131 lines
4.5 KiB
C++
131 lines
4.5 KiB
C++
/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/simpdib.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/14/97 3:07p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "simpdib.h"
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SimpleDIBClass::SimpleDIBClass(HWND hwnd,int width,int height,PaletteClass & pal):
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IsZombie(false),
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Info(NULL),
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Handle(0),
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Pixels(NULL),
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Width(width),
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Height(height),
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PixelBase(NULL),
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Pitch(NULL)
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{
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// Allocate a BITMAPINFO structure
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Info = (BITMAPINFO *) new char [sizeof(BITMAPINFO) + 256*sizeof(RGBQUAD)];
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if (Info == NULL) {
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IsZombie = true;
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return;
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}
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// Describe the type of DIB we want.
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Info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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Info->bmiHeader.biWidth = width;
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Info->bmiHeader.biHeight = -height; //ask for a top-down dib.
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Info->bmiHeader.biPlanes = 1;
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Info->bmiHeader.biBitCount = 8;
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Info->bmiHeader.biCompression = BI_RGB;
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Info->bmiHeader.biSizeImage = 0;
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Info->bmiHeader.biXPelsPerMeter = 0;
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Info->bmiHeader.biYPelsPerMeter = 0;
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Info->bmiHeader.biClrUsed = 256;
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Info->bmiHeader.biClrImportant = 256;
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// Fill in the DIB's palette.
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for (int i=0; i<256; i++) {
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Info->bmiColors[i].rgbBlue = (unsigned char)pal[i].Get_Blue();
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Info->bmiColors[i].rgbGreen = (unsigned char)pal[i].Get_Green();
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Info->bmiColors[i].rgbRed = (unsigned char)pal[i].Get_Red();
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Info->bmiColors[i].rgbReserved = 0;
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}
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// Create the DIB.
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HDC hdc = GetDC(hwnd);
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Handle = CreateDIBSection(hdc, Info, DIB_RGB_COLORS,(void**)&Pixels, NULL, 0);
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ReleaseDC(hwnd, hdc);
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if (!Handle) {
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IsZombie = true;
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return;
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}
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Width = Info->bmiHeader.biWidth;
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Height = abs(Info->bmiHeader.biHeight);
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Pitch = (Width + 3) & 0xfffffffC;
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// Check if the DIB is bottom-up or top-down.
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// (it better be top-down, thats what I'm asking for!!!)
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if (Info->bmiHeader.biHeight > 0) {
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// bottom-up DIB
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PixelBase = (Pixels + (Height - 1) * Width);
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Pitch = -Pitch;
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} else {
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// top-down DIB
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PixelBase = Pixels;
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Pitch = Pitch;
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}
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}
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SimpleDIBClass::~SimpleDIBClass(void)
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{
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if (Info) delete [] Info;
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if (Handle) DeleteObject(Handle);
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}
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void SimpleDIBClass::Clear(unsigned char color)
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{
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if (Pixels) {
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memset(Pixels, color, abs(Pitch)*Height);
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}
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}
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void SimpleDIBClass::Set_Pixel(int i,int j,unsigned char color)
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{
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if ((i < 0) || (j < 0) || (i >= Width) || (j >= Height)) {
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return;
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}
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*(PixelBase + j*Pitch + i) = color;
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}
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