LPBYTE ExeIconReplacer::CreateIconGroupData(int nBaseID) {
    delete m_group;
    m_group = new BYTE[SizeOfIconGroupData()];
    CopyMemory(m_group, &m_dir, sizeof(ICONDIR));

    int offset = sizeof(ICONDIR);
    for (int i = 0; i < GetImageCount(); i++) {
        BITMAPINFOHEADER    bmih;
        CopyMemory(&bmih, GetImageData(i),
                   sizeof(BITMAPINFOHEADER));

        GRPICONDIRENTRY grpEntry;
        grpEntry.bWidth        = m_entry[i].bWidth;
        grpEntry.bHeight       = m_entry[i].bHeight;
        grpEntry.bColorCount   = m_entry[i].bColorCount;
        grpEntry.bReserved     = m_entry[i].bReserved;
        grpEntry.wPlanes       = bmih.biPlanes;
        grpEntry.wBitCount     = bmih.biBitCount;
        grpEntry.dwBytesInRes  = m_entry[i].dwBytesInRes;
        grpEntry.nID           = nBaseID + i;

        CopyMemory(m_group + offset, &grpEntry,
                   sizeof(GRPICONDIRENTRY));

        offset += sizeof(GRPICONDIRENTRY);
    }

    return m_group;
} // ExeIconReplacer::CreateIconGroupData
示例#2
0
WebPMuxError WebPMuxSetImage(WebPMux* mux,
                             const WebPData* bitstream, int copy_data) {
  WebPMuxError err;
  WebPChunk chunk;
  WebPMuxImage wpi;
  WebPData image;
  WebPData alpha;
  int is_lossless;
  int image_tag;

  if (mux == NULL || bitstream == NULL || bitstream->bytes_ == NULL ||
      bitstream->size_ > MAX_CHUNK_PAYLOAD) {
    return WEBP_MUX_INVALID_ARGUMENT;
  }

  // If given data is for a whole webp file,
  // extract only the VP8/VP8L data from it.
  err = GetImageData(bitstream, &image, &alpha, &is_lossless);
  if (err != WEBP_MUX_OK) return err;
  image_tag = is_lossless ? kChunks[IDX_VP8L].tag : kChunks[IDX_VP8].tag;

  // Delete the existing images.
  MuxImageDeleteAll(&mux->images_);

  MuxImageInit(&wpi);

  if (alpha.bytes_ != NULL) {  // Add alpha chunk.
    ChunkInit(&chunk);
    err = ChunkAssignData(&chunk, &alpha, copy_data, kChunks[IDX_ALPHA].tag);
    if (err != WEBP_MUX_OK) goto Err;
    err = ChunkSetNth(&chunk, &wpi.alpha_, 1);
    if (err != WEBP_MUX_OK) goto Err;
  }

  // Add image chunk.
  ChunkInit(&chunk);
  err = ChunkAssignData(&chunk, &image, copy_data, image_tag);
  if (err != WEBP_MUX_OK) goto Err;
  err = ChunkSetNth(&chunk, &wpi.img_, 1);
  if (err != WEBP_MUX_OK) goto Err;

  // Add this image to mux.
  err = MuxImagePush(&wpi, &mux->images_);
  if (err != WEBP_MUX_OK) goto Err;

  // All OK.
  return WEBP_MUX_OK;

 Err:
  // Something bad happened.
  ChunkRelease(&chunk);
  MuxImageRelease(&wpi);
  return err;
}
示例#3
0
/**
 * creates a char samp from a specified portion of the image
 */
    CharSamp *CubeUtils::CharSampleFromPix(Pix *pix, int left, int top,
                                           int wid, int hgt) {
        // get the raw img data from the image
        unsigned char *temp_buff = GetImageData(pix, left, top, wid, hgt);
        if (temp_buff == NULL) {
            return NULL;
        }

        // create a char samp from temp buffer
        CharSamp *char_samp = CharSamp::FromRawData(left, top, wid, hgt, temp_buff);

        // clean up temp buffer
        delete[]temp_buff;
        return char_samp;
    }
示例#4
0
文件: muxedit.c 项目: Chaduke/bah.mod
// Extracts image & alpha data from the given bitstream and then sets wpi.alpha_
// and wpi.img_ appropriately.
static WebPMuxError SetAlphaAndImageChunks(
    const WebPData* const bitstream, int copy_data, WebPMuxImage* const wpi) {
  int is_lossless = 0;
  WebPData image, alpha;
  WebPMuxError err = GetImageData(bitstream, &image, &alpha, &is_lossless);
  const int image_tag =
      is_lossless ? kChunks[IDX_VP8L].tag : kChunks[IDX_VP8].tag;
  if (err != WEBP_MUX_OK) return err;
  if (alpha.bytes != NULL) {
    err = AddDataToChunkList(&alpha, copy_data, kChunks[IDX_ALPHA].tag,
                             &wpi->alpha_);
    if (err != WEBP_MUX_OK) return err;
  }
  return AddDataToChunkList(&image, copy_data, image_tag, &wpi->img_);
}
示例#5
0
void ThemeMenu::AddMainButtons()
{
	HaltGui();
	for(u32 i = 0; i < MainButton.size(); ++i)
		Remove(MainButton[i]);

	int FirstItem = currentPage*4;
	int n = 0;

	for(int i = FirstItem; i < (int) MainButton.size() && i < FirstItem+4; ++i)
	{
		delete ThemePreviews[n];
		ThemePreviews[n] = GetImageData(i);
		MainButtonImgOver[i]->SetImage(ThemePreviews[n]);
		n++;
	}

	FlyingButtonsMenu::AddMainButtons();
}
示例#6
0
void Scale16::scale(unsigned short *dest, int destWidth, int destHeight, int destStride,
	 unsigned short const *img, int imgWidth, int imgHeight,
	 int picLeft, int picTop, int picWidth,int picHeight)
{
	ImageData* pImageData = GetImageData(img,imgWidth,imgHeight);
	if (pImageData)
	{
		Scale* pScale = new ScaleRGB(pImageData);	//give my reference to pImageData if successful
		if (pScale) {
			BYTE* dib = pScale->GetDibBits(destWidth,destHeight,0,0, destWidth,destHeight,
				picLeft,picTop,picWidth,picHeight, NULL,0);
			if (dib) {
				render(dest,destWidth,destHeight,destStride,0,0,   dib,destWidth,destHeight, 0,0,destWidth,destHeight);
				delete [] dib;
			}
			pScale->Release();
		}
		else pImageData->Release();
	}
}
示例#7
0
bool VaultImageNode::ExtractImage (plMipmap ** dst) {
    hsRAMStream ramStream;
    ramStream.Write(GetImageDataLength(), GetImageData());
    ramStream.Rewind();

    switch (GetImageType()) {
        case kJPEG:
            (*dst) = plJPEG::Instance().ReadFromStream(&ramStream);
            break;

        case kPNG:
            (*dst) = plPNG::Instance().ReadFromStream(&ramStream);
            break;

        case kNone:
        default:
            (*dst) = nil;
            break;
    }
    return ((*dst) != nil);
}
示例#8
0
bool CApnCamera::BufferImage(char *bufferName )
{
    unsigned short *pImageData;
    bool status; 
    short cols,rows,hbin,vbin;
    unsigned short xSize, ySize;
    unsigned long count;

    cols = m_pvtExposurePixelsH;
    rows = m_pvtExposurePixelsV;

    /* ALTA code has already applied binning calculations*/
    hbin = 1;
    vbin = 1;

    pImageData = (unsigned short *)CCD_locate_buffer(bufferName, 2 , cols, rows, hbin, vbin );
    if (pImageData == NULL) {
       return 0;
    }
    
    status = GetImageData(pImageData, xSize, ySize, count);
    return status;
}
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 800;
    int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image image = LoadImage("resources/parrots.png");   // Loaded in CPU memory (RAM)
    ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);         // Format image to RGBA 32bit (required for texture update) <-- ISSUE
    Texture2D texture = LoadTextureFromImage(image);    // Image converted to texture, GPU memory (VRAM)

    int currentProcess = NONE;
    bool textureReload = false;

    Rectangle selectRecs[NUM_PROCESSES];
    
    for (int i = 0; i < NUM_PROCESSES; i++) selectRecs[i] = (Rectangle){ 40, 50 + 32*i, 150, 30 };
    
    SetTargetFPS(60);
    //---------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_DOWN))
        {
            currentProcess++;
            if (currentProcess > 7) currentProcess = 0;
            textureReload = true;
        }
        else if (IsKeyPressed(KEY_UP))
        {
            currentProcess--;
            if (currentProcess < 0) currentProcess = 7;
            textureReload = true;
        }
        
        if (textureReload)
        {
            UnloadImage(image);                         // Unload current image data
            image = LoadImage("resources/parrots.png"); // Re-load image data

            // NOTE: Image processing is a costly CPU process to be done every frame, 
            // If image processing is required in a frame-basis, it should be done 
            // with a texture and by shaders
            switch (currentProcess)
            {
                case COLOR_GRAYSCALE: ImageColorGrayscale(&image); break;
                case COLOR_TINT: ImageColorTint(&image, GREEN); break;
                case COLOR_INVERT: ImageColorInvert(&image); break;
                case COLOR_CONTRAST: ImageColorContrast(&image, -40); break;
                case COLOR_BRIGHTNESS: ImageColorBrightness(&image, -80); break;
                case FLIP_VERTICAL: ImageFlipVertical(&image); break;
                case FLIP_HORIZONTAL: ImageFlipHorizontal(&image); break;
                default: break;
            }
            
            Color *pixels = GetImageData(image);        // Get pixel data from image (RGBA 32bit)
            UpdateTexture(texture, pixels);             // Update texture with new image data
            free(pixels);                               // Unload pixels data from RAM
            
            textureReload = false;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);
            
            DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY);
            
            // Draw rectangles
            for (int i = 0; i < NUM_PROCESSES; i++)
            {
                DrawRectangleRec(selectRecs[i], (i == currentProcess) ? SKYBLUE : LIGHTGRAY);
                DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, (i == currentProcess) ? BLUE : GRAY);
                DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)/2, selectRecs[i].y + 11, 10, (i == currentProcess) ? DARKBLUE : DARKGRAY);
            }

            DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
            DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK);
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Unload texture from VRAM
    UnloadImage(image);           // Unload image from RAM

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
示例#10
0
int main(int argc, char **argv)
{
	u32 cookie;
	FILE *exeFile = NULL;
	void *exeBuffer = (void *)EXECUTABLE_MEM_ADDR;
	u32 exeSize = 0;
	u32 exeEntryPointAddress = 0;
	entrypoint exeEntryPoint;
	__exception_setreload(0);

	IOS_ReloadIOS(58);

	/* int videomod */
	InitVideo();
	/* get imagedata */
	u8 * imgdata = GetImageData();
	fadein(imgdata);
	/* check devices */
	SDCard_Init();
	USBDevice_Init();

	char cfgpath[256];
	bool result = false;

	sprintf(cfgpath, "sd:/config/SaveGame_Manager_GX/SaveGame_Manager_GX.cfg");
	result = cfg_parsefile(cfgpath, &cfg_set);
	if(!result) //no cfg-File on SD: try USB:
	{
		sprintf(cfgpath, "usb:config/SaveGame_Manager_GX/SaveGame_Manager_GX.cfg");
		result = cfg_parsefile(cfgpath, &cfg_set);
	}

    if(result)
    {
        sprintf(cfgpath, "%sboot.dol", update_path);
		/* Open dol File and check exist */
        exeFile = fopen (cfgpath, "rb");
        if (exeFile==NULL)
        {
            sprintf(cfgpath, "%sboot.elf", update_path);
            exeFile = fopen (cfgpath,"rb");
        }
        if (exeFile==NULL)
			result = false;
        else
        result = true;
    }

	if(!result) // non cfg-File loaded or update_path not set
	{
		/* Open dol File and check exist */
		sprintf(cfgpath, "sd:/apps/SaveGame_Manager_GX/boot.dol");
		exeFile = fopen (cfgpath ,"rb");
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "sd:/apps/SaveGame_Manager_GX/boot.elf");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "usb:/apps/SaveGame_Manager_GX/boot.dol");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "usb:/apps/SaveGame_Manager_GX/boot.elf");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "sd:/apps/SaveGameManagerGX/boot.dol");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "sd:/apps/SaveGameManagerGX/boot.elf");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "usb:/apps/SaveGameManagerGX/boot.dol");
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, "usb:/apps/SaveGameManagerGX/boot.elf");
			exeFile = fopen (cfgpath ,"rb");
		}
		// if nothing found exiting
		if (exeFile==NULL)
		{
            fadeout(imgdata);
            fclose (exeFile);
            SDCard_deInit();
            USBDevice_deInit();
            StopGX();
            free(imgdata);
			SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
		}
	}

	fseek (exeFile, 0, SEEK_END);
	exeSize = ftell(exeFile);
	rewind (exeFile);

	if(fread (exeBuffer, 1, exeSize, exeFile) != exeSize)
	{
		fadeout(imgdata);
        fclose (exeFile);
        SDCard_deInit();
        USBDevice_deInit();
        StopGX();
        free(imgdata);
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	}
	fclose (exeFile);

	/* load entry point */
	struct __argv args;
	bzero(&args, sizeof(args));
	args.argvMagic = ARGV_MAGIC;
	args.length = strlen(cfgpath) + 2;
	args.commandLine = (char*)malloc(args.length);
	if (!args.commandLine) SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	strcpy(args.commandLine, cfgpath);
	args.commandLine[args.length - 1] = '\0';
	args.argc = 1;
	args.argv = &args.commandLine;
	args.endARGV = args.argv + 1;

	u8 * appboot_buff = (u8 *) malloc(app_booter_dol_size);
	if(!appboot_buff)
	{
		fadeout(imgdata);
        SDCard_deInit();
        USBDevice_deInit();
        StopGX();
        free(imgdata);
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	}

    memcpy(appboot_buff, app_booter_dol, app_booter_dol_size);

	exeEntryPointAddress = load_dol_image(appboot_buff, &args);

    if(appboot_buff)
        free(appboot_buff);

	fadeout(imgdata);
	SDCard_deInit();
	USBDevice_deInit();
	StopGX();
	free(imgdata);

	if (exeEntryPointAddress == 0)
	{
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	}

	exeEntryPoint = (entrypoint) exeEntryPointAddress;
	/* cleaning up and load dol */
	SYS_ResetSystem(SYS_SHUTDOWN, 0, 0);
	_CPU_ISR_Disable (cookie);
	__exception_closeall ();
	exeEntryPoint ();
	_CPU_ISR_Restore (cookie);
	return 0;
}
示例#11
0
Void CodeMB(Vop *curr, Vop *rec_curr, Vop *comp, Int x_pos, Int y_pos, UInt width,
Int QP, Int Mode, Int *qcoeff)
{
	Int k;
	Int fblock[6][8][8];
	Int coeff[384];
	Int *coeff_ind;
	Int *qcoeff_ind;
	Int* rcoeff_ind;
	Int x, y;
	SInt *current, *recon, *compensated = NULL;
	UInt xwidth;
	Int iblock[6][8][8];
	Int rcoeff[6*64];
	Int i, j;
	Int type;									  /* luma = 1, chroma = 2 */
//	Int *qmat;
	SInt tmp[64];
	Int s;

	int operation = curr->prediction_type;
	/* This variable is for combined operation.
	If it is an I_VOP, then MB in curr is reconstruct into rec_curr,
	and comp is not used at all (i.e., it can be set to NULL).
	If it is a P_VOP, then MB in curr is reconstructed, and the result
	added with MB_comp is written into rec_curr. 
	- adamli 11/19/2000 */

	Int max = GetVopBrightWhite(curr);
	/* This variable is the max value for the clipping of the reconstructed image. */

	coeff_ind = coeff;
	qcoeff_ind = qcoeff;
	rcoeff_ind = rcoeff;

	for (k = 0; k < 6; k++)
	{
		switch (k)
		{
			case 0:
				x = x_pos;
				y = y_pos;
				xwidth = width;
				current = (SInt *) GetImageData (GetVopY (curr));
				break;
			case 1:
				x = x_pos + 8;
				y = y_pos;
				xwidth = width;
				current = (SInt *) GetImageData (GetVopY (curr));
				break;
			case 2:
				x = x_pos;
				y = y_pos + 8;
				xwidth = width;
				current = (SInt *) GetImageData (GetVopY (curr));
				break;
			case 3:
				x = x_pos + 8;
				y = y_pos + 8;
				xwidth = width;
				current = (SInt *) GetImageData (GetVopY (curr));
				break;
			case 4:
				x = x_pos / 2;
				y = y_pos / 2;
				xwidth = width / 2;
				current = (SInt *) GetImageData (GetVopU (curr));
				break;
			case 5:
				x = x_pos / 2;
				y = y_pos / 2;
				xwidth = width / 2;
				current = (SInt *) GetImageData (GetVopV (curr));
				break;
			default:
				break;
		}
		BlockPredict (current, x, y, xwidth, fblock[k]);
	}

	for (k = 0; k < 6; k++)
	{
		s = 0;
		for (i = 0; i < 8; i++)
			for (j = 0; j < 8; j++)
				tmp[s++] = (SInt) fblock[k][i][j];
#ifndef _MMX_
		fdct_enc(tmp);
#else
		fdct_mm32(tmp);
#endif
		for (s = 0; s < 64; s++)
			coeff_ind[s] = (Int) tmp[s];

		if (k < 4) type = 1;
		else type = 2;

		/* For this release, only H263 quantization is supported. - adamli */
		BlockQuantH263(coeff_ind,QP,Mode,type,qcoeff_ind,
			GetVopBrightWhite(curr),1);
		BlockDequantH263(qcoeff_ind,QP,Mode,type,rcoeff_ind,1, 0, GetVopBitsPerPixel(curr));

		for (s = 0; s < 64; s++)
			tmp[s] = (SInt) rcoeff_ind[s];
#ifndef _MMX_
		idct_enc(tmp);
#else
		Fast_IDCT(tmp);
#endif
		s = 0;
		for (i = 0; i < 8; i++)
			for (j = 0; j < 8; j++)
				iblock[k][i][j] = (Int)tmp[s++];

		coeff_ind += 64;
		qcoeff_ind += 64;
		rcoeff_ind += 64;

		if (Mode == MODE_INTRA||Mode==MODE_INTRA_Q)
			for (i = 0; i < 8; i++)
				for (j = 0; j < 8; j ++)
					iblock[k][i][j] = MIN (GetVopBrightWhite(curr), MAX (0, iblock[k][i][j]));

		switch (k)
		{
			case 0:
			case 1:
			case 2:
				continue;

			case 3:
				recon = (SInt *) GetImageData (GetVopY (rec_curr));
				if (operation == P_VOP) compensated = (SInt *) GetImageData (GetVopY (comp));
				BlockRebuild (recon, compensated, operation, max, x_pos,     y_pos,     width, 16, iblock[0]);
				BlockRebuild (recon, compensated, operation, max, x_pos + 8, y_pos,     width, 16, iblock[1]);
				BlockRebuild (recon, compensated, operation, max, x_pos,     y_pos + 8, width, 16, iblock[2]);
				BlockRebuild (recon, compensated, operation, max, x_pos + 8, y_pos + 8, width, 16, iblock[3]);
				continue;

			case 4:
				recon = (SInt *) GetImageData (GetVopU (rec_curr));
				if (operation == P_VOP) compensated = (SInt *) GetImageData (GetVopU (comp));
				BlockRebuild (recon, compensated, operation, max,
					x_pos/2, y_pos/2, width/2, 8, iblock[4]);
				continue;

			case 5:
				recon = (SInt *) GetImageData (GetVopV (rec_curr));
				if (operation == P_VOP) compensated = (SInt *) GetImageData (GetVopV (comp));
				BlockRebuild (recon, compensated, operation, max,
					x_pos/2, y_pos/2, width/2, 8, iblock[5]);
				continue;
		}
	}

	return;
}
示例#12
0
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");

    // Define the camera to look into our 3d world
    Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };

    Image imMap = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
    Texture2D cubicmap = LoadTextureFromImage(imMap);       // Convert image to texture to display (VRAM)
    Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
    Model model = LoadModelFromMesh(mesh);

    // NOTE: By default each cube is mapped to one part of texture atlas
    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
    model.materials[0].maps[MAP_DIFFUSE].texture = texture;             // Set map diffuse texture

    // Get map image data to be used for collision detection
    Color *mapPixels = GetImageData(imMap);
    UnloadImage(imMap);             // Unload image from RAM

    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };  // Set model position
    Vector3 playerPosition = camera.position;       // Set player position

    SetCameraMode(camera, CAMERA_FIRST_PERSON);     // Set camera mode

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        Vector3 oldCamPos = camera.position;    // Store old camera position

        UpdateCamera(&camera);      // Update camera

        // Check player collision (we simplify to 2D collision detection)
        Vector2 playerPos = { camera.position.x, camera.position.z };
        float playerRadius = 0.1f;  // Collision radius (player is modelled as a cilinder for collision)

        int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
        int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);

        // Out-of-limits security check
        if (playerCellX < 0) playerCellX = 0;
        else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;

        if (playerCellY < 0) playerCellY = 0;
        else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;

        // Check map collisions using image data and player position
        // TODO: Improvement: Just check player surrounding cells for collision
        for (int y = 0; y < cubicmap.height; y++)
        {
            for (int x = 0; x < cubicmap.width; x++)
            {
                if ((mapPixels[y*cubicmap.width + x].r == 255) &&       // Collision: white pixel, only check R channel
                    (CheckCollisionCircleRec(playerPos, playerRadius,
                    (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
                {
                    // Collision detected, reset camera position
                    camera.position = oldCamPos;
                }
            }
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawModel(model, mapPosition, 1.0f, WHITE);                     // Draw maze map
                //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED);  // Draw player

            EndMode3D();

            DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
            DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);

            // Draw player position radar
            DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    free(mapPixels);            // Unload color array

    UnloadTexture(cubicmap);    // Unload cubicmap texture
    UnloadTexture(texture);     // Unload map texture
    UnloadModel(model);         // Unload map model

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
示例#13
0
int
InitDecodeNotifyEvent(XParms xp, Parms p, int reps)
{
    XIEimage *image;
    XieDecodeUncompressedSingleParam *decode_params=NULL;
    XieEncodeTechnique encode_tech=xieValEncodeServerChoice;
    char *encode_params=NULL;
    XieLTriplet width, height, levels;

    XIEPhotomap = ( XiePhotomap ) NULL;
    XIEPhotomap2 = ( XiePhotomap ) NULL;
    flograph = ( XiePhotoElement * ) NULL;
    flo = ( XiePhotoflo ) NULL;

    image = p->finfo.image1;
    if ( !GetImageData( xp, p, 1  ) )
        reps = 0;
    else
    {
        if ( !image )
            reps = 0;
        else
        {
            size = image->fsize;
            width[ 0 ] = image->width[ 0 ];
            height[ 0 ] = image->height[ 0 ];
            levels[ 0 ] = image->levels[ 0 ];
        }
    }

    if ( reps )
    {
        XIEPhotomap = XieCreatePhotomap(xp->d);
        XIEPhotomap2 = XieCreatePhotomap(xp->d);

        decode_params = XieTecDecodeUncompressedSingle(
                            image->fill_order,
                            image->pixel_order,
                            image->pixel_stride[ 0 ],
                            image->left_pad[ 0 ],
                            image->scanline_pad[ 0 ]
                        );

        flo_elements = 2;
        flograph = XieAllocatePhotofloGraph(flo_elements);
        if ( flograph == ( XiePhotoElement * ) NULL )
        {
            reps = 0;
        }
    }
    if ( reps )
    {
        XieFloImportClientPhoto(&flograph[0],
                                image->bandclass,
                                width, height, levels,
                                True,
                                image->decode, (char *)decode_params
                               );

        XieFloExportPhotomap(&flograph[1],
                             1,              /* source phototag number */
                             XIEPhotomap2,
                             encode_tech,
                             encode_params
                            );
        flo = XieCreatePhotoflo( xp->d, flograph, flo_elements );
    }
    if ( !reps )
        FreeDecodeNotifyEventStuff( xp, p );
    if ( decode_params )
        XFree( decode_params );
    return reps;
}
示例#14
0
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main(void)
{
	// Initialization
	//---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");

    // Global data loading (assets that must be available in all screens, i.e. fonts)
    InitAudioDevice();

    Image image = LoadImage("resources/lights_map.png");  // Load image in CPU memory (RAM)
    
    lightsMap = GetImageData(image);            // Get image pixels data as an array of Color
    lightsMapWidth = image.width;
    lightsMapHeight = image.height;
    
    UnloadImage(image);                         // Unload image from CPU memory (RAM)
    
    //PlayMusicStream("resources/audio/come_play_with_me.ogg");
    
    font = LoadSpriteFont("resources/font_arcadian.png");
	//doors = LoadTexture("resources/textures/doors.png");
    //sndDoor = LoadSound("resources/audio/door.ogg");

    // Setup and Init first screen
    currentScreen = LOGO_RL;
    //InitTitleScreen();
    //InitGameplayScreen();
    rlInitLogoScreen();

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    switch (currentScreen)
    {
        case LOGO_RL: rlUnloadLogoScreen(); break;
        case TITLE: UnloadTitleScreen(); break;
        case GAMEPLAY: UnloadGameplayScreen(); break;
        default: break;
    }
    
    // Unload all global loaded data (i.e. fonts) here!
    UnloadSpriteFont(font);
    //UnloadSound(sndDoor);
    
    free(lightsMap);
    
    CloseAudioDevice();
    
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
	
    return 0;
}
示例#15
0
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
    // TODO: Initialize GAMEPLAY screen variables here!
    framesCounter = 0;
    finishScreen = 0;
    
    // MAP LAODING
        // TODO: Read .bmp file propierly in order to get image width & height
    Color *mapPixels = malloc(GRID_WIDTH*GRID_HEIGHT * sizeof(Color));
    mapPixels = GetImageData(LoadImage("assets/gameplay_screen/maps/map.bmp"));
    
    maxTriangles = 0;
    maxPlatforms = 0;
    
    for (int i=0; i<GRID_WIDTH*GRID_HEIGHT; i++)
    {
        /*
        printf("r: %i\n", mapPixels[i].r);
        printf("g: %i\n", mapPixels[i].g);
        printf("b: %i\n\n", mapPixels[i].b);
        */
        if (mapPixels[i].r == 255 && mapPixels[i].g == 0 && mapPixels[i].b == 0) maxTriangles++;
        else if (mapPixels[i].r == 0 && mapPixels[i].g == 255 && mapPixels[i].b == 0) maxPlatforms++;
    }
    
    triangles = malloc(maxTriangles * sizeof(TriangleObject));
    platforms = malloc(maxPlatforms * sizeof(SquareObject));
    
    int trianglesCounter=0;
    int platformsCounter=0;
    
    
    for (int y=0; y<GRID_HEIGHT; y++)
    {
        for (int x=0; x<GRID_WIDTH; x++)
        {
            if (mapPixels[y*GRID_WIDTH+x].r == 255 && mapPixels[y*GRID_WIDTH+x].g == 0 && mapPixels[y*GRID_WIDTH+x].b == 0) 
            {
                InitializeTriangle(&triangles[trianglesCounter], (Vector2){x, y});
                trianglesCounter++;
            }
            else if (mapPixels[y*GRID_WIDTH+x].r == 0 && mapPixels[y*GRID_WIDTH+x].g == 255 && mapPixels[y*GRID_WIDTH+x].b == 0) 
            {
                InitializePlatform(&platforms[platformsCounter], (Vector2){x, y});
                platformsCounter++;
            }
        }
    }
    
    free(mapPixels);
    
    //DEBUGGING && TESTING variables
    pause = FALSE;
    srand(time(NULL)); 
    
    // Textures loading
    player.texture = LoadTexture("assets/gameplay_screen/cube_main.png");
    triangleTexture = LoadTexture("assets/gameplay_screen/triangle_main.png");
    platformTexture = LoadTexture("assets/gameplay_screen/platform_main.png");
    player.pEmitter.texture = LoadTexture("assets/gameplay_screen/particle_main.png");
    
    bg = LoadTexture("assets/gameplay_screen/bg_main.png");
    
    // Sound loading
    InitAudioDevice();
    PlayMusicStream("assets/gameplay_screen/music/Flash_Funk_MarshmelloRemix.ogg");
    PauseMusicStream();
    SetMusicVolume(0.5f);
    
    // Did player win?
    startGame = FALSE;
    
    /*
    player.texture = LoadTexture("assets/gameplay_screen/debug.png");
    triangleTexture = LoadTexture("assets/gameplay_screen/debug.png");
    platformTexture = LoadTexture("assets/gameplay_screen/debug.png");
    player.pEmitter.texture = LoadTexture("assets/gameplay_screen/particle_main.png");
    */
    
    // Camera initialization
    mainCamera = (Camera2D){Vector2Right(), (Vector2){6.5f, 6.5f}, Vector2Zero(), TRUE};
    
    // Gravity initialization
    gravity = (GravityForce){Vector2Up(), 1.5f};
    
    // Ground position and coordinate
    groundCoordinadeY = GetScreenHeight()/CELL_SIZE-1;
    groundPositionY = GetOnGridPosition((Vector2){0, groundCoordinadeY}).y;
    
    // Player initialization
    InitializePlayer(&player, (Vector2){4, groundCoordinadeY-1}, (Vector2){0, 15}, 0.35f*GAME_SPEED);
    
    /*
    // Triangles initialization
    InitializeTriangle(&triangles[0], (Vector2){40, groundCoordinadeY-1});
    InitializeTriangle(&triangles[1], (Vector2){50, groundCoordinadeY-1});
    InitializeTriangle(&triangles[2], (Vector2){85, groundCoordinadeY-1});
    
    // Platforms initialization
    InitializePlatform(&platforms[0], (Vector2){20, groundCoordinadeY-1});
    InitializePlatform(&platforms[1], (Vector2){21, groundCoordinadeY-1});
    InitializePlatform(&platforms[2], (Vector2){22, groundCoordinadeY-1});
    InitializePlatform(&platforms[3], (Vector2){23, groundCoordinadeY-2});
    InitializePlatform(&platforms[4], (Vector2){24, groundCoordinadeY-2});
    */
}
示例#16
0
static WebPMuxError MuxPushFrameTileInternal(
    WebPMux* const mux, const WebPData* const bitstream, int x_offset,
    int y_offset, int duration, int copy_data, uint32_t tag) {
  WebPChunk chunk;
  WebPData image;
  WebPData alpha;
  WebPMuxImage wpi;
  WebPMuxError err;
  WebPData frame_tile;
  const int is_frame = (tag == kChunks[IDX_FRAME].tag) ? 1 : 0;
  int is_lossless;
  int image_tag;

  // Sanity checks.
  if (mux == NULL || bitstream == NULL || bitstream->bytes_ == NULL ||
      bitstream->size_ > MAX_CHUNK_PAYLOAD) {
    return WEBP_MUX_INVALID_ARGUMENT;
  }
  if (x_offset < 0 || x_offset >= MAX_POSITION_OFFSET ||
      y_offset < 0 || y_offset >= MAX_POSITION_OFFSET ||
      duration <= 0 || duration > MAX_DURATION) {
    return WEBP_MUX_INVALID_ARGUMENT;
  }

  // Snap offsets to even positions.
  x_offset &= ~1;
  y_offset &= ~1;

  // If given data is for a whole webp file,
  // extract only the VP8/VP8L data from it.
  err = GetImageData(bitstream, &image, &alpha, &is_lossless);
  if (err != WEBP_MUX_OK) return err;
  image_tag = is_lossless ? kChunks[IDX_VP8L].tag : kChunks[IDX_VP8].tag;

  WebPDataInit(&frame_tile);
  ChunkInit(&chunk);
  MuxImageInit(&wpi);

  if (alpha.bytes_ != NULL) {
    // Add alpha chunk.
    err = ChunkAssignData(&chunk, &alpha, copy_data, kChunks[IDX_ALPHA].tag);
    if (err != WEBP_MUX_OK) goto Err;
    err = ChunkSetNth(&chunk, &wpi.alpha_, 1);
    if (err != WEBP_MUX_OK) goto Err;
    ChunkInit(&chunk);  // chunk owned by wpi.alpha_ now.
  }

  // Add image chunk.
  err = ChunkAssignData(&chunk, &image, copy_data, image_tag);
  if (err != WEBP_MUX_OK) goto Err;
  err = ChunkSetNth(&chunk, &wpi.img_, 1);
  if (err != WEBP_MUX_OK) goto Err;
  ChunkInit(&chunk);  // chunk owned by wpi.img_ now.

  // Create frame/tile data.
  err = CreateFrameTileData(&image, x_offset, y_offset, duration, is_lossless,
                            is_frame, &frame_tile);
  if (err != WEBP_MUX_OK) goto Err;

  // Add frame/tile chunk (with copy_data = 1).
  err = ChunkAssignData(&chunk, &frame_tile, 1, tag);
  if (err != WEBP_MUX_OK) goto Err;
  WebPDataClear(&frame_tile);
  err = ChunkSetNth(&chunk, &wpi.header_, 1);
  if (err != WEBP_MUX_OK) goto Err;
  ChunkInit(&chunk);  // chunk owned by wpi.header_ now.

  // Add this WebPMuxImage to mux.
  err = MuxImagePush(&wpi, &mux->images_);
  if (err != WEBP_MUX_OK) goto Err;

  // All is well.
  return WEBP_MUX_OK;

 Err:  // Something bad happened.
  WebPDataClear(&frame_tile);
  ChunkRelease(&chunk);
  MuxImageRelease(&wpi);
  return err;
}
示例#17
0
int main(int argc, char **argv)
{
	u32 cookie;
	FILE *exeFile = NULL;
	void *exeBuffer          = (void *)EXECUTABLE_MEM_ADDR;
	int exeSize              = 0;
	u32 exeEntryPointAddress = 0;
	entrypoint exeEntryPoint;
	
	/* int videomod */
	InitVideo();
	/* get imagedata */
	u8 * imgdata = GetImageData();
	/* fadein of image */
	for(int i = 0; i < 255; i = i+10)
	{
		if(i>255) i = 255;
		Background_Show(0, 0, 0, imgdata, 0, 1, 1, i);
		Menu_Render();
	}
	
	/* check devices */
	SDCard_Init();
	USBDevice_Init();
	
	char cfgpath[256];
	
	/* Open dol File and check exist */
	sprintf(cfgpath, PATH1);
	exeFile = fopen (cfgpath ,"rb");
	if (exeFile==NULL)
	{
		sprintf(cfgpath, PATH2);
		exeFile = fopen (cfgpath ,"rb");
	}
	if (exeFile==NULL)
	{
		sprintf(cfgpath, PATH3);
		exeFile = fopen (cfgpath ,"rb");
	}
	if (exeFile==NULL)
	{
		sprintf(cfgpath, PATH4);
		exeFile = fopen (cfgpath ,"rb");
	}
	
	if (PACK2)
	{
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH5);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH6);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH7);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH8);
			exeFile = fopen (cfgpath ,"rb");
		}
	}
	
	if (PACK3)
	{
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH9);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH10);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH11);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH12);
			exeFile = fopen (cfgpath ,"rb");
		}
	}
	
	if (PACK4)
	{
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH13);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH14);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH15);
			exeFile = fopen (cfgpath ,"rb");
		}
		if (exeFile==NULL)
		{
			sprintf(cfgpath, PATH16);
			exeFile = fopen (cfgpath ,"rb");
		}
	}
	
	// if nothing found exiting
	if (exeFile==NULL) {
           printf("\n\n\t\tCan't find DOL File...\n");
           Menu_Render();
           sleep(3);
           fclose (exeFile);
           SDCard_deInit();
           USBDevice_deInit();
           StopGX();
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	}

	fseek (exeFile, 0, SEEK_END);
	exeSize = ftell(exeFile);
	fseek (exeFile, 0, SEEK_SET);

	if(fread (exeBuffer, 1, exeSize, exeFile) != (unsigned int) exeSize)
	{
		printf("\n\n\t\tCan't open DOL File...\n");
		Menu_Render();
        fclose (exeFile);
		sleep(3);
        SDCard_deInit();
        USBDevice_deInit();
        StopGX();
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	}
	fclose (exeFile);

	/* load entry point */
	struct __argv args;
	bzero(&args, sizeof(args));
	args.argvMagic = ARGV_MAGIC;
	args.length = strlen(cfgpath) + 2;
	args.commandLine = (char*)malloc(args.length);
	if (!args.commandLine) SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);
	strcpy(args.commandLine, cfgpath);
	args.commandLine[args.length - 1] = '\0';
	args.argc = 1;
	args.argv = &args.commandLine;
	args.endARGV = args.argv + 1;

	int ret = valid_elf_image(exeBuffer);
	if (ret == 1)
		exeEntryPointAddress = load_elf_image(exeBuffer);
	else
		exeEntryPointAddress = load_dol_image(exeBuffer, &args);

	/* fadeout of image */
	for(int i = 255; i > 1; i = i-7)
	{
		if(i < 0) i = 0;
		Background_Show(0, 0, 0, imgdata, 0, 1, 1, i);
		Menu_Render();
	}
	SDCard_deInit();
	USBDevice_deInit();
	StopGX();
	if (exeEntryPointAddress == 0) {
		printf("EntryPointAddress  failed...\n");
        Menu_Render();
        sleep(3);
        fclose (exeFile);
        SDCard_deInit();
        USBDevice_deInit();
        StopGX();
		SYS_ResetSystem(SYS_RETURNTOMENU, 0, 0);;
	}
	exeEntryPoint = (entrypoint) exeEntryPointAddress;
	/* cleaning up and load dol */
	SYS_ResetSystem(SYS_SHUTDOWN, 0, 0);
	_CPU_ISR_Disable (cookie);
	__exception_closeall ();
	exeEntryPoint ();
	_CPU_ISR_Restore (cookie);
	return 0;
}
示例#18
0
// Load an Image font file (XNA style)
static SpriteFont LoadImageFont(Image image, Color key, int firstChar)
{
    #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))

    int charSpacing = 0;
    int lineSpacing = 0;

    int x = 0;
    int y = 0;

    // Default number of characters supported
    #define MAX_FONTCHARS          256

    // We allocate a temporal arrays for chars data measures,
    // once we get the actual number of chars, we copy data to a sized arrays
    int tempCharValues[MAX_FONTCHARS];
    Rectangle tempCharRecs[MAX_FONTCHARS];

    Color *pixels = GetImageData(image);

    // Parse image data to get charSpacing and lineSpacing
    for (y = 0; y < image.height; y++)
    {
        for (x = 0; x < image.width; x++)
        {
            if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
        }
        if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break;
    }

    charSpacing = x;
    lineSpacing = y;

    int charHeight = 0;
    int j = 0;

    while (!COLOR_EQUAL(pixels[(lineSpacing + j)*image.width + charSpacing], key)) j++;

    charHeight = j;

    // Check array values to get characters: value, x, y, w, h
    int index = 0;
    int lineToRead = 0;
    int xPosToRead = charSpacing;

    // Parse image data to get rectangle sizes
    while ((lineSpacing + lineToRead*(charHeight + lineSpacing)) < image.height)
    {
        while ((xPosToRead < image.width) &&
              !COLOR_EQUAL((pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead]), key))
        {
            tempCharValues[index] = firstChar + index;

            tempCharRecs[index].x = xPosToRead;
            tempCharRecs[index].y = lineSpacing + lineToRead*(charHeight + lineSpacing);
            tempCharRecs[index].height = charHeight;

            int charWidth = 0;

            while (!COLOR_EQUAL(pixels[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*image.width + xPosToRead + charWidth], key)) charWidth++;

            tempCharRecs[index].width = charWidth;

            index++;

            xPosToRead += (charWidth + charSpacing);
        }

        lineToRead++;
        xPosToRead = charSpacing;
    }

    TraceLog(DEBUG, "SpriteFont data parsed correctly from image");
    
    // NOTE: We need to remove key color borders from image to avoid weird 
    // artifacts on texture scaling when using FILTER_BILINEAR or FILTER_TRILINEAR
    for (int i = 0; i < image.height*image.width; i++) if (COLOR_EQUAL(pixels[i], key)) pixels[i] = BLANK;

    // Create a new image with the processed color data (key color replaced by BLANK)
    Image fontClear = LoadImageEx(pixels, image.width, image.height);
    
    free(pixels);    // Free pixels array memory

    // Create spritefont with all data parsed from image
    SpriteFont spriteFont = { 0 };

    spriteFont.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
    spriteFont.numChars = index;
    
    UnloadImage(fontClear);     // Unload processed image once converted to texture

    // We got tempCharValues and tempCharsRecs populated with chars data
    // Now we move temp data to sized charValues and charRecs arrays
    spriteFont.charRecs = (Rectangle *)malloc(spriteFont.numChars*sizeof(Rectangle));
    spriteFont.charValues = (int *)malloc(spriteFont.numChars*sizeof(int));
    spriteFont.charOffsets = (Vector2 *)malloc(spriteFont.numChars*sizeof(Vector2));
    spriteFont.charAdvanceX = (int *)malloc(spriteFont.numChars*sizeof(int));

    for (int i = 0; i < spriteFont.numChars; i++)
    {
        spriteFont.charValues[i] = tempCharValues[i];
        spriteFont.charRecs[i] = tempCharRecs[i];

        // NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0)
        spriteFont.charOffsets[i] = (Vector2){ 0.0f, 0.0f };
        spriteFont.charAdvanceX[i] = 0;
    }

    spriteFont.size = spriteFont.charRecs[0].height;
    
    TraceLog(INFO, "Image file loaded correctly as SpriteFont");

    return spriteFont;
}