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/*************************************************************************/
/*  godot_image.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef GODOT_IMAGE_H
#define GODOT_IMAGE_H

#ifdef __cplusplus
extern "C" {
#endif

#include <stdint.h>

#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_IMAGE_H