wxWidgets/include/wx/rawbmp.h

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///////////////////////////////////////////////////////////////////////////////
// Name: wx/rawbmp.h
// Purpose: macros for fast, raw bitmap data access
// Author: Eric Kidd, Vadim Zeitlin
// Modified by:
// Created: 10.03.03
// RCS-ID: $Id$
// Copyright: (c) 2002 Vadim Zeitlin <vadim@wxwindows.org>
// Licence: wxWindows licence
///////////////////////////////////////////////////////////////////////////////
#ifndef _WX_RAWBMP_H_BASE_
#define _WX_RAWBMP_H_BASE_
// ----------------------------------------------------------------------------
// Abstract Pixel API
//
// We need to access our raw bitmap data (1) portably and (2) efficiently.
// We do this using a two-dimensional "iteration" interface. Performance
// is extremely important here: these functions will be called hundreds
// of thousands of times in a row, and even small inefficiencies will
// make applications seem slow.
//
// We can't always rely on inline functions, because not all compilers actually
// bother to inline them unless we crank the optimization levels way up.
// Therefore, we also provide macros to wring maximum speed out of compiler
// unconditionally (e.g. even in debug builds). Of course, if the performance
// isn't absolutely crucial for you you shouldn't be using them but the inline
// functions instead.
// ----------------------------------------------------------------------------
/*
Usage example:
wxBitmap bmp;
wxRawBitmapData data(bitmap);
if ( !data )
{
... raw access to bitmap data unavailable, do something else ...
return;
}
if ( data.m_width < 20 || data.m_height < 20 )
{
... complain: the bitmap it too small ...
return;
}
wxRawBitmapIterator p(data);
// we draw a (10, 10)-(20, 20) rect manually using the given r, g, b
p.Offset(10, 10);
for ( int y = 0; y < 10; ++y )
{
wxRawBitmapIterator rowStart = p;
for ( int x = 0; x < 10; ++x, ++p )
{
p.Red() = r;
p.Green() = g;
p.Blue() = b;
}
p = rowStart;
p.OffsetY(1);
}
*/
// this struct represents a pointer to raw bitmap data
class wxRawBitmapData
{
public:
// ctor associates this pointer with a bitmap and locks the bitmap for raw
// access, it will be unlocked only by our dtor and so these objects should
// normally be only created on the stack, i.e. have limited life-time
wxRawBitmapData(wxBitmap bmp) : m_bmp(bmp)
{
if ( !bmp.GetRawData(this) )
m_pixels = NULL;
}
// we evaluate to true only if we could get access to bitmap data
// successfully
operator bool() const { return m_pixels != NULL; }
// dtor unlocks the bitmap
~wxRawBitmapData()
{
m_bmp.UngetRawData(this);
}
// call this to indicate that we should use the alpha channel
void UseAlpha() { m_bmp.UseAlpha(); }
// accessors
unsigned char *GetPixels() const { return m_pixels; }
int GetWidth() const { return m_width; }
int GetHeight() const { return m_height; }
int GetByPP() const { return m_bypp; }
int GetBPP() const { return 8*GetByPP(); }
int GetRowStride() const { return m_stride; }
// private: -- public because accessed by the macros below but still mustn't be
// used directly
// the bitmap we're associated with
wxBitmap m_bmp;
// pointer to the start of the data
unsigned char *m_pixels;
// the size of the image we address, in pixels
int m_width,
m_height;
// number of bytes (NOT bits) per pixel, including alpha channel if any
int m_bypp;
// this parameter is the offset of the start of the (N+1)st row from the
// Nth one and can be different from m_bypp*width in some cases:
// a) the most usual one is to force 32/64 bit alignment of rows
// b) another one is for bottom-to-top images where it's negative
// c) finally, it could conceivably be 0 for the images with all
// lines being identical
int m_stride;
};
// this is the type for the iterator over raw bitmap data
class wxRawBitmapIterator
{
public:
// ctors and such
// --------------
// we must be associated/initialized with some bitmap data object
wxRawBitmapIterator(const wxRawBitmapData& data) : m_data(&data)
{
m_ptr = m_data->GetPixels();
}
// default copy ctor, assignment operator and dtor are ok
// navigation
// ----------
// move x pixels to the right and y down
//
// note that the rows don't wrap!
void Offset(int x, int y)
{
m_ptr += m_data->GetRowStride()*y + m_data->GetByPP()*x;
}
// move x pixels to the right (again, no row wrapping)
void OffsetX(int x)
{
m_ptr += m_data->GetByPP()*x;
}
// move y rows to the bottom
void OffsetY(int y)
{
m_ptr += m_data->GetRowStride()*y;
}
// go back to (0, 0)
void Reset()
{
m_ptr = m_data->GetPixels();
}
// go to the given position
void MoveTo(int x, int y)
{
Reset();
Offset(x, y);
}
// same as OffsetX(1) for convenience
wxRawBitmapIterator& operator++()
{
OffsetX(1);
return *this;
}
// postfix (hence less efficient) version
wxRawBitmapIterator operator++(int)
{
wxRawBitmapIterator p(*this);
OffsetX(1);
return p;
}
// data access
// -----------
// DIBs store data in BGR format, i.e. "little endian" RGB
enum
{
#ifdef __WXMSW__
BLUE, GREEN, RED,
#else // !__WXMSW__
RED, GREEN, BLUE,
#endif // __WXMSW__/!__WXMSW__
ALPHA
};
// access to invidividual colour components
unsigned char& Red() { return m_ptr[RED]; }
unsigned char& Green() { return m_ptr[GREEN]; }
unsigned char& Blue() { return m_ptr[BLUE]; }
unsigned char& Alpha() { return m_ptr[ALPHA]; }
// address the pixel contents directly
//
// warning: the format is platform dependent
wxUint32& Data() { return *(wxUint32 *)m_ptr; }
// private: -- don't access these fields directly, same as as above
unsigned char *m_ptr;
const wxRawBitmapData *m_data;
};
// these macros are used to change the current location in the bitmap
// ------------------------------------------------------------------
// move x pixels to the right and y down
//
// note that the rows don't wrap!
#define wxBMP_OFFSET(p, x, y) \
p.m_ptr += p.m_data->m_stride * (y) + p.m_data->m_bypp * (x)
// move x pixels to the right (again, no row wrapping)
#define wxBMP_OFFSET_X(p, x) p.m_ptr += p.m_data->m_bypp * (x)
// move y rows to the bottom
#define wxBMP_OFFSET_Y(p, y) p.m_ptr += p.m_data->m_stride * (y)
// these macros are used to work with the pixel values
//
// all of them can be used as either lvalues or rvalues.
// ----------------------------------------------------
#define wxBMP_RED(p) (p.m_ptr[wxRawBitmapIterator::RED])
#define wxBMP_GREEN(p) (p.m_ptr[wxRawBitmapIterator::GREEN])
#define wxBMP_BLUE(p) (p.m_ptr[wxRawBitmapIterator::BLUE])
#define wxBMP_ALPHA(p) (p.m_ptr[wxRawBitmapIterator::ALPHA])
// these macros are most efficient but return the buffer contents in
// platform-specific format, e.g. RGB on all sane platforms and BGR under Win32
#define wxBMP_RGB(p) *(wxUint32 *)(p.m_ptr)
#define wxBMP_RGBA(p) *(wxUint32 *)(p.m_ptr)
#endif // _WX_RAWBMP_H_BASE_