mirror of
https://github.com/Patoke/4JLibs.git
synced 2026-06-17 10:31:54 +00:00
feat: game can now save and display thumbnails, code rebuilt from the xbox one edition of the game
fix: Renderer::CaptureThumbnail now can capture thumbnails correctly fix: renderTargetViews and renderTargetShaderResourceViews are no longer null fix: texture saving functions were using BGRA instead of RGBA format
This commit is contained in:
@@ -470,7 +470,9 @@ public:
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std::unordered_map<int, ID3D11RasterizerState *> managedRasterizerStates;
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bool m_bShouldScreenGrabNextFrame;
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bool m_bSuspended;
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BYTE paddingAfterSuspendState[2];
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// @Patoke add
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ID3D11Texture2D *m_backBufferTexture = NULL;
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};
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// Singleton
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@@ -263,6 +263,14 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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{
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Renderer::Context &c = getContext();
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// @Patoke fix: bind render target to a proper backbuffer texture
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ID3D11Resource *actualBackBuffer = NULL;
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renderTargetView->GetResource(&actualBackBuffer);
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// copy the backbuffer contents
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c.m_pDeviceContext->CopyResource(m_backBufferTexture, actualBackBuffer);
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actualBackBuffer->Release();
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float left;
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float bottom;
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float right;
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@@ -331,25 +339,25 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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float aspectRatio = IsWidescreen() ? (16.0f / 9.0f) : (4.0f / 3.0f);
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right *= aspectRatio;
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left *= aspectRatio;
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left *= aspectRatio;
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float width = right - left;
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float width = right - left;
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float height = top - bottom;
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if (height > width)
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{
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float diff = (height - width) * 0.5f;
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bottom += diff;
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top -= diff;
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top -= diff;
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}
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else
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{
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float diff = (width - height) * 0.5f;
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left += diff;
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left += diff;
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right -= diff;
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}
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left /= aspectRatio;
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left /= aspectRatio;
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right /= aspectRatio;
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ID3D11BlendState *blendState = NULL;
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@@ -410,7 +418,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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blendState->Release();
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depthState->Release();
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rasterizerState->Release();
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c.m_pDeviceContext->PSSetShaderResources(0, 0, NULL);
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// @Patoke add: just to make sure, set the render target shader resource to null to avoid any potential read/write hazards
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ID3D11ShaderResourceView *nullSRV[1] = {nullptr};
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c.m_pDeviceContext->PSSetShaderResources(0, 1, nullSRV);
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for (UINT i = 0; i < MAX_MIP_LEVELS - 1; ++i)
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{
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@@ -422,6 +433,8 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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c.m_pDeviceContext->PSSetShaderResources(0, 1, nullSRV);
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c.m_pDeviceContext->OMSetRenderTargets(1, &renderTargetViews[i], NULL);
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c.m_pDeviceContext->RSSetViewports(1, &viewport);
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@@ -433,23 +446,31 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(c.m_thumbnailBoundsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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float* constants = static_cast<float*>(mapped.pData);
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float *constants = static_cast<float *>(mapped.pData);
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// @Patoke fix: the shader code zooms by 2x every iteration, so we keep zooming in over and over again if we use 1.0f, so we adjust by
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// doing 2.0f like a boss
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if (i == 0)
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{
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constants[0] = left;
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constants[1] = bottom;
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constants[2] = right - left;
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constants[3] = top - bottom;
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constants[2] = (right - left) * 2.0f;
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constants[3] = (top - bottom) * 2.0f;
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}
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else
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{
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constants[0] = 0.0f;
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constants[1] = 0.0f;
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constants[2] = 1.0f;
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constants[3] = 1.0f;
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constants[2] = 2.0f;
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constants[3] = 2.0f;
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}
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c.m_pDeviceContext->Unmap(c.m_thumbnailBoundsBuffer, 0);
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// @Patoke fix: the shader expects the bounds buffer to be at slot 9 for vertex shader and slot 0 for pixel shader, so we need to set it there
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// instead of the usual slot 0
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c.m_pDeviceContext->VSSetConstantBuffers(9, 1, &c.m_thumbnailBoundsBuffer);
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c.m_pDeviceContext->PSSetConstantBuffers(0, 1, &c.m_thumbnailBoundsBuffer);
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c.m_pDeviceContext->Draw(4, 0);
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}
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@@ -469,26 +490,21 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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c.m_pDeviceContext->CopyResource(stagingTexture, renderTargetTextures[MAX_MIP_LEVELS - 2]);
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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c.m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ_WRITE, 0, &mapped);
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const unsigned char* src = static_cast<const unsigned char*>(mapped.pData);
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unsigned char* dst = linearData;
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for (UINT y = 0; y < kThumbnailSize; ++y)
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if (SUCCEEDED(c.m_pDeviceContext->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mapped)))
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{
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std::memcpy(dst, src, stride);
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unsigned char* alpha = dst + 3;
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for (UINT x = 0; x < kThumbnailSize; ++x)
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for (UINT y = 0; y < kThumbnailSize; ++y)
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{
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*alpha = 0xFF;
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alpha += 4;
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unsigned char *dstRow = linearData + (y * stride);
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const unsigned char *srcRow = reinterpret_cast<const unsigned char *>(mapped.pData) + (y * mapped.RowPitch);
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std::memcpy(dstRow, srcRow, stride);
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for (UINT x = 0; x < kThumbnailSize; ++x)
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{
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dstRow[(x * 4) + 3] = 0xFF;
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}
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}
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src += mapped.RowPitch;
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dst += stride;
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c.m_pDeviceContext->Unmap(stagingTexture, 0);
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}
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c.m_pDeviceContext->Unmap(stagingTexture, 0);
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}
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ConvertLinearToPng(pngOut, linearData, kThumbnailSize, kThumbnailSize);
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@@ -708,10 +724,24 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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backBufferTexture->GetDesc(&backDesc);
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backBufferWidth = backDesc.Width;
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backBufferHeight = backDesc.Height;
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renderTargetTextures[0] = backBufferTexture;
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m_pDevice->CreateRenderTargetView(backBufferTexture, &rtvDesc, &renderTargetView);
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m_pDevice->CreateShaderResourceView(backBufferTexture, &srvDesc, &renderTargetShaderResourceView);
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// @Patoke fix: we can't bind the backbuffer directly as a shader resource, so we create a new texture with the same dimensions and format and
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// copy the backbuffer contents to it, then we can bind that texture as a shader resource for the thumbnail generation
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D3D11_TEXTURE2D_DESC safeDesc = backDesc;
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safeDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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safeDesc.Usage = D3D11_USAGE_DEFAULT;
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safeDesc.SampleDesc.Count = 1; // no MSAA
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safeDesc.SampleDesc.Quality = 0;
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m_pDevice->CreateTexture2D(&safeDesc, NULL, &m_backBufferTexture);
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m_pDevice->CreateShaderResourceView(m_backBufferTexture, NULL, &renderTargetShaderResourceView);
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renderTargetTextures[0] = m_backBufferTexture;
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//m_pDevice->CreateRenderTargetView(backBufferTexture, &rtvDesc, &renderTargetView);
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backBufferTexture->Release();
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backBufferResource->Release();
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D3D11_TEXTURE2D_DESC desc = {};
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@@ -731,9 +761,10 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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desc.Width = s_auiWidths[i + 1];
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desc.Height = s_auiHeights[i + 1];
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// @Patoke fix: before these would fail and our views would be nullptrs
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m_pDevice->CreateTexture2D(&desc, NULL, &renderTargetTextures[i]);
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m_pDevice->CreateRenderTargetView(renderTargetTextures[i], &rtvDesc, &renderTargetViews[i]);
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m_pDevice->CreateShaderResourceView(renderTargetTextures[i], &srvDesc, &renderTargetShaderResourceViews[i]);
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m_pDevice->CreateRenderTargetView(renderTargetTextures[i], NULL, &renderTargetViews[i]);
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m_pDevice->CreateShaderResourceView(renderTargetTextures[i], NULL, &renderTargetShaderResourceViews[i]);
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}
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std::memset(m_textures, 0, sizeof(m_textures));
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@@ -95,7 +95,7 @@ HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcIn
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image.width = pSrcInfo->Width;
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image.height = pSrcInfo->Height;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_BGRA;
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image.format = PNG_FORMAT_RGBA;
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png_image_write_to_file(&image, szFilename, NULL, ppDataOut, NULL, NULL);
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return S_OK;
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@@ -111,7 +111,7 @@ HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int
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image.height = height;
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dataEnd = (BYTE *)pOutput + outputCapacity;
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image.version = PNG_IMAGE_VERSION;
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image.format = PNG_FORMAT_BGRA;
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image.format = PNG_FORMAT_RGBA;
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dataStart = (BYTE*)pOutput;
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dataCurr = (BYTE*)pOutput;
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@@ -23,6 +23,10 @@ SOFTWARE.
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*/
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#include "STO_SaveGame.h"
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#include "STO_Main.h"
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// @Patoke add
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char CSaveGame::szPNGHeader[] = "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A";
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CSaveGame::CSaveGame()
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{
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@@ -43,6 +47,12 @@ CSaveGame::CSaveGame()
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GetCurrentDirectoryA(sizeof(dirName), dirName);
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sprintf(curDir, "%s/Windows64/GameHDD/", dirName);
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CreateDirectoryA(curDir, 0);
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// @Patoke add
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this->m_pbThumbnailData = nullptr;
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this->m_uiThumbnailSize = 0;
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this->m_pbImageData = nullptr;
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this->m_uiImageSize = 0;
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}
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void CSaveGame::SetSaveDisabled(bool bDisable)
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@@ -124,7 +134,14 @@ C4JStorage::ESaveGameState CSaveGame::GetSavesInfo(int iPad, int (*Func)(LPVOID
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sprintf(fileName, "%s\\Windows64\\GameHDD\\%s\\saveData.ms", dirName, findFileData.cFileName);
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GetFileAttributesExA(fileName, GetFileExInfoStandard, &fileInfoBuffer);
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m_pSaveDetails->SaveInfoA[i++].metaData.dataSize = fileInfoBuffer.nFileSizeLow;
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m_pSaveDetails->SaveInfoA[i].metaData.dataSize = fileInfoBuffer.nFileSizeLow;
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char thumbName[280];
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sprintf(thumbName, "%s\\Windows64\\GameHDD\\%s\\thumbData.png", dirName, findFileData.cFileName);
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GetFileAttributesExA(thumbName, GetFileExInfoStandard, &fileInfoBuffer);
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m_pSaveDetails->SaveInfoA[i++].metaData.thumbnailSize = fileInfoBuffer.nFileSizeLow;
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m_pSaveDetails->iSaveC++;
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}
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} while (FindNextFileA(fi, &findFileData));
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@@ -165,9 +182,46 @@ void CSaveGame::ClearSavesInfo()
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}
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}
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// @Patoke add
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C4JStorage::ESaveGameState CSaveGame::LoadSaveDataThumbnail(PSAVE_INFO pSaveInfo,
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int (*Func)(LPVOID lpParam, PBYTE pbThumbnail, DWORD dwThumbnailBytes), LPVOID lpParam)
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{
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if (pSaveInfo == nullptr)
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{
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return C4JStorage::ESaveGame_Idle;
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}
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DWORD thumbSize = pSaveInfo->metaData.thumbnailSize;
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if (thumbSize > 0 && pSaveInfo->thumbnailData == nullptr)
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{
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char curDir[256];
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GetCurrentDirectoryA(sizeof(curDir), curDir);
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const char *saveName = (const char *)pSaveInfo;
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char thumbPath[512];
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sprintf(thumbPath, "%s/Windows64/GameHDD/%s/thumbData.ms", curDir, saveName);
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HANDLE hThumb = CreateFileA(thumbPath, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
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if (hThumb != INVALID_HANDLE_VALUE)
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{
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pSaveInfo->thumbnailData = new BYTE[thumbSize];
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DWORD bytesRead = 0;
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BOOL res = ReadFile(hThumb, pSaveInfo->thumbnailData, thumbSize, &bytesRead, 0);
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// If the read fails or is incomplete, clean up to prevent corrupted image data
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if (!res || bytesRead != thumbSize)
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{
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delete[] pSaveInfo->thumbnailData;
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pSaveInfo->thumbnailData = nullptr;
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}
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CloseHandle(hThumb);
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}
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}
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Func(lpParam, pSaveInfo->thumbnailData, pSaveInfo->metaData.thumbnailSize);
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return C4JStorage::ESaveGame_GetSaveThumbnail;
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}
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@@ -259,9 +313,118 @@ PVOID CSaveGame::AllocateSaveData(unsigned int uiBytes)
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return m_pSaveData;
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}
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// @Patoke add
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void CSaveGame::SetSaveImages(PBYTE pbThumbnail, DWORD dwThumbnailBytes, PBYTE pbImage, DWORD dwImageBytes, PBYTE pbTextData, DWORD dwTextDataBytes)
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{
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;
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if (this->m_pbThumbnailData)
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{
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free(this->m_pbThumbnailData);
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}
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this->m_pbImageData = pbImage;
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this->m_uiImageSize = dwImageBytes;
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DWORD dwNewThumbnailBytes = dwThumbnailBytes;
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if (dwTextDataBytes > 0)
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{
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// add extra bytes to the allocation for the text chunk (4 bytes for size, 4 bytes for type, 4 bytes for checksum)
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dwNewThumbnailBytes += dwTextDataBytes + 12;
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}
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// allocate the thumbnail
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this->m_pbThumbnailData = static_cast<PBYTE>(malloc(dwNewThumbnailBytes));
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this->m_uiThumbnailSize = dwNewThumbnailBytes;
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memset(this->m_pbThumbnailData, 0, dwNewThumbnailBytes);
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// copy original thumbnail data to new buffer
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memcpy(this->m_pbThumbnailData, pbThumbnail, dwThumbnailBytes);
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// inject text metadata into the thumbnail if it exists
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if (dwTextDataBytes > 0)
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{
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this->AddTextFieldToPNG(reinterpret_cast<unsigned __int8 *>(this->m_pbThumbnailData), dwThumbnailBytes, pbTextData, dwTextDataBytes,
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dwNewThumbnailBytes);
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}
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}
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// @Patoke add
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void CSaveGame::AddTextFieldToPNG(PBYTE pbImageData, DWORD dwImageBytes, PBYTE pbTextData, DWORD dwTextBytes, DWORD dwTotalSizeAllocated)
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{
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if (dwImageBytes == 0)
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{
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return;
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}
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for (int j = 0; j < 8; ++j)
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{
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if (CSaveGame::szPNGHeader[j] != pbImageData[j])
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{
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return;
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}
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}
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unsigned int offset = 8;
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while (offset < dwImageBytes)
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{
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unsigned int chunkStart = offset;
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unsigned int chunkLength = this->ReverseBytes(*reinterpret_cast<unsigned int *>(&pbImageData[offset]));
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offset += 4;
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unsigned int chunkType = this->ReverseBytes(*reinterpret_cast<unsigned int *>(&pbImageData[offset]));
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offset += 4;
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if (chunkType == 'IEND')
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{
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offset = chunkStart;
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// write the tEXt chunk before the IEND chunk
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = this->ReverseBytes(static_cast<unsigned int>(dwTextBytes));
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offset += 4;
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unsigned __int8 *textTypeStart = &pbImageData[offset];
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = this->ReverseBytes('tEXt');
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offset += 4;
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memcpy(&pbImageData[offset], pbTextData, dwTextBytes);
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offset += dwTextBytes;
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unsigned int textCrc = InternalStorageManager.CRC(textTypeStart, dwTextBytes + 4);
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = this->ReverseBytes(textCrc);
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offset += 4;
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// add a new IEND chunk
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = 0;
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offset += 4;
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unsigned __int8 *iendTypeStart = &pbImageData[offset];
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = this->ReverseBytes('IEND');
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offset += 4;
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unsigned int iendCrc = InternalStorageManager.CRC(iendTypeStart, 4);
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*reinterpret_cast<unsigned int *>(&pbImageData[offset]) = this->ReverseBytes(iendCrc);
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offset += 4;
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assert("uiCount <= dwTotalSizeAllocated");
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break;
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}
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else
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{
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// not 'IEND' chunk, continue to next chunk
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offset += chunkLength + 4;
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}
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}
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}
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// @Patoke add
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unsigned int CSaveGame::ReverseBytes(unsigned int uiValue)
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{
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unsigned int uiReturn = 0;
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uiReturn = (uiValue << 24) | ((uiValue << 8) & 0x00FF0000) | ((uiValue >> 8) & 0x0000FF00) | (uiValue >> 24);
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return uiReturn;
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}
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C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int (*Func)(LPVOID, const bool), LPVOID lpParam)
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@@ -269,6 +432,8 @@ C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int (*Func)(LPVOID, const boo
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char dirName[256];
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char curDir[256];
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char fileName[280];
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char thumbName[280];
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GetCurrentDirectoryA(sizeof(curDir), curDir);
|
||||
sprintf(dirName, "%s/Windows64/GameHDD/%s", curDir, m_szSaveUniqueName);
|
||||
CreateDirectoryA(dirName, 0);
|
||||
@@ -282,6 +447,20 @@ C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int (*Func)(LPVOID, const boo
|
||||
|
||||
CloseHandle(h);
|
||||
|
||||
// @Patoke add
|
||||
if (this->m_pbThumbnailData != nullptr && this->m_uiThumbnailSize > 0)
|
||||
{
|
||||
sprintf(thumbName, "%s/thumbData.png", dirName);
|
||||
|
||||
HANDLE hThumb = CreateFileA(thumbName, GENERIC_WRITE, 0, nullptr, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, 0);
|
||||
|
||||
DWORD thumbBytesWritten = 0;
|
||||
BOOL thumbRes = WriteFile(hThumb, this->m_pbThumbnailData, this->m_uiThumbnailSize, &thumbBytesWritten, 0);
|
||||
_ASSERT(thumbRes && thumbBytesWritten == this->m_uiThumbnailSize);
|
||||
|
||||
CloseHandle(hThumb);
|
||||
}
|
||||
|
||||
Func(lpParam, true);
|
||||
|
||||
return C4JStorage::ESaveGame_Idle;
|
||||
|
||||
@@ -53,6 +53,10 @@ public:
|
||||
|
||||
void CreateSaveUniqueName(void);
|
||||
|
||||
// @Patoke add: definition taken from the Xbox One binaries
|
||||
void AddTextFieldToPNG(PBYTE pbImageData, DWORD dwImageBytes, PBYTE pbTextData, DWORD dwTextBytes, DWORD dwTotalSizeAllocated);
|
||||
unsigned int ReverseBytes(unsigned int uiValue);
|
||||
|
||||
void *m_pSaveData;
|
||||
unsigned int m_uiSaveSize;
|
||||
char m_szSaveUniqueName[32];
|
||||
@@ -60,4 +64,13 @@ public:
|
||||
bool m_bIsSafeDisabled;
|
||||
bool m_bHasSaveDetails;
|
||||
SAVE_DETAILS *m_pSaveDetails;
|
||||
|
||||
// @Patoke add
|
||||
PBYTE m_pbThumbnailData;
|
||||
unsigned int m_uiThumbnailSize;
|
||||
|
||||
PBYTE m_pbImageData;
|
||||
unsigned int m_uiImageSize;
|
||||
|
||||
static char szPNGHeader[];
|
||||
};
|
||||
Reference in New Issue
Block a user