I need help with a memory bit comparison function.
I bought a LED Matrix here with 4 x HT1632C chips and I'm using it on my Arduino Mega2560.
There're no code available for this chipset (it's not the same as HT1632) and I'm writing on my own. I have a plot function that gets x,y coordinates and a color and that pixel turn on. Only this is working perfectly.
But I need more performance on my display, so I tried to make a shadowRam variable that is a "copy" of my device memory. Before I plot anything on display it checks on shadowRam to see if it's really necessary to change that pixel. When I enabled this (getShadowRam) on the plot function my display has some, just SOME (like 3 or 4 on entire display) ghost pixels (pixels that are not supposed to be turned on).
If I just comment the prev_color if's on my plot function it works perfectly.
Also, I'm cleaning my shadowRam array setting all matrix to zero.
Variables:
#define BLACK 0
#define GREEN 1
#define RED 2
#define ORANGE 3
#define CHIP_MAX 8
byte shadowRam[63][CHIP_MAX-1] = {0};
getShadowRam function:
byte HT1632C::getShadowRam(byte x, byte y) {
byte addr, bitval, nChip;
if (x>=32) {
nChip = 3 + x/16 + (y>7?2:0);
} else {
nChip = 1 + x/16 + (y>7?2:0);
}
bitval = 8>>(y&3);
x = x % 16;
y = y % 8;
addr = (x<<1) + (y>>2);
if ((shadowRam[addr][nChip-1] & bitval) && (shadowRam[addr+32][nChip-1] & bitval)) {
return ORANGE;
} else if (shadowRam[addr][nChip-1] & bitval) {
return GREEN;
} else if (shadowRam[addr+32][nChip-1] & bitval) {
return RED;
} else {
return BLACK;
}
}
Plot function:
void HT1632C::plot (int x, int y, int color)
{
if (x<0 || x>X_MAX || y<0 || y>Y_MAX)
return;
if (color != BLACK && color != GREEN && color != RED && color != ORANGE)
return;
char addr, bitval;
byte nChip;
byte prev_color = HT1632C::getShadowRam(x,y);
bitval = 8>>(y&3);
if (x>=32) {
nChip = 3 + x/16 + (y>7?2:0);
} else {
nChip = 1 + x/16 + (y>7?2:0);
}
x = x % 16;
y = y % 8;
addr = (x<<1) + (y>>2);
switch(color) {
case BLACK:
if (prev_color != BLACK) { // compare with memory to only set if pixel is other color
// clear the bit in both planes;
shadowRam[addr][nChip-1] &= ~bitval;
HT1632C::sendData(nChip, addr, shadowRam[addr][nChip-1]);
shadowRam[addr+32][nChip-1] &= ~bitval;
HT1632C::sendData(nChip, addr+32, shadowRam[addr+32][nChip-1]);
}
break;
case GREEN:
if (prev_color != GREEN) { // compare with memory to only set if pixel is other color
// set the bit in the green plane and clear the bit in the red plane;
shadowRam[addr][nChip-1] |= bitval;
HT1632C::sendData(nChip, addr, shadowRam[addr][nChip-1]);
shadowRam[addr+32][nChip-1] &= ~bitval;
HT1632C::sendData(nChip, addr+32, shadowRam[addr+32][nChip-1]);
}
break;
case RED:
if (prev_color != RED) { // compare with memory to only set if pixel is other color
// clear the bit in green plane and set the bit in the red plane;
shadowRam[addr][nChip-1] &= ~bitval;
HT1632C::sendData(nChip, addr, shadowRam[addr][nChip-1]);
shadowRam[addr+32][nChip-1] |= bitval;
HT1632C::sendData(nChip, addr+32, shadowRam[addr+32][nChip-1]);
}
break;
case ORANGE:
if (prev_color != ORANGE) { // compare with memory to only set if pixel is other color
// set the bit in both the green and red planes;
shadowRam[addr][nChip-1] |= bitval;
HT1632C::sendData(nChip, addr, shadowRam[addr][nChip-1]);
shadowRam[addr+32][nChip-1] |= bitval;
HT1632C::sendData(nChip, addr+32, shadowRam[addr+32][nChip-1]);
}
break;
}
}
If it helps:
The datasheet of board I'm using. Page 7 has the memory mapping I'm using.
Also, I have a video of display working.
This isn't a real answer, but I think it might be a step towards figuring this out. Since there is so much code duplication and confusing conditional code, you should start with a refactor. It will then be much easier to understand the algorithm. I've taken a stab at it, though no promises that it will be bug free.
Get rid of getShadowRam, and modify plot to look like this:
void HT1632C::plot (int x, int y, byte color)
{
if (x < 0 || x > X_MAX || y < 0 || y > Y_MAX)
return;
if (color != BLACK && color != GREEN && color != RED && color != ORANGE)
return;
// using local struct to allow local function definitions
struct shadowRamAccessor {
shadowRamAccessor(byte x, byte y) {
nChip = (x >= 32 ? 3 : 1)
+ x / 16
+ (y > 7 ? 2 : 0);
bitval = 8 >> (y & 3);
addr = ((x % 16) << 1) + ((y % 8) >> 2);
highAddr = addr + 32;
}
byte& getShadowRam(byte addr) {
return shadowRam[addr][nChip-1];
}
byte getPreviousColor() {
byte greenComponent = getShadowRam(addr) & bitval ? GREEN : BLACK;
byte redComponent = getShadowRam(highAddr) & bitval ? RED : BLACK;
return greenComponent | redComponent;
}
void setValue(byte newColor) {
byte prev_color = getPreviousColor();
if(newColor != prev_color)
setValue(newColor & GREEN, newColor & RED);
}
void setValue(bool greenBit, bool redBit)
{
HT1632C::sendData(nChip, addr,
greenBit
? getShadowRam(addr) |= bitval
: getShadowRam(addr) &= !bitval
);
HT1632C::sendData(nChip, highAddr,
redBit
? getShadowRam(highAddr) |= bitval
: getShadowRam(highAddr) &= ~bitval
);
}
byte nChip, bitval, addr, highAddr;
};
shadowRamAccessor(x, y).setValue(color);
}
Uhm.. Probably I'm missing something here, but why don't you change that big switch to:
if(color != prev_color)
{
shadowRam[addr][nChip-1] |= bitval;
HT1632C::sendData(nChip, addr, shadowRam[addr][nChip-1]);
shadowRam[addr+32][nChip-1] &= ~bitval;
HT1632C::sendData(nChip, addr+32, shadowRam[addr+32][nChip-1]);
}
Related
I'm currently attempting to create a color gradient class for my Mandelbrot Set explorer.
It reads the color constraints (RGBA8888 color and position between 0 and 1) from a text file and adds them to a vector, which is lateron used to determine colors at a certain position.
To compute a color, the algorithm searches the next constraint to either side from the given position, splits the color into the four single channels, and then, for each one, searches the lower of both and adds a portion of the difference equal to the ratio (x-lpos)/(upos-lpos) to the lower color. Afterwards, the channels are shifted and ORed together, and then returned as RGBA8888 unsigned integer. (See the code below.)
EDIT: I completely rewrote the gradient class, fixing some issues and making it more readable for the sake of debugging (It gets slow as hell, though, but -Os more or less takes care of that). However, It's still not as it's supposed to be.
class Gradient { //remade, Some irrelevant methods and de-/constructors removed
private:
map<double, unsigned int> constraints;
public:
unsigned int operator[](double value) {
//Forbid out-of-range values, return black
if (value < 0 || value > 1+1E-10) return 0xff;
//Find upper and lower constraint
auto upperC = constraints.lower_bound(value);
if (upperC == constraints.end()) upperC = constraints.begin();
auto lowerC = upperC == constraints.begin() ? prev(constraints.end(), 1) : prev(upperC, 1);
if (value == lowerC->first) return lowerC->second;
double lpos = lowerC->first;
double upos = upperC->first;
if (upos < lpos) upos += 1;
//lower color channels
unsigned char lred = (lowerC->second >> 24) & 0xff;
unsigned char lgreen = (lowerC->second >> 16) & 0xff;
unsigned char lblue = (lowerC->second >> 8) & 0xff;
unsigned char lalpha = lowerC->second & 0xff;
//upper color channels
unsigned char ured = (upperC->second >> 24) & 0xff;
unsigned char ugreen = (upperC->second >> 16) & 0xff;
unsigned char ublue = (upperC->second >> 8) & 0xff;
unsigned char ualpha = upperC->second & 0xff;
unsigned char red = 0, green = 0, blue = 0, alpha = 0xff;
//Compute each channel using
// lower color + dist(lower, x)/dist(lower, upper) * diff(lower color, upper color)
if (lred < ured)
red = lred + (value - lpos)/(upos - lpos) * (ured - lred);
else red = ured + (upos - value)/(upos - lpos) * (ured - lred);
if (lgreen < ugreen)
green = lgreen + (value - lpos)/(upos - lpos) * (ugreen - green);
else green = ugreen + (upos - value)/(upos - lpos) * (ugreen - lgreen);
if (lblue < ublue)
blue = lblue + (value - lpos)/(upos - lpos) * (ublue - lblue);
else blue = ublue + (upos - value)/(upos - lpos) * (ublue - lblue);
if (lalpha < ualpha)
alpha = lalpha + (value - lpos)/(upos - lpos) * (ualpha - lalpha);
else alpha = ualpha + (upos - value)/(upos - lpos) * (ualpha - lalpha);
//Merge channels together and return
return (red << 24) | (green << 16) | (blue << 8 ) | alpha;
}
void addConstraint(unsigned int color, double position) {
constraints[position] = color;
}
};
Usage in the update method:
image[r + rres*i] = grd[ratio];
//With image being a vector<unsigned int>, which is then used as data source for a `SDL_Texture` using `SDL_UpdateTexture`
It only works partially, though. When I only use a black/white gradient, the resulting image is as intended:
Gradient file:
2
0 000000ff
1 ffffffff
However, when I use a more colorful gradient (a linear version of the Ultra Fractal gradient, input file below), the image is far from the intended result the image still doesn't show the desired coloring:
Gradient file:
5
0 000764ff
.16 206bcbff
.42 edffffff
.6425 ffaa00ff
0.8575 000200ff
What am I doing wrong? I've rewritten the operator[] method multiple times, without anything changing.
Questions for clarification or general remarks on my code are welcome.
Your problem is due to an over-complicated interpolation function.
When linearly interpolating in the range a .. b using another factor r (with range 0 .. 1) to indicate the position in that range it's completely unnecessary to determine whether a or b is greater. Either way around you can just use:
result = a + r * (b - a)
If r == 0 this is trivially shown to be a, and if r == 1 the a - a cancels out leaving just b. Similarly if r == 0.5 then the result is (a + b) / 2. It simply doesn't matter if a > b or vice-versa.
The preferred formulation in your case, since it avoids the b - a subtraction that possibly hits range clamping limits is:
result = (1 - r) * a + r * b;
which given appropriate * and + operators on your new RGBA class gives this trivial implementation of your mid function (with no need for per-component operations since they're handled in those operators):
static RGBA mid(const RGBA& a, const RGBA& b, double r) {
return (1.0 - r) * a + r * b;
}
See https://gist.github.com/raybellis/4f69345d8e0c4e83411b, where I've also refactored your RGBA class to put the clamping operations in the constructor rather than within the individual operators.
After some extensive trial-and-error, I finally managed to get it working. (at this point many thanks to #Alnitak, who suggested using a separate RGBA color class.)
The major problem was that, when a color value of the upper constraint was lower than the one of the lower one, I still multiplied with the ratio (x-l)/(u-l), when instead I should have used its pendant, 1 - (x-l)/(u-l), to refer to the color of the upper constraint as the basis for the new one.
Here follows the implementation of the RGBA class and the fixed gradient class:
class RGBA {
private:
unsigned int red = 0, green = 0, blue = 0, alpha = 0;
public:
static RGBA mid(RGBA a, RGBA b, double r) {
RGBA color;
if (a.red < b.red) color.red = a.red + (b.red - a.red) * r;
else color.red = b.red + (a.red - b.red) * (1-r);
if (a.green < b.green) color.green = a.green + (b.green - a.green) * r;
else color.green = b.green + (a.green - b.green) * (1-r);
if (a.blue < b.blue) color.blue = a.blue + (b.blue - a.blue) * r;
else color.blue = b.blue + (a.blue - b.blue) * (1-r);
if (a.alpha < b.alpha) color.alpha = a.alpha + (b.alpha - a.alpha) * r;
else color.alpha = b.alpha + (a.alpha - b.alpha) * (1-r);
return color;
}
RGBA() {};
RGBA(unsigned char _red, unsigned char _green, unsigned char _blue, unsigned char _alpha) :
red(_red), green(_green), blue(_blue), alpha(_alpha) {};
RGBA(unsigned int _rgba) {
red = (_rgba >> 24) & 0xff;
green = (_rgba >> 16) & 0xff;
blue = (_rgba >> 8) & 0xff;
alpha = _rgba & 0xff;
};
operator unsigned int() {
return (red << 24) | (green << 16) | (blue << 8 ) | alpha;
}
RGBA operator+(const RGBA& o) const {
return RGBA((red + o.red) & 0xff, (green + o.green) & 0xff, (blue + o.blue) & 0xff, (alpha + o.alpha) & 0xff);
}
RGBA operator-(const RGBA& o) const {
return RGBA(min(red - o.red, 0u), min(green - o.green, 0u), min(blue - o.blue, 0u), min(alpha - o.alpha, 0u));
}
RGBA operator~() {
return RGBA(0xff - red, 0xff - green, 0xff - blue, 0xff - alpha);
}
RGBA operator*(double _f) {
return RGBA((unsigned int) min(red * _f, 0.) & 0xff, (unsigned int) min(green * _f, 0.) & 0xff,
(unsigned int) min(blue * _f, 0.) & 0xff, (unsigned int) min(alpha * _f, 0.) & 0xff);
}
};
class Gradient {
private:
map<double, RGBA> constraints;
public:
Gradient() {
constraints[0] = RGBA(0x007700ff);
constraints[1] = RGBA(0xffffffff);
}
~Gradient() {}
void addConstraint(RGBA color, double position) {
constraints[position] = color;
}
void reset() {
constraints.clear();
}
unsigned int operator[](double value) {
if (value < 0 || value > 1+1E-10) return 0xff;
auto upperC = constraints.lower_bound(value);
if (upperC == constraints.end()) upperC = constraints.begin();
auto lowerC = upperC == constraints.begin() ? prev(constraints.end(), 1) : prev(upperC, 1);
if (value == lowerC->first) return lowerC->second;
double lpos = lowerC->first;
double upos = upperC->first;
if (upos < lpos) upos += 1;
RGBA lower = lowerC->second;
RGBA upper = upperC->second;
RGBA color = RGBA::mid(lower, upper, (value-lpos)/(upos-lpos));
return color;
}
size_t size() {
return constraints.size();
}
};
This is the result:
I have a starting color: 0xffff00ff, which is a:255, r:255, g:0, b:255.
The goal is to change the alpha channel of the color to be less opaque based on a percentage. i.e. 50% opacity for that color is roughly 0x80ff00ff.
How I've tried to reach the solution:
DWORD cx = 0xffff00ff;
DWORD cn = .5;
DWORD nc = cx*cn;
DWORD cx = 0xffff00ff;
float cn = .5;
DWORD alphaMask=0xff000000;
DWORD nc = (cx|alphaMask)&((DWORD)(alphaMask*cn)|(~alphaMask));
This should do the trick. all I'm doing here is setting the first 8 bits of the DWORD to 1's with the or (symbolized by '|') and then anding those bits with the correct value you want them to be which is the alpha mask times cn. Of course I casted the result of the multiplication to make it a DWORD again.
This is tested code (in linux). However, you might find a simpler answer. Note: this is RGBA, not ARGB as you have referenced in your question.
double transparency = 0.500;
unsigned char *current_image_data_iterator = reinterpret_cast<unsigned char*>( const_cast<char *>( this->data.getCString() ) );
unsigned char *new_image_data_iterator = reinterpret_cast<unsigned char*>( const_cast<char *>( new_image_data->data.getCString() ) );
size_t x;
//cout << "transparency: " << transparency << endl;
for( x = 0; x < data_length; x += 4 ){
//rgb data is the same
*(new_image_data_iterator + x) = *(current_image_data_iterator + x);
*(new_image_data_iterator + x + 1) = *(current_image_data_iterator + x + 1);
*(new_image_data_iterator + x + 2) = *(current_image_data_iterator + x + 2);
//multiply the current opacity by the applied transparency
*(new_image_data_iterator + x + 3) = uint8_t( double(*(current_image_data_iterator + x + 3)) * ( transparency / 255.0 ) );
//cout << "Current Alpha: " << dec << static_cast<int>( *(current_image_data_iterator + x + 3) ) << endl;
//cout << "New Alpha: " << double(*(current_image_data_iterator + x + 3)) * ( transparency / 255.0 ) << endl;
//cout << "----" << endl;
}
typedef union ARGB
{
std::uint32_t Colour;
std::uint8_t A, R, G, B;
};
int main()
{
DWORD cx = 0xffff00ff;
reinterpret_cast<ARGB*>(&cx)->A = reinterpret_cast<ARGB*>(&cx)->A / 2;
std::cout<<std::hex<<cx;
}
The solution I chose to go with:
DWORD changeOpacity(DWORD color, float opacity) {
int alpha = (color >> 24) & 0xff;
int r = (color >> 16) & 0xff;
int g = (color >> 8) & 0xff;
int b = color & 0xff;
int newAlpha = ceil(alpha * opacity);
UINT newColor = r << 16;
newColor += g << 8;
newColor += b;
newColor += (newAlpha << 24);
return (DWORD)newColor;
}
I understand your question as: I wish to change a given rgba color component by a certain factor while keeping the same overall transparency.
For a color with full alpha (1.0 or 255), this is trivial: simply multiply the component without touching the others:
//typedef unsigned char uint8
enum COMPONENT {
RED,
GREEN,
BLUE,
ALPHA
};
struct rgba {
uint8 components[4];
// uint8 alpha, blue, green, red; // little endian
uint8 &operator[](int index){
return components[index];
}
};
rgba color;
if (color[ALPHA] == 255)
color[RED] *= factor;
else
ComponentFactor(color, RED, factor);
There's'probably not a single answer to that question in the general case. Consider that colors may be encoded alternatively in HSL or HSV. You might want to keep some of these parameters fixed, and allow other to change.
My approach to this problem would be to first try to find the hue distance between the source and target colors at full alpha, and then convert the real source color to HSV, apply the change in hue, then convert back to RGBA. Obviously, that second step is not necessary if the alpha is actually 1.0.
In pseudo code:
rgba ComponentFactor(rgba color, int component, double factor){
rgba fsrc = color, ftgt;
fsrc.alpha = 1.0; // set full alpha
ftgt = fsrc;
ftgt[component] *= factor; // apply factor
hsv hsrc = fsrc, htgt = ftgt; // convert to hsv color space
int distance = htgt.hue - hsrc.hue; // find the hue difference
hsv tmp = color; // convert actual color to hsv
tmp.hue += distance; // apply change in hue
rgba res = tmp; // convert back to RGBA space
return res;
}
Note how the above rely on type rgba and hsv to have implicit conversion constructors. Algorithms for conversion may be easily found with a web search. It should be also easy to derive struct definitions for hsv from the rgba one, or include individual component access as field members (rather than using the [] operator).
For instance:
//typedef DWORD uint32;
struct rgba {
union {
uint8 components[4];
struct {
uint8 alpha,blue,green,red; // little endian plaform
}
uint32 raw;
};
uint8 &operator[](int index){
return components[4 - index];
}
rgba (uint32 raw_):raw(raw_){}
rgba (uint8 r, uint8 g, uint8 b, uint8 a):
red(r), green(g), blue(b),alpha(a){}
};
Perhaps you will have to find a hue factor rather than a distance, or tweak other HSV components to achieve the desired result.
I'm loading a PNG file in SDL2 and I'm trying to find 'special' pixel colours to track during a spritesheet animation. I've put these pixels into my image but my code isn't finding them.
I'm using this code to read the pixels (taken from internet, wrapped into my own Texture class):
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
int bpp = surface->format->BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
switch(bpp) {
case 1:
return *p;
break;
case 2:
return *(Uint16 *)p;
break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
break;
case 4:
return *(Uint32 *)p;
break;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
}
And these are the important bits of code I'm using to compare pixels to the 'special' values I've set before:
// convert special SDL_Color to Uint32
Uint32 spec1 = SDL_MapRGBA(_texture->GetSDLSurface()->format, _spec1.r, _spec1.g, _spec1.b, 255);
Uint32 spec2 = SDL_MapRGBA(_texture->GetSDLSurface()->format, _spec2.r, _spec2.g, _spec2.b, 255);
...and, while looping through all pixels in each sprite frame...
// get pixel at (x, y)
Uint32 pix = _texture->GetPixel(x, y);
// if pixel is a special value, store it in animation
if (pix == spec1)
{
SDL_Point pt = {x, y};
anim->Special1.push_back(pt);
found1 = true;
}
else if (pix == spec2)
{
SDL_Point pt = {x, y};
anim->Special2.push_back(pt);
found2 = true;
}
Now, I'm setting a breakpoint in these if-statements to check if the colour has been found, but the breakpoint is never reached. Does anyone know what the problem is?
P.S. I've tried also using SDL_MapRGB() but that doesn't work either.
[edit]
Okay so I tried putting a pixel at 0,0 of the whole image with RGB values 66, 77 and 88. It read them in as 84, 96 and 107, so obviously the colours are either being changed or not read in properly. However, when I try it with a specific alpha value, it reads it in perfectly. I would change my system to only use alpha values but it seems the pixel editor I'm using removes the alpha value once you put in the pixel and blends it in with the rest of the image.
Your formula to offset is not correct, it should be :
Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x
(x does not need to be multiplied by bpp)
From the docs
pitch
The length of a surface scanline in bytes
The pitch, also called stride is computed as following :
pitch = width * bytes per pixel
bytes per pixel = (bits per pixel + 7) / 8
When you are at correct byte offset, get an Uint32 (for a 32bpp image) from it and do your comparison.
Compiler: MinGW/GCC
I'm trying to get the HICON of a file type based on what icon windows has registered for that file type, and then grab all of the HICON's images.
The problem is, I can't seem to get anything other than the 32x32 or 16x16 icon. Also, I've looked at GetIconInfoEx() but that function doesn't allow me to choose the icon size that I'm wanting, it just sort of arbitrarily pukes up whatever Windows feels like handing me at the time.
I want to at least have all of the 16x16, 32x32, and 48x48 icons, but I would really enjoy being able to extract every size that's in the HICON that I pass in.
Here's the code I'm currently working with (copy and pasted most of this from the web and stitched it together):
HBITMAP GetFileTypeIcon(const char* ext, int type, int depth)
{
HICON hIcon;
SHFILEINFO sfi= {0};
UINT flag = SHGFI_ICON|SHGFI_USEFILEATTRIBUTES;
int wh = 16;
switch(type)
{
default:
case FILE_ICON_SIZE_16:
{
wh = 16; flag|=SHGFI_SMALLICON;
}
break;
case FILE_ICON_SIZE_32:
{
wh = 32; flag|=SHGFI_LARGEICON;
}
break;
case FILE_ICON_SIZE_48:
{
wh = 48; flag|=SHGFI_SYSICONINDEX;
}
break;
case FILE_ICON_SIZE_256:
{
wh = 256; flag|=SHGFI_SYSICONINDEX;
}
break;
}
HRESULT hr = SHGetFileInfo(ext,FILE_ATTRIBUTE_NORMAL,&sfi,sizeof(sfi),flag);
if(SUCCEEDED(hr))
{
if((type == FILE_ICON_SIZE_48) || (type == FILE_ICON_SIZE_256))
{
// THIS PART DOESN'T COMPILE: undeclared function/indentifiers
// HIMAGELIST* imageList;
// hr = SHGetImageList(((type == FILE_ICON_SIZE_256)?SHIL_JUMBO:SHIL_EXTRALARGE), IID_IImageList, (void**)&imageList);
// if(SUCCEEDED(hr))
// {
// //Get the icon we need from the list. Note that the HIMAGELIST we retrieved
// //earlier needs to be casted to the IImageList interface before use.
// hr = ((IImageList*)imageList)->GetIcon(sfi.iIcon, ILD_TRANSPARENT, &hIcon);
// }
}
else
{
hIcon=sfi.hIcon;
}
}
// Convert to an HBITMAP (to get it out of the icon...)
HDC hDC = GetDC(NULL);
HDC hMemDC = CreateCompatibleDC(hDC);
HBITMAP hMemBmp = CreateCompatibleBitmap(hDC, wh, wh);
HGDIOBJ hOrgBMP = SelectObject(hMemDC, hMemBmp);
DrawIconEx(hMemDC, 0, 0, hIcon, wh, wh, 0, NULL, DI_NORMAL);
SelectObject(hMemDC, hOrgBMP);
DeleteDC(hMemDC);
ReleaseDC(NULL, hDC);
DestroyIcon(hIcon);
return hMemBmp;
}
I don't even know what to do about color depths. I'll hazard a guess: make a DC that has a certain color depth (rather than just a compatible DC) and pass that into DrawIconEx()?
Edit: I answered my own question after much research/work.
See my answer below for a way to find and parse the raw icon data.
I basically had to do everything myself (with the help of the web, Stack Overflow, and several MSDN articles) so I think I'll just post my own solution here.
I ended up parsing the registry to find the locations of the icons of each previously registered file extension, since the API functions that should have easily gotten me the information I wanted have some... problems.
After that I spent several days manually observing the data formats at hand by observing output of an icon program, and with this information in hand I was able to construct an image loader.
I used Allegro game library to make dealing with BITMAP images easier - Win32/GDI is a bit too much to deal with and would have made the code exorbitantly messy.
Finding the Icon Location and Index:
(1) Look for extension under HKEY_CLASSES_ROOT, eg HKCR\.foo\(default) = "foofile"
(2) Default data of this is the next key to look at, eg HKCR\foofile\
(3) Default data here is the description eg HKCR\foofile\(default) = "Foo Document"
(4) The icon location may be in one of two places that I know of:
Either in HKCR\foofile\DefaultIcon\(default) or there may be an entry something like HKCR\foofile\CurVer\(default) = "foofile.1" which tells you to look at the key HKCR\foofile.1\DefaultIcon\(default) for the icon location.
Parsing the Icon Location String:
The string is simply a path followed by a comma, white space, possibly a negative sign, and a number indicating the "index" of the icon.
Here's the big gotcha: Let the icon index be N. If N is negative (might want to check for negative zeros!), it is a resource ID within the file specified. If N is positive, it means to find the N'th icon within the file, but the icon is not necessarily at resource ID number N.
Parsing Icon Structures Manually:
This is the bulk of the code and time spent, but it works beautifully. First off, here's the data formats for the various sections of color and mask data.
Data Block Formats:
32bit ... Color Data:
====================================================================================
Little Endian 4 byte ARGB values.
The rows are stored in reverse order (bottom to top).
24bit ... Color Data:
====================================================================================
Little Endian 3 byte RGB values.
Tightly Packed (NO PADDING).
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
16bit ... Color Data:
====================================================================================
Little Endian 2 byte RGB values. 5 bits each with MSB = 0.
Tightly Packed (NO PADDING).
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
8bit ... Palette & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There *might* be up to 256 palette entries.
If number of colors is reported as zero, assume 256 color entires.
The Pixels are 1 byte index values.
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
4bit ... Palette & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There *might* be up to 16 palette entries.
If number of colors is reported as zero, assume 16 color entires.
The Pixels are nybble-length index values.
INSERT PADDING BYTES TO GO UP TO NEXT DWORD AT END OF ROW. SET THEM TO 0x00.
The rows are stored in reverse order (bottom to top).
Mask Data:
====================================================================================
Is a string of bytes with mask bits starting at MSB and going towards LSB.
There are ((imagewidth+31)>>5) DWORDS per row in *BIG ENDIAN* order.
Like the color data, there is a set of DWORDS for each row.
The rows are stored in reverse order (bottom to top).
Set unused padding bits/pixels at end of each row to 1.
0 indicates opaque and 1 indicates transparent.
1bit ... XOR Mask, AND Mask, & Color Data:
====================================================================================
The Palette is Little Endian 4 byte RGB0 values. No alpha.
There should be exactly 2 palette entries: usually 0x00000000 and 0x00FFFFFF.
The two masks follow the Mask Data format decribed above.
The following results from combining two mask bits:
XOR AND RESULT:
0 0 Color #0 (Black)
0 1 Transparent
1 0 Color #1 (White)
1 1 Invert Destination Bitmap
Of course I wouldn't have left it at this. There's code to be had!
The following code will load up and convert all of the icon images for a given icon location to a vector of 32bpp BITMAPs. If loading a given image fails, it will simply just not be added to the vector (or, in the case of a corrupt icon, it will most likely generate a corrupted image, so be careful).
The code does not support the "invert" color in monochrome images, and will just generate a different color that still has zero alpha.
WARNING: Some psuedo-code is included to shorten things to just the essentials.
Icon Loader Code (Supports: EXE, DLL, 32bit ICL, ICO):
// Code written by Simion32.
// Please feel free to use it anywhere.
// Credit would be nice but isn't required.
#include "include.h" //std::vectors and whatever else you need
#include <allegro.h>
#include <winalleg.h> //Allegro and Win32
#include "Shellapi.h"
// In the following block, the (required!!) pragmas
// force correct data alignment. Needed in at least GCC.
#pragma pack( push, 1 )
typedef struct
{
BYTE bWidth; // Width, in pixels, of the image
BYTE bHeight; // Height, in pixels, of the image
BYTE bColorCount; // Number of colors in image (0 if >=8bpp)
BYTE bReserved; // Reserved ( must be 0)
WORD wPlanes; // Color Planes
WORD wBitCount; // Bits per pixel
DWORD dwBytesInRes; // How many bytes in this resource?
DWORD dwImageOffset; // Where in the file is this image?
} ICONDIRENTRY, *LPICONDIRENTRY;
typedef struct
{
WORD idReserved; // Reserved (must be 0)
WORD idType; // Resource Type (1 for icons)
WORD idCount; // How many images?
ICONDIRENTRY idEntries[1]; // An entry for each image (idCount of 'em)
} ICONDIR, *LPICONDIR;
typedef struct
{
BITMAPINFOHEADER icHeader; // DIB header
RGBQUAD icColors[1]; // Color table
BYTE icXOR[1]; // DIB bits for XOR mask
BYTE icAND[1]; // DIB bits for AND mask
} ICONIMAGE, *LPICONIMAGE;
#pragma pack( pop)
#pragma pack( push, 2 )
typedef struct
{
BYTE bWidth; // Width, in pixels, of the image
BYTE bHeight; // Height, in pixels, of the image
BYTE bColorCount; // Number of colors in image (0 if >=8bpp)
BYTE bReserved; // Reserved
WORD wPlanes; // Color Planes
WORD wBitCount; // Bits per pixel
DWORD dwBytesInRes; // total size of the RT_ICON resource referenced by the nID member.
WORD nID; // resourceID of RT_ICON (LockResource to obtain a pointer to its ICONIMAGE)
} GRPICONDIRENTRY, *LPGRPICONDIRENTRY;
typedef struct
{
WORD idReserved; // Reserved (must be 0)
WORD idType; // Resource type (1 for icons)
WORD idCount; // How many images?
GRPICONDIRENTRY idEntries[1]; // The entries for each image
} GRPICONDIR, *LPGRPICONDIR;
#pragma pack( pop )
uint32_t Convert16BitToARGB(uint16_t value)
{
return (0xFF000000|((value >> 7) & 0x0000F8)|((value << 6) & 0x00F800)|((value << 19) & 0xF80000));
}
uint32_t GetMaskBit(uint8_t* data, int x, int y, int w, int h)
{
uint32_t mask_data_rowsize = (((w+31)>>5) * 4);
return ((~(data[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) & 1) * 0xFFFFFFFF);
}
uint32_t GetColorMonochrome(uint8_t* xordata, uint8_t* anddata, int x, int y, int w, int h, uint32_t* pal)
{
uint32_t mask_data_rowsize = (((w+31)>>5) * 4);
uint32_t xor_bit = (((xordata[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) << 1) & 2);
uint32_t and_bit = (((anddata[(mask_data_rowsize * ((h-1)-y)) + (x >> 3)] >> (0x07 - (x & 0x07))) ) & 1);
uint32_t value = (xor_bit | and_bit);
return pal[value];
}
BITMAP* CreateBmp32bppFromIconResData(void* data, int size, int depth, int w, int h, int colors)
{
char* pngheader = "\211PNG\r\n\032\n";
char* cpd = (char*)data;
bool is_png = ((cpd[0]==pngheader[0])
&& (cpd[1]==pngheader[1])
&& (cpd[2]==pngheader[2])
&& (cpd[3]==pngheader[3])
&& (cpd[4]==pngheader[4])
&& (cpd[5]==pngheader[5])
&& (cpd[6]==pngheader[6])
&& (cpd[7]==pngheader[7]));
if(is_png)
{
//###########################################################
//# PSEUDO-CODE: Somehow convert the PNG file into a bitmap.
BITMAP* result = ConvertPngFileToBmp32bpp(data, size);
return result;
}
else
{
uint32_t ignore_size = ((BITMAPINFOHEADER*)(data))->biSize;
BITMAP* bmp = create_bitmap_ex(32,w,h);
uint32_t pixel_count = (w * h);
uint32_t color_data_size = ((((((w * depth)+7) >> 3) +3) & ~3) * h);
switch(depth)
{
default: return bmp; break;
case 32:
{
uint32_t* src = (uint32_t*)(((uint8_t*)data) + ignore_size);
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,src[0]);
src++;
}
//There should never be any padding to jump over here.
}
return bmp;
}
break;
case 24:
{
uint32_t* src = (uint32_t*)(((uint8_t*)data) + ignore_size);
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,((src[0] & 0x00FFFFFF) | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
src++;
src = (uint32_t*)(((uint8_t*)src)-1); //go back a byte due to packing
padding_checker += 3;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src = (uint32_t*)(((uint8_t*)src)+1);
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 16:
{
//Note: there might be a color table present! ignore it.
uint16_t* src = (uint16_t*)(((uint8_t*)data) + ignore_size + (colors << 2));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,Convert16BitToARGB(src[0]) & GetMaskBit(bitmask, xx, yy, w, h));
src++;
padding_checker += 2;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src = (uint16_t*)(((uint8_t*)src)+1);
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 8:
{
if(colors > 256) colors = 256; //Color Count must be restricted to 256 entries at the most.
if(colors <= 0) colors = 256; //Color Count might be reported as zero. This means 256.
uint8_t* src = (((uint8_t*)data) + ignore_size + (colors << 2));
uint32_t* pal = ((uint32_t*)(((uint8_t*)data) + ignore_size));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
uint8_t color = src[0];
if(color < colors){
_putpixel32(bmp,xx,yy,(pal[color] | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
}else{
_putpixel32(bmp,xx,yy,0x00FF00FF);
}
src++;
padding_checker++;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 4:
{
if(colors > 16) colors = 16; //Color Count must be restricted to 16 entries at the most.
if(colors <= 0) colors = 16; //Color Count might be reported as zero. This means 16.
uint8_t* src = (((uint8_t*)data) + ignore_size + (colors << 2));
uint32_t* pal = ((uint32_t*)(((uint8_t*)data) + ignore_size));
uint8_t* bitmask = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
int padding_checker = 0;
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
uint8_t color = src[0];
if(xx & 1) color = ( color & 0x0F);
else color = ((color >> 4) & 0x0F);
if(color < colors){
_putpixel32(bmp,xx,yy,(pal[color] | 0xFF000000) & GetMaskBit(bitmask, xx, yy, w, h));
}else{
_putpixel32(bmp,xx,yy,0x00FF00FF);
}
if(xx & 1)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
//if the pointer hasn't incremented to the next byte yet, do so.
if(w & 1) //odd width
{
src++;
padding_checker++;
padding_checker &= 3;
}
//This loop jumps over any padding bytes.
while(padding_checker)
{
src++;
padding_checker++;
padding_checker &= 3;
}
}
return bmp;
}
break;
case 1:
{
if(colors > 2) colors = 2; //Color Count must be restricted to 2 entries at the most.
if(colors <= 0) colors = 2; //Color Count might be reported as zero. This means 2.
uint32_t* pal = (uint32_t*)(((uint8_t*)data) + ignore_size);
uint8_t* bitmaskXOR = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2));
uint8_t* bitmaskAND = (uint8_t*)(((uint8_t*)data) + ignore_size + (colors << 2) + color_data_size);
uint32_t ret_colors[4] = {pal[0]|0xFF000000, 0x00FF00FF, pal[1]|0xFF000000, 0x0000FF00};
for(int yy = h-1; yy >= 0; --yy){
for(int xx = 0; xx < w; ++xx){
_putpixel32(bmp,xx,yy,GetColorMonochrome(bitmaskXOR, bitmaskAND, xx, yy, w, h, ret_colors));
}
}
return bmp;
}
break;
}
return bmp;
}
}
vector< BITMAP* > ResourceToBitmapVector(HMODULE hm, HRSRC hr, bool is_group_icon)
{
vector< BITMAP* > results;
if(is_group_icon)
{
HGLOBAL hg = LoadResource(hm,hr);
GRPICONDIR* gd = (GRPICONDIR*)LockResource(hg);
if(gd->idType == 1)
{
for(int i = 0; i < gd->idCount; ++i)
{
//WARNING: The GRPICONDIRENTRY's data might be wrong!
GRPICONDIRENTRY* ie = (GRPICONDIRENTRY*)&(gd->idEntries[i]);
HRSRC ihr = FindResource(hm,MAKEINTRESOURCE(ie->nID),RT_ICON);
if(ihr != NULL)
{
HGLOBAL ihg = LoadResource(hm,ihr);
void* data = (void*)LockResource(ihg);
DWORD size = SizeofResource(hm,ihr);
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
}
}
}
else
{
HGLOBAL ihg = LoadResource(hm,hr);
void* data = (void*)LockResource(ihg);
DWORD size = SizeofResource(hm,hr);
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
return results;
}
vector< BITMAP* > IconFileToBitmapVector(void* icon_data, uint32_t icon_size)
{
vector< BITMAP* > results;
ICONDIR* gd = (ICONDIR*)icon_data;
if(gd->idType == 1)
{
for(int i = 0; i < gd->idCount; ++i)
{
//WARNING: The ICONDIRENTRY's data might be wrong!
DWORD offset = gd->idEntries[i].dwImageOffset;
DWORD size = gd->idEntries[i].dwBytesInRes;
void* data = (void*)(((uint8_t*)icon_data) + ((uint32_t)offset));
uint32_t b = ((BITMAPINFOHEADER*)(data))->biBitCount;
uint32_t w = ((BITMAPINFOHEADER*)(data))->biWidth;
uint32_t h = (((BITMAPINFOHEADER*)(data))->biHeight >> 1); //icons have doubled height value.
uint32_t c = ((BITMAPINFOHEADER*)(data))->biClrUsed;
results.push_back(CreateBmp32bppFromIconResData(data, size, b, w, h, c));
}
}
return results;
}
vector< BITMAP* > UnearthIconResource(string& file, bool self_refrence, bool res_index, int index)
{
#define LOAD_IGNORE_CODE_AUTHZ_LEVEL 0x00000010
//prevents a negative indexing error
// (the boolean res_index handles whether it's icon index VS resource ID)
index = abs(index);
vector< BITMAP* > results; //array of results to return (pointers to 32bpp images)
//extract and 'demangle' the file extension by convertng to lowercase.
string ext = get_file_extension(file.c_str());
for(int i = 0; i < ext.size(); ++i) ext[i] = tolower(ext[i]);
bool is_icl = false;
if((ext == "exe") || (ext == "dll") || (ext == "scr") || (is_icl = (ext == "icl")))
{
// Portable Executable Resource (works for both DLL and EXE)
// Also works for any 32bit Icon Library (Microangelo Studio?)
HMODULE hm = LoadLibraryEx(file.c_str(), NULL,
(DONT_RESOLVE_DLL_REFERENCES | LOAD_IGNORE_CODE_AUTHZ_LEVEL | LOAD_LIBRARY_AS_DATAFILE));
if(hm != NULL)
{
HRSRC hr;
if(!self_refrence)
{
if(res_index)
{
//The icon we want is at the resource ID (==index)
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(index),RT_GROUP_ICON);
if(hr == NULL)
{
hr = FindResource(hm,MAKEINTRESOURCE(index),RT_ICON);
is_single_icon = (hr != NULL);
}
if(hr != NULL)
{
results = ResourceToBitmapVector(hm, hr, !is_single_icon);
}
}
else
{
//The icon we want is the (index)'th icon in the file
//We must preform a manual search for the resource ID!
//WARNING: Using EnumResourceNames() *DOES NOT WORK PROPERLY* for this.
for(int nicon = 0, i = 0; i < 0x8000; ++i)
{
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(i),RT_GROUP_ICON);
if(hr != NULL)
{
if(nicon == index)
{
results = ResourceToBitmapVector(hm, hr, true);
break;
}
nicon++;
}
}
}
}
else
{
//The icon we want is the "first" icon in the file.
//Happens when location is a %1.
//We must preform a manual search for the resource ID!
//WARNING: Using EnumResourceNames() *DOES NOT WORK PROPERLY* for this.
for(int i = 0; i < 0x8000; ++i)
{
bool is_single_icon = false;
hr = FindResource(hm,MAKEINTRESOURCE(i),RT_GROUP_ICON);
if(hr != NULL)
{
results = ResourceToBitmapVector(hm, hr, true);
break;
}
}
}
FreeLibrary(hm);
}
else /*if(is_icl)
{//OH NOES. We have to load a *16bit* .icl file!
//not supported yet. sorry. left as another excecise to the programmer.
}*/
}
else if(ext == "ico")
{
//Single Icon File
//###################################################
//# PSEUDO-CODE: Do the file loading yourself ;)
void* data_pointer = NULL;
uint32_t data_size = 0;
if(data_pointer = MyLoadFile(file.c_str(), &data_size))
{
if(data_size)
{
results = IconFileToBitmapVector((void*)data_pointer, data_size);
}
}
MyCloseFile(data_pointer);
}
return results;
}
I think that almost covers it all...
One last thing I should mention: Be sure to ignore the size and bit depth information coming from the icon directory entries. They can often be wrong. I've seen a few 256-color images reported as 24bit, causing data corruption inside the image loader.
Wow, talk about reinventing the wheel!
With all due respect, this code is so bloated for nothing. I (and probably thousands of others) achieved the exact same result with 1/10 of this code. Also, this solution contains many inaccuracies.
Here's a quick run-down:
Why parse the registry manually? You state the API has some problems; like what? I've used reg parsing API extensively and never had a problem! The Indexing vs ResID logic is correct though.
Why do all the icon to bitmap conversions manually? This can be achieved with 3 to 5 lines of code using the right Icon API calls. Here's a complete reference.
Why limit the conversion to 32bpp? Again, using the right APIs will generate a device dependent hIcon handle with the max color bit-depth supported by that device. Check out the CreateIconFromResourceEx() API function. All you need to do is combine it with the Find/Load/Lock Resource APIs that you're already using. Using this technique will load icons of any size and color depth (from monochrome up to alpha-channel 32bpp icons).
Finally, regarding the search for icon resources by group (RT_GROUP_ICON), or by single icons (RT_ICON), and matching for a given index instead of resource, it could be done much more efficiently using EnumResourceNames(). It might be that you've failed to account for string resource identifiers when parsing the Enum return, because it seems you've omitted such case in your manual search and match procedure. This might be the source of your problems with EnumResourceNames(). It works perfectly fine for me and for others in countless online samples. At the very least, the "manual" search should match up to 0xFFFF rather than 0x8000. Res IDs are recommended in the 0x0001 to 0x8000 range, but legal in the 0x0000 to 0xFFFF range.
If it does have not to be platform independent:
a bit time ago i wrote a little class that reads a file and extract all icons.
It retreives a std::vector with HICONs.
With GetIconInfo you can retreive the HBITMAP for pixeldata an pixelmask.
The function is a little bit heuristic. It scans the binary Data for a typical icon begin and tries to load them.
The function also works on dlls, exe or icl (16bit dlls that just contain icon resources)
#ifndef __ICON_LIST_H__
#define __ICON_LIST_H__
#include <windows.h>
#include <vector>
class IconFile: public std::vector<HICON>{
public:
IconFile(){};
IconFile(std::string i_filename){
addIconsFromFile(i_filename);
};
int addIconsFromFile(std::string i_fileName){
int iCount=0;
HANDLE file = CreateFile( i_fileName.c_str(), GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL);
if(file!=INVALID_HANDLE_VALUE){
int size = GetFileSize(file,NULL);
DWORD actRead;
BYTE* buffer = new BYTE[size];
ReadFile(file, buffer, size, &actRead, NULL);
CloseHandle(file);
int ind = -1;
for(int p = 0; p< size-4; ++p){
if(buffer[p]==40 && buffer[p+1]==0 && buffer[p+2]==0 && buffer[p+3]==0){
HICON icon = CreateIconFromResourceEx(&buffer[p], size-p, true, 0x00030000,0,0,0);
if(icon){
++iCount;
this->push_back(icon);
}
}
}
delete[] buffer;
}
return iCount;
};
};
#endif //__ICON_LIST_H__
I am getting a 3 error code from an SDL executable, and it seems to be in a place where I pass a SDL color by value and I don't understand the reason.
void Map::draw(SDL_Surface *surface, int level){
//the surface is locked
if ( SDL_MUSTLOCK(surface) )
SDL_LockSurface(surface);
long start= (long)level * this->xmax * this->ymax;
long end= (long)(level+1) * this->xmax * this->ymax;
for(long n=start; n<end; ++n){
Node *pn= this->nodes+n;
//exit(18); //exit code is 18
draw_pixel_nolock(surface, pn->location.x, pn->location.y, colors[pn->content]);
}
//the surface is unlocked
if ( SDL_MUSTLOCK(surface) )
SDL_UnlockSurface(surface);
}
And the graphics function called is:
SDL_Color colors[]= { {0,0,0}, {0xFF,0,0}, {0,0xFF,0}, {0,0,0xFF} };
void PutPixel32_nolock(SDL_Surface * surface, int x, int y, Uint32 color)
{
Uint8 * pixel = (Uint8*)surface->pixels;
pixel += (y * surface->pitch) + (x * sizeof(Uint32));
*((Uint32*)pixel) = color;
}
void PutPixel24_nolock(SDL_Surface * surface, int x, int y, Uint32 color)
{
Uint8 * pixel = (Uint8*)surface->pixels;
pixel += (y * surface->pitch) + (x * sizeof(Uint8) * 3);
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
pixel[0] = (color >> 24) & 0xFF;
pixel[1] = (color >> 16) & 0xFF;
pixel[2] = (color >> 8) & 0xFF;
#else
pixel[0] = color & 0xFF;
pixel[1] = (color >> 8) & 0xFF;
pixel[2] = (color >> 16) & 0xFF;
#endif
}
void PutPixel16_nolock(SDL_Surface * surface, int x, int y, Uint32 color)
{
Uint8 * pixel = (Uint8*)surface->pixels;
pixel += (y * surface->pitch) + (x * sizeof(Uint16));
*((Uint16*)pixel) = color & 0xFFFF;
}
void PutPixel8_nolock(SDL_Surface * surface, int x, int y, Uint32 color)
{
Uint8 * pixel = (Uint8*)surface->pixels;
pixel += (y * surface->pitch) + (x * sizeof(Uint8));
*pixel = color & 0xFF;
}
//this function draws a pixel of wanted color on a surface at (x,y) coordinate
void draw_pixel_nolock(SDL_Surface *surface, int x, int y, SDL_Color s_color)
{ exit(19);//exit code is 3
//SDL_MapRGB return a color map depending on bpp (definition)
Uint32 color = SDL_MapRGB(surface->format, s_color.r, s_color.g, s_color.b);
//byte per pixel
int bpp = surface->format->BytesPerPixel;
//here is checked the number of byte used by our surface
switch (bpp)
{
case 1: // 1 byte => 8-bpp
PutPixel8_nolock(surface, x, y, color);
break;
case 2: // 2 byte => 16-bpp
PutPixel16_nolock(surface, x, y, color);
break;
case 3: // 3 byte => 24-bpp
PutPixel24_nolock(surface, x, y, color);
break;
case 4: // 4 byte => 32-bpp
PutPixel32_nolock(surface, x, y, color);
break;
}
}
The code returns error code 18 when I exit there, but never returns error code 19, and gives errror code 3 instead. What could possibly go wrong?
Without seeing the entire code it's hard to tell, but as a general practice:
Validate that
long start= (long)level * this->xmax * this->ymax;
long end= (long)(level+1) * this->xmax * this->ymax;
start and end are valid offsets for your node array, otherwise this->node + n will return a garbage pointer.
Validate that
Node *pn= this->nodes+n;
Is not null and a valid pointer to a Node object
Validate that
pn->content
Is within the bounds of your colors array