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https://github.com/beefytech/Beef.git
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90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
#include "Common.h"
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#include "BFApp.h"
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#include "img/PSDReader.h"
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#include "gfx/RenderDevice.h"
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#include "gfx/Texture.h"
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#include "util/PerfTimer.h"
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USING_NS_BF;
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static UTF16String gTempUTF16String;
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BF_EXPORT PSDReader* BF_CALLTYPE Res_OpenPSD(const char* fileName)
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{
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//gPerfManager->StartRecording();
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PSDReader* aPSDReader = new PSDReader();
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if (!aPSDReader->Init(fileName))
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{
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delete aPSDReader;
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return NULL;
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}
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return aPSDReader;
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}
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BF_EXPORT void BF_CALLTYPE Res_DeletePSDReader(PSDReader* pSDReader)
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{
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delete pSDReader;
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gPerfManager->StopRecording();
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gPerfManager->DbgPrint();
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}
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BF_EXPORT TextureSegment* BF_CALLTYPE Res_PSD_GetLayerTexture(PSDReader* pSDReader, int layerIdx, int* ofsX, int* ofsY)
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{
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Texture* texture = pSDReader->LoadLayerTexture(layerIdx, ofsX, ofsY);
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if (texture == NULL)
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return NULL;
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TextureSegment* textureSegment = new TextureSegment();
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textureSegment->InitFromTexture(texture);
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return textureSegment;
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}
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BF_EXPORT TextureSegment* BF_CALLTYPE Res_PSD_GetMergedLayerTexture(PSDReader* pSDReader, int* layerIndices, int count, int* ofsX, int* ofsY)
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{
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std::vector<int> aLayerIndices;
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aLayerIndices.insert(aLayerIndices.begin(), layerIndices, layerIndices + count);
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Texture* texture = pSDReader->LoadMergedLayerTexture(aLayerIndices, ofsX, ofsY);
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if (texture == NULL)
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return NULL;
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TextureSegment* textureSegment = new TextureSegment();
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textureSegment->InitFromTexture(texture);
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return textureSegment;
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}
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BF_EXPORT int BF_CALLTYPE Res_PSD_GetLayerCount(PSDReader* pSDReader)
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{
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return (int) pSDReader->mPSDLayerInfoVector.size();
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}
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BF_EXPORT PSDLayerInfo* BF_CALLTYPE Res_PSD_GetLayerInfo(PSDReader* pSDReader, int layerIdx)
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{
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return pSDReader->mPSDLayerInfoVector[layerIdx];
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}
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BF_EXPORT void BF_CALLTYPE Res_PSDLayer_GetSize(PSDLayerInfo* layerInfo, int* x, int* y, int* width, int* height)
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{
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*x = layerInfo->mX;
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*y = layerInfo->mY;
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*width = layerInfo->mWidth;
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*height = layerInfo->mHeight;
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}
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BF_EXPORT int BF_CALLTYPE Res_PSDLayer_GetLayerId(PSDLayerInfo* layerInfo)
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{
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return layerInfo->mLayerId;
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}
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BF_EXPORT const char* BF_CALLTYPE Res_PSDLayer_GetName(PSDLayerInfo* layerInfo)
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{
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return layerInfo->mName.c_str();
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}
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BF_EXPORT int BF_CALLTYPE Res_PSDLayer_IsVisible(PSDLayerInfo* layerInfo)
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{
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return layerInfo->mVisible ? 1 : 0;
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}
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