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.. | ||
CHANGES.txt | ||
CMakeLists.txt | ||
loadpng.c | ||
loadpng.h | ||
README.txt | ||
regpng.c | ||
savepng.c | ||
THANKS.txt |
loadpng: glue for Allegro and libpng This wrapper is mostly a copy and paste job from example.c in the libpng docs, stripping out the useless transformations and making it use Allegro BITMAP and PALETTE structures. It is placed in the public domain. Requirements: Allegro http://alleg.sourceforge.net/ libpng http://www.libpng.org/pub/png/ zlib http://www.gzip.org/zlib/ Usage: See loadpng.h for functions and their descriptions. There is a simple example program called example.c, a program demonstrating alpha translucency in exalpha.c, and a program demonstrating how to load a PNG object from a datafile in exdata.c. To compile, just run "make" (or perhaps "mingw32-make"). To use loadpng, you need to link with libpng, zlib in addition to loadpng itself, e.g. gcc mygame.c -lldpng -lpng -lz -lalleg I recommend you copy loadpng's files into your own project's directory and compile loadpng as part of your project. Notes: - Grayscale images will be loaded in as 24 bit images, or 32 bit images if they contain an alpha channel. These will then be converted as usual, according to Allegro's conversion semantics. Be aware of this if you have disabled automatic colour depth conversion. - save_png() doesn't save any gamma chunk. I'm thinking of making it write an sRGB chunk by default. If you want tight control of how your images are saved, I recommend hacking save_png() to suit your needs. There's simply too many options. Enjoy! Peter Wang (tjaden@users.sf.net) http://members.ozadsl.com.au/~tjaden/ http://tjaden.strangesoft.net/