LoadImageFromData.
This commit is contained in:
8
API.md
8
API.md
@@ -5547,6 +5547,14 @@ Load image from memory buffer, fileType refers to extension: i.e. '.png'
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---
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---
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> image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )
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Load image from data
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- Success return Image
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---
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> image = RL.LoadImageFromTexture( Texture texture )
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> image = RL.LoadImageFromTexture( Texture texture )
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Load image from GPU texture data
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Load image from GPU texture data
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@@ -2964,6 +2964,16 @@ function RL.LoadImageAnim( fileName ) end
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---@return any frameCount
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---@return any frameCount
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function RL.LoadImageFromMemory( fileType, data ) end
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function RL.LoadImageFromMemory( fileType, data ) end
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---Load image from data
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---- Success return Image
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---@param data any
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---@param size table
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---@param mipmaps integer
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---@param format integer
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---@return any image
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---@return any frameCount
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function RL.LoadImageFromData( data, size, mipmaps, format ) end
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---Load image from GPU texture data
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---Load image from GPU texture data
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---- Success return Image
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---- Success return Image
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---@param texture any
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---@param texture any
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@@ -3,6 +3,7 @@ Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
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------------------------------------------------------------------------
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------------------------------------------------------------------------
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KEY CHANGES:
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KEY CHANGES:
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- CHANGE: GetBufferData takes also position and length arguments.
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- CHANGE: GetBufferData takes also position and length arguments.
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- ADDED: LoadImageFromData.
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DETAILED CHANGES:
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DETAILED CHANGES:
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- ADDED: GetBufferElementSize and GetBufferLength.
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- ADDED: GetBufferElementSize and GetBufferLength.
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@@ -6,6 +6,7 @@ int ltexturesLoadImageRaw( lua_State *L );
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int ltexturesLoadImageSvg( lua_State *L );
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int ltexturesLoadImageSvg( lua_State *L );
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int ltexturesLoadImageAnim( lua_State *L );
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int ltexturesLoadImageAnim( lua_State *L );
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int ltexturesLoadImageFromMemory( lua_State *L );
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int ltexturesLoadImageFromMemory( lua_State *L );
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int ltexturesLoadImageFromData( lua_State *L );
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int ltexturesLoadImageFromTexture( lua_State *L );
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int ltexturesLoadImageFromTexture( lua_State *L );
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int ltexturesLoadImageFromScreen( lua_State *L );
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int ltexturesLoadImageFromScreen( lua_State *L );
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int ltextureIsImageReady( lua_State *L );
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int ltextureIsImageReady( lua_State *L );
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@@ -1491,6 +1491,7 @@ void luaRegister() {
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assingGlobalFunction( "LoadImageSvg", ltexturesLoadImageSvg );
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assingGlobalFunction( "LoadImageSvg", ltexturesLoadImageSvg );
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assingGlobalFunction( "LoadImageAnim", ltexturesLoadImageAnim );
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assingGlobalFunction( "LoadImageAnim", ltexturesLoadImageAnim );
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assingGlobalFunction( "LoadImageFromMemory", ltexturesLoadImageFromMemory );
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assingGlobalFunction( "LoadImageFromMemory", ltexturesLoadImageFromMemory );
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assingGlobalFunction( "LoadImageFromData", ltexturesLoadImageFromData );
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assingGlobalFunction( "LoadImageFromTexture", ltexturesLoadImageFromTexture );
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assingGlobalFunction( "LoadImageFromTexture", ltexturesLoadImageFromTexture );
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assingGlobalFunction( "LoadImageFromScreen", ltexturesLoadImageFromScreen );
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assingGlobalFunction( "LoadImageFromScreen", ltexturesLoadImageFromScreen );
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assingGlobalFunction( "IsImageReady", ltextureIsImageReady );
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assingGlobalFunction( "IsImageReady", ltextureIsImageReady );
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@@ -109,6 +109,34 @@ int ltexturesLoadImageFromMemory( lua_State *L ) {
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return 1;
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return 1;
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}
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}
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/*
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> image, frameCount = RL.LoadImageFromData( Buffer data, Vector2 size, int mipmaps, int format )
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Load image from data
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- Success return Image
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*/
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int ltexturesLoadImageFromData( lua_State *L ) {
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Buffer *data = uluaGetBuffer( L, 1 );
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Vector2 size = uluaGetVector2( L, 2 );
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int mipmaps = luaL_checkinteger( L, 3 );
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int format = luaL_checkinteger( L, 4 );
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Image image = {
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.width = size.x,
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.height = size.y,
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.mipmaps = mipmaps,
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.format = format
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};
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size_t dataSize = GetPixelDataSize( size.x, size.y, format );
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image.data = malloc( dataSize * sizeof( unsigned char ) );
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memcpy( image.data, data->data, dataSize );
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uluaPushImage( L, image );
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return 1;
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}
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/*
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/*
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> image = RL.LoadImageFromTexture( Texture texture )
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> image = RL.LoadImageFromTexture( Texture texture )
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