t3du - New Image nodes: Draw Sub Image and Write Image
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leenkx/Sources/iron/format/bmp/Data.hx
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leenkx/Sources/iron/format/bmp/Data.hx
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/*
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* format - Haxe File Formats
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*
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* BMP File Format
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* Copyright (C) 2007-2009 Trevor McCauley, Baluta Cristian (hx port) & Robert Sköld (format conversion)
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*
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* Copyright (c) 2009, The Haxe Project Contributors
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* All rights reserved.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* - Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE HAXE PROJECT CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE HAXE PROJECT CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
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* DAMAGE.
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*/
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package iron.format.bmp;
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typedef Data = {
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var header : iron.format.bmp.Header;
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var pixels : haxe.io.Bytes;
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#if (haxe_ver < 4)
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var colorTable : Null<haxe.io.Bytes>;
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#else
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var ?colorTable : haxe.io.Bytes;
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#end
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}
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typedef Header = {
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var width : Int; // real width (in pixels)
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var height : Int; // real height (in pixels)
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var paddedStride : Int; // number of bytes in a stride (including padding)
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var topToBottom : Bool; // whether the bitmap is stored top to bottom
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var bpp : Int; // bits per pixel
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var dataLength : Int; // equal to `paddedStride` * `height`
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var compression : Int; // which compression is being used, 0 for no compression
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}
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