static sf2d_texture *_sfil_load_JPEG_generic(struct jpeg_decompress_struct *jinfo, struct jpeg_error_mgr *jerr, sf2d_place place) { jpeg_start_decompress(jinfo); int row_bytes; switch (jinfo->out_color_space) { case JCS_RGB: row_bytes = jinfo->image_width * 3; break; default: goto exit_error; } sf2d_texture *texture = sf2d_create_texture(jinfo->image_width, jinfo->image_height, GPU_RGBA8, place); if (!texture) goto exit_error; JSAMPARRAY buffer = (JSAMPARRAY)malloc(sizeof(JSAMPROW)); buffer[0] = (JSAMPROW)malloc(sizeof(JSAMPLE) * row_bytes); unsigned int i, color, *tex_ptr; unsigned char *jpeg_ptr; void *row_ptr = texture->tex.data; int stride = texture->tex.width * 4; while (jinfo->output_scanline < jinfo->output_height) { jpeg_read_scanlines(jinfo, buffer, 1); tex_ptr = (row_ptr += stride); for (i = 0, jpeg_ptr = buffer[0]; i < jinfo->output_width; i++) { color = *(jpeg_ptr++); color |= *(jpeg_ptr++)<<8; color |= *(jpeg_ptr++)<<16; *(tex_ptr++) = color | 0xFF000000; } } jpeg_finish_decompress(jinfo); free(buffer[0]); free(buffer); sf2d_texture_tile32(texture); return texture; exit_error: jpeg_abort_decompress(jinfo); return NULL; }
/*** Create an empty texture. @function new @tparam number width Texture width @tparam number height Texture height @tparam[opt=PLACE_RAM] number place where to put the loaded texture @treturn texture the loaded texture object */ static int texture_new(lua_State *L) { int w = luaL_checkinteger(L, 1); int h = luaL_checkinteger(L, 2); u8 place = luaL_checkinteger(L, 3); texture_userdata *texture; texture = (texture_userdata *)lua_newuserdata(L, sizeof(*texture)); luaL_getmetatable(L, "LTexture"); lua_setmetatable(L, -2); texture->texture = sf2d_create_texture(w, h, TEXFMT_RGBA8, place); sf2d_texture_tile32(texture->texture); texture->scaleX = 1.0f; texture->scaleY = 1.0f; texture->blendColor = 0xffffffff; return 1; }
/** * @brief Lux_NATIVE_CreateSprite * @param sprite * @param rect * @param png * @return */ bool Lux_NATIVE_CreateSprite( LuxSprite * sprite, LuxRect rect, elix::Image * png ) { if ( !png->HasContent() ) { return false; } NativeTexture * texture = new NativeTexture; texture->texture = sf2d_create_texture( rect.w, rect.h, TEXFMT_RGBA8, SF2D_PLACE_RAM ); texture->w = texture->tw = rect.w; texture->h = texture->th = rect.h; sprite->data = texture; texture->tw = texture->texture->pow2_w; texture->th = texture->texture->pow2_h; uint32_t size = texture->tw*texture->th; /* PNG image */ uint32_t * pixels = new uint32_t[size](); if ( pixels ) { for( uint16_t y = 0; y < texture->h; y++ ) { for( uint16_t x = 0; x < texture->w; x++ ) { uint32_t q = (texture->tw * y) + x; pixels[q] = png->GetPixel(rect.x + x, rect.y + y); } } //sf2d_fill_texture_from_RGBA8(texture->texture, pixels, texture->tw, texture->th); memcpy(texture->texture->data, pixels, size*4); sf2d_texture_tile32(texture->texture); } delete pixels; /* ^ PNG Image */ return true; }
/*** Take a picture and put it in a texture. @function takePicture @tparam number camera should be PORT_CAM1 if you have only 1 camera activated (`PORT_x`) @tparam number w width of the picture @tparam number h height of the picture @tparam[opt=PLACE_RAM] number place where to put the texture @treturn texture the texture object */ static int cam_takePicture(lua_State *L) { u8 cam = luaL_checkinteger(L, 1); s16 w = luaL_optinteger(L, 2, 640); s16 h = luaL_optinteger(L, 3, 480); u32 bufSize = 0; // Take the actual picture CAMU_GetMaxBytes(&bufSize, w, h); u8* buf = malloc(bufSize); CAMU_SetTransferBytes(cam, bufSize, w, h); Handle camReceiveEvent = 0; CAMU_ClearBuffer(cam); CAMU_StartCapture(cam); CAMU_SetReceiving(&camReceiveEvent, buf, cam, bufSize, (s16)bufSize); svcWaitSynchronization(camReceiveEvent, 300000000ULL); CAMU_StopCapture(cam); // Load it in a texture u8 place = luaL_optinteger(L, 4, SF2D_PLACE_RAM); texture_userdata *texture; texture = (texture_userdata *)lua_newuserdata(L, sizeof(*texture)); luaL_getmetatable(L, "LTexture"); lua_setmetatable(L, -2); texture->texture = sf2d_create_texture_mem_RGBA8(buf, w, h, TEXFMT_RGB565, place); sf2d_texture_tile32(texture->texture); texture->scaleX = 1.0f; texture->scaleY = 1.0f; texture->blendColor = 0xffffffff; return 1; }
int main() { cfguInit(); CFGU_GetSystemModel(&MODEL_3DS); FILE * file; shouldRenderDebug = true; if ((file = fopen("settings.bin", "r"))) { fread(&shouldRenderDebug,sizeof(bool),1,file); fread(&shouldSpeedup,sizeof(bool),1,file); osSetSpeedupEnable(shouldSpeedup); fclose(file); } sf2d_init(); csndInit(); noItem = newItem(ITEM_NULL, 0); currentMenu = MENU_TITLE; currentSelection = 0; quitGame = false; icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM); font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM); bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM); dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0)); dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1)); dirtColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 2)); dirtColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 3)); dirtColor[4] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 4)); loadSound(&snd_playerHurt, "resources/playerhurt.raw"); loadSound(&snd_playerDeath, "resources/playerdeath.raw"); loadSound(&snd_monsterHurt, "resources/monsterhurt.raw"); loadSound(&snd_test, "resources/test.raw"); loadSound(&snd_pickup, "resources/pickup.raw"); loadSound(&snd_bossdeath, "resources/bossdeath.raw"); loadSound(&snd_craft, "resources/craft.raw"); bakeLights(); int i; for (i = 0; i < 5; ++i) { minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8, SF2D_PLACE_RAM); sf2d_texture_tile32(minimap[i]); } sf2d_set_vblank_wait(true); sf2d_set_clear_color(0xFF000000); k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP; k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN; k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT; k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT; k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR; k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL; k_pause.input = KEY_START; k_accept.input = KEY_A; k_decline.input = KEY_B; k_delete.input = KEY_X; k_menuNext.input = KEY_R; k_menuPrev.input = KEY_L; if ((file = fopen("btnSave.bin", "rb"))) { fread(&k_up.input, sizeof(int), 1, file); fread(&k_down.input, sizeof(int), 1, file); fread(&k_left.input, sizeof(int), 1, file); fread(&k_right.input, sizeof(int), 1, file); fread(&k_attack.input, sizeof(int), 1, file); fread(&k_menu.input, sizeof(int), 1, file); fread(&k_pause.input, sizeof(int), 1, file); fread(&k_accept.input, sizeof(int), 1, file); fread(&k_decline.input, sizeof(int), 1, file); fread(&k_delete.input, sizeof(int), 1, file); fread(&k_menuNext.input, sizeof(int), 1, file); fread(&k_menuPrev.input, sizeof(int), 1, file); fclose(file); } if ((file = fopen("lastTP.bin", "r"))) { char fnbuf[256]; fgets(fnbuf, 256, file); // get directory to texturepack loadTexturePack(fnbuf); fclose(file); } tickCount = 0; initRecipes(); defineTables(); while (aptMainLoop()) { ++tickCount; hidScanInput(); tickKeys(hidKeysHeld(), hidKeysDown()); if (quitGame) break; if (initGame > 0) setupGame(initGame == 1 ? true : false); if (currentMenu == 0) { tick(); sf2d_start_frame(GFX_TOP, GFX_LEFT); offsetX = xscr; offsetY = yscr; sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way renderLightsToStencil(); renderBackground(xscr, yscr); renderEntities(player.x, player.y, &eManager); renderPlayer(); resetStencilStuff(); offsetX = 0; offsetY = 0; if(shouldRenderDebug){ sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]); drawText(fpsstr, 2, 225); } sf2d_end_frame(); sf2d_start_frame(GFX_BOTTOM, GFX_LEFT); if(!shouldRenderMap){ sf2d_draw_texture(bottombg, 0, 0); renderGui(); } else { renderZoomedMap(); } sf2d_end_frame(); } else { tickMenu(currentMenu); renderMenu(currentMenu, xscr, yscr); } sf2d_swapbuffers(); } freeRecipes(); freeLightBakes(); sf2d_free_texture(icons); sf2d_free_texture(minimap[0]); sf2d_free_texture(minimap[1]); sf2d_free_texture(minimap[2]); sf2d_free_texture(minimap[3]); sf2d_free_texture(minimap[4]); freeSounds(); csndExit(); cfguExit(); sf2d_fini(); return 0; }
int main() { sf2d_init(); csndInit(); noItem = newItem(ITEM_NULL,0); currentMenu = MENU_TITLE; currentSelection = 0; quitGame = false; icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM); font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM); //consoleInit(GFX_BOTTOM, NULL); // printf("Press 'Start' to exit.\n"); loadSound(&snd_playerHurt, "resources/playerhurt.raw"); loadSound(&snd_playerDeath, "resources/playerdeath.raw"); loadSound(&snd_monsterHurt, "resources/monsterhurt.raw"); loadSound(&snd_test, "resources/test.raw"); loadSound(&snd_pickup, "resources/pickup.raw"); loadSound(&snd_bossdeath, "resources/bossdeath.raw"); loadSound(&snd_craft, "resources/craft.raw"); int i; for(i = 0;i < 5;++i){ minimap[i] = sf2d_create_texture(128,128,TEXFMT_RGBA8,SF2D_PLACE_RAM); sf2d_texture_tile32(minimap[i]); } sf2d_set_vblank_wait(true); sf2d_set_clear_color(0xFF); /* Default inputs */ k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP; k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN; k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT; k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT; k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR; k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL; k_pause.input = KEY_START; k_accept.input = KEY_A; k_decline.input = KEY_B; k_delete.input = KEY_X; FILE * file; /* If btnSave exists, then use that. */ if ((file = fopen("btnSave.bin", "rb"))){ fread(&k_up.input, sizeof(int), 1, file); fread(&k_down.input, sizeof(int), 1, file); fread(&k_left.input, sizeof(int), 1, file); fread(&k_right.input, sizeof(int), 1, file); fread(&k_attack.input, sizeof(int), 1, file); fread(&k_menu.input, sizeof(int), 1, file); fread(&k_pause.input, sizeof(int), 1, file); fread(&k_accept.input, sizeof(int), 1, file); fread(&k_decline.input, sizeof(int), 1, file); fread(&k_delete.input, sizeof(int), 1, file); fclose(file); } //screenShot = false; tickCount=0; initRecipes(); defineTables(); while (aptMainLoop()) { ++tickCount; hidScanInput(); tickKeys(hidKeysHeld(),hidKeysDown()); //if (quitGame || hidKeysHeld() & KEY_SELECT) break; if (quitGame) break; //if (hidKeysDown() & (KEY_L | KEY_R)) screenShot = true; // else screenShot = false; if(initGame > 0) setupGame(initGame == 1 ? true : false); if(currentMenu == 0){ tick(); sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(),player.x, player.y,eManager.lastSlot[currentLevel]); sf2d_start_frame(GFX_TOP, GFX_LEFT); if(currentLevel == 0){ sf2d_draw_texture_part_scale(minimap[1],(-xscr/3)-256,(-yscr/3)-32,0,0,128,128,12.5,7.5); sf2d_draw_rectangle(0,0,400,240, 0xDFDFDFAF); } offsetX = xscr;offsetY = yscr; renderBackground(xscr,yscr); renderEntities(player.x, player.y, &eManager); renderPlayer(); offsetX = 0;offsetY = 0; renderItemWithText(player.p.activeItem, 10, 205); // drawText(debugText,2,208); drawText(fpsstr,2,225); sf2d_end_frame(); sf2d_start_frame(GFX_BOTTOM, GFX_LEFT); if(currentLevel == 0 && airWizardHealthDisplay > 0){ sprintf(bossHealthText, "BOSS: %.0f%%", ((float)airWizardHealthDisplay/2000.0)*100); drawText(bossHealthText,2,225); } renderGui(); sf2d_draw_texture(minimap[currentLevel], 192, 112);//y:56 sf2d_end_frame(); } else{ tickMenu(currentMenu); renderMenu(currentMenu,xscr,yscr); } sf2d_swapbuffers(); } freeRecipes(); sf2d_free_texture(icons); sf2d_free_texture(minimap[0]); sf2d_free_texture(minimap[1]); sf2d_free_texture(minimap[2]); sf2d_free_texture(minimap[3]); sf2d_free_texture(minimap[4]); freeSounds(); csndExit(); sf2d_fini(); return 0; }