#ifndef MXBITMAP_H #define MXBITMAP_H #include "mxcore.h" #include "mxpalette.h" #include "mxtypes.h" #include // The stock BITMAPINFO struct from wingdi.h only makes room for one color // in the palette. It seems like the expectation (if you use the struct) // is to malloc as much as you actually need, and then index into the array // anyway even though its stated size is [1]. // https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfo // In our case, the size 0x428 is used frequently, which matches // a 40-byte header plus 256 colors, so just use that as our template. // SIZE 0x428 struct MxBITMAPINFO { BITMAPINFOHEADER m_bmiHeader; RGBQUAD m_bmiColors[256]; static MxU32 Size() { return sizeof(MxBITMAPINFO); } }; // Non-standard value for biCompression in the BITMAPINFOHEADER struct. // By default, uncompressed bitmaps (BI_RGB) are stored in bottom-up order. // You can specify that the bitmap has top-down order instead by providing // a negative number for biHeight. It could be that Mindscape decided on a // belt & suspenders approach here. #define BI_RGB_TOPDOWN 0x10 // SIZE 0x20 // VTABLE: LEGO1 0x100dc7b0 class MxBitmap : public MxCore { public: __declspec(dllexport) MxBitmap(); __declspec(dllexport) virtual ~MxBitmap(); // vtable+00 virtual MxResult ImportBitmap(MxBitmap* p_bitmap); // vtable+14 virtual MxResult ImportBitmapInfo(MxBITMAPINFO* p_info); // vtable+18 virtual MxResult SetSize(MxS32 p_width, MxS32 p_height, MxPalette* p_palette, MxBool); // vtable+1c virtual MxResult LoadFile(HANDLE p_handle); // vtable+20 __declspec(dllexport) virtual MxLong Read(const char* p_filename); // vtable+24 // FUNCTION: LEGO1 0x1004e0d0 virtual int VTable0x28(int) { return -1; }; virtual void VTable0x2c(int, int, int, int, int, int, int); virtual void VTable0x30(int, int, int, int, int, int, int); __declspec(dllexport) virtual MxPalette* CreatePalette(); // vtable+34 virtual void ImportPalette(MxPalette* p_palette); // vtable+38 virtual MxResult SetBitDepth(MxBool); // vtable+3c virtual MxResult StretchBits( HDC p_hdc, MxS32 p_xSrc, MxS32 p_ySrc, MxS32 p_xDest, MxS32 p_yDest, MxS32 p_destWidth, MxS32 p_destHeight ); // vtable+40 // Bit mask trick to round up to the nearest multiple of four. // Pixel data may be stored with padding. // https://learn.microsoft.com/en-us/windows/win32/medfound/image-stride inline MxLong AlignToFourByte(MxLong p_value) const { return (p_value + 3) & -4; } // Same as the one from legoutil.h, but flipped the other way // TODO: While it's not outside the realm of possibility that they // reimplemented Abs for only this file, that seems odd, right? inline MxLong AbsFlipped(MxLong p_value) const { return p_value > 0 ? p_value : -p_value; } inline BITMAPINFOHEADER* GetBmiHeader() const { return m_bmiHeader; } inline MxLong GetBmiWidth() const { return m_bmiHeader->biWidth; } inline MxLong GetBmiStride() const { return ((m_bmiHeader->biWidth + 3) & -4); } inline MxLong GetBmiHeight() const { return m_bmiHeader->biHeight; } inline MxLong GetBmiHeightAbs() const { return AbsFlipped(m_bmiHeader->biHeight); } inline MxU8* GetBitmapData() const { return m_data; } inline MxBITMAPINFO* GetBitmapInfo() const { return m_info; } inline MxLong GetDataSize() const { MxLong absHeight = GetBmiHeightAbs(); MxLong alignedWidth = AlignToFourByte(m_bmiHeader->biWidth); return alignedWidth * absHeight; } inline MxLong GetAdjustedStride() { if (m_bmiHeader->biCompression == BI_RGB_TOPDOWN || m_bmiHeader->biHeight < 0) return GetBmiStride(); else return -GetBmiStride(); } // SYNTHETIC: LEGO1 0x100bc9f0 // MxBitmap::`scalar deleting destructor' private: MxResult ImportColorsToPalette(RGBQUAD*, MxPalette*); MxBITMAPINFO* m_info; // 0x8 BITMAPINFOHEADER* m_bmiHeader; // 0xc RGBQUAD* m_paletteData; // 0x10 MxU8* m_data; // 0x14 MxBool m_isHighColor; // 0x18 MxPalette* m_palette; // 0x1c }; #endif // MXBITMAP_H