(const std::vector<uint8_t> &data) { data_ = data; }
void set_modified(bool modified) { modified_ = modified; }
#if YAZE_LIB_PNG == 1
std::vector<uint8_t> GetPngData();
#endif
private:
int width_ = 0;
int height_ = 0;
int depth_ = 0;
bool active_ = false;
bool modified_ = false;
// Pointer to the texture pixels
void *texture_pixels = nullptr;
// Pointer to the pixel data
uint8_t *pixel_data_ = nullptr;
// Palette for the bitmap
gfx::SnesPalette palette_;
// Data for the bitmap
std::vector<uint8_t> data_;
// Surface for the bitmap (managed by Arena)
SDL_Surface *surface_ = nullptr;
// Texture for the bitmap (managed by Arena)
SDL_Texture *texture_ = nullptr;
};
// Type alias for a table of bitmaps
using BitmapTable = std::unordered_map<int, gfx::Bitmap>;
/**
* @brief Get the SDL pixel format for a given bitmap format
*/
Uint32 GetSnesPixelFormat(int format);
} // namespace gfx
} // namespace yaze
#endif // YAZE_APP_GFX_BITMAP_H