add feature
- add exmaple cmake configure command in README. - change BMap::Save interface to support compression and texture save opt switches. - update PyBMap due to the change of BMap.
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@ -137,10 +137,12 @@ bool BMFile_Create(
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bool BMFile_Save(
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bool BMFile_Save(
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BMPARAM_IN(BMap::BMFile*, map_file),
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BMPARAM_IN(BMap::BMFile*, map_file),
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BMPARAM_IN(LibCmo::CKSTRING, file_name),
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BMPARAM_IN(LibCmo::CKSTRING, file_name),
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BMPARAM_IN(LibCmo::CK2::CK_TEXTURE_SAVEOPTIONS, texture_save_opt),
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BMPARAM_IN(bool, use_compress),
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BMPARAM_IN(LibCmo::CKINT, compreess_level)) {
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BMPARAM_IN(LibCmo::CKINT, compreess_level)) {
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if (!CheckBMFile(map_file)) return false;
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if (!CheckBMFile(map_file)) return false;
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return map_file->Save(file_name, compreess_level);
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return map_file->Save(file_name, texture_save_opt, use_compress, compreess_level);
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}
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}
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bool BMFile_Free(BMPARAM_IN(BMap::BMFile*, map_file)) {
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bool BMFile_Free(BMPARAM_IN(BMap::BMFile*, map_file)) {
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@ -90,6 +90,8 @@ LIBCMO_EXPORT bool BMFile_Create(
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LIBCMO_EXPORT bool BMFile_Save(
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LIBCMO_EXPORT bool BMFile_Save(
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BMPARAM_IN(BMap::BMFile*, map_file),
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BMPARAM_IN(BMap::BMFile*, map_file),
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BMPARAM_IN(LibCmo::CKSTRING, file_name),
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BMPARAM_IN(LibCmo::CKSTRING, file_name),
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BMPARAM_IN(LibCmo::CK2::CK_TEXTURE_SAVEOPTIONS, texture_save_opt),
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BMPARAM_IN(bool, use_compress),
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BMPARAM_IN(LibCmo::CKINT, compreess_level)
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BMPARAM_IN(LibCmo::CKINT, compreess_level)
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);
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);
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LIBCMO_EXPORT bool BMFile_Free(
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LIBCMO_EXPORT bool BMFile_Free(
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@ -240,7 +240,7 @@ namespace BMap {
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if (raw_callback != nullptr) {
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if (raw_callback != nullptr) {
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m_Context->SetOutputCallback([raw_callback](LibCmo::CKSTRING strl) -> void {
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m_Context->SetOutputCallback([raw_callback](LibCmo::CKSTRING strl) -> void {
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raw_callback(strl);
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raw_callback(strl);
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});
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});
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}
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}
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// set temp folder and texture folder
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// set temp folder and texture folder
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@ -312,7 +312,7 @@ namespace BMap {
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return true;
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return true;
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}
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}
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bool BMFile::Save(LibCmo::CKSTRING filename, LibCmo::CKINT compress_level) {
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bool BMFile::Save(LibCmo::CKSTRING filename, LibCmo::CK2::CK_TEXTURE_SAVEOPTIONS texture_save_opt, bool use_compress, LibCmo::CKINT compress_level) {
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if (!CanExecSave()) return false;
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if (!CanExecSave()) return false;
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// create temp writer
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// create temp writer
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@ -335,8 +335,15 @@ namespace BMap {
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writer.AddSavedObject(m_Context->GetObject(id));
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writer.AddSavedObject(m_Context->GetObject(id));
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}
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}
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// set global texture save mode
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m_Context->SetGlobalImagesSaveOptions(texture_save_opt);
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// set compress level
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// set compress level
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m_Context->SetCompressionLevel(compress_level);
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if (use_compress) {
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m_Context->SetFileWriteMode(LibCmo::CK2::CK_FILE_WRITEMODE::CKFILE_WHOLECOMPRESSED);
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m_Context->SetCompressionLevel(compress_level);
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} else {
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m_Context->SetFileWriteMode(LibCmo::CK2::CK_FILE_WRITEMODE::CKFILE_UNCOMPRESSED);
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}
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// save to file and detect error
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// save to file and detect error
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LibCmo::CK2::CKERROR err = writer.Save(filename);
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LibCmo::CK2::CKERROR err = writer.Save(filename);
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@ -70,7 +70,7 @@ namespace BMap {
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public:
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public:
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bool Load(LibCmo::CKSTRING filename);
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bool Load(LibCmo::CKSTRING filename);
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bool Save(LibCmo::CKSTRING filename, LibCmo::CKINT compress_level);
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bool Save(LibCmo::CKSTRING filename, LibCmo::CK2::CK_TEXTURE_SAVEOPTIONS texture_save_opt, bool use_compress, LibCmo::CKINT compress_level);
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LibCmo::CK2::ObjImpls::CKObject* GetObjectPtr(LibCmo::CK2::CK_ID objid) {
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LibCmo::CK2::ObjImpls::CKObject* GetObjectPtr(LibCmo::CK2::CK_ID objid) {
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return m_Context->GetObject(objid);;
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return m_Context->GetObject(objid);;
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@ -135,9 +135,11 @@ BMFile_Create = _create_bmap_func('BMFile_Create', [bm_CKSTRING, bm_CKSTRING, bm
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## BMFile_Save
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## BMFile_Save
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# @param map_file[in] Type: BMap::BMFile*.
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# @param map_file[in] Type: BMap::BMFile*.
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# @param file_name[in] Type: LibCmo::CKSTRING.
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# @param file_name[in] Type: LibCmo::CKSTRING.
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# @param texture_save_opt[in] Type: LibCmo::CK2::CK_TEXTURE_SAVEOPTIONS.
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# @param use_compress[in] Type: bool.
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# @param compreess_level[in] Type: LibCmo::CKINT.
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# @param compreess_level[in] Type: LibCmo::CKINT.
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# @return True if no error, otherwise False.
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# @return True if no error, otherwise False.
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BMFile_Save = _create_bmap_func('BMFile_Save', [bm_void_p, bm_CKSTRING, bm_CKINT])
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BMFile_Save = _create_bmap_func('BMFile_Save', [bm_void_p, bm_CKSTRING, bm_enum, bm_bool, bm_CKINT])
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## BMFile_Free
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## BMFile_Free
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# @param map_file[in] Type: BMap::BMFile*.
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# @param map_file[in] Type: BMap::BMFile*.
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# @return True if no error, otherwise False.
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# @return True if no error, otherwise False.
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@ -713,12 +713,14 @@ class BMFileWriter(_AbstractPointer):
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def __exit__(self, exc_type, exc_value, traceback):
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def __exit__(self, exc_type, exc_value, traceback):
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self.dispose()
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self.dispose()
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def save(self, file_name_: str, compress_level_: int) -> None:
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def save(self, file_name_: str, texture_save_opt_: virtools_types.CK_TEXTURE_SAVEOPTIONS, use_compress_: bool, compress_level_: int) -> None:
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# create param
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# create param
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file_name: bmap.bm_CKSTRING = bmap.bm_CKSTRING(file_name_.encode(g_BMapEncoding))
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file_name: bmap.bm_CKSTRING = bmap.bm_CKSTRING(file_name_.encode(g_BMapEncoding))
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texture_save_opt: bmap.bm_enum = bmap.bm_enum(texture_save_opt_.value)
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use_compress: bmap.bm_bool = bmap.bm_bool(use_compress_)
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compress_level: bmap.bm_CKINT = bmap.bm_CKINT(compress_level_)
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compress_level: bmap.bm_CKINT = bmap.bm_CKINT(compress_level_)
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# exec
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# exec
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bmap.BMFile_Save(self._get_pointer(), file_name, compress_level)
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bmap.BMFile_Save(self._get_pointer(), file_name, texture_save_opt, use_compress, compress_level)
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def dispose(self) -> None:
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def dispose(self) -> None:
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if self._is_valid():
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if self._is_valid():
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@ -74,3 +74,4 @@ This project require:
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It can be compiled on Windows via sln file. You should set up `LibRef.props` when using sln file to build this project on Windows.
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It can be compiled on Windows via sln file. You should set up `LibRef.props` when using sln file to build this project on Windows.
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You also can use CMake file to compile this project on Linux or anything else platform. However CMake may not be updated in time because I develop this project on Windows frequently.
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You also can use CMake file to compile this project on Linux or anything else platform. However CMake may not be updated in time because I develop this project on Windows frequently.
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You may need use this command to configure CMake: `cmake .. -DSTB_IMAGE_PATH="/path/to/stb-image" -DCMAKE_BUILD_TYPE=Release`
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