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pub struct Font {
pub charset_length: usize,
pub glyph_size: usize,
pub glyphs: Vec<bool>,
}
impl Font {
pub fn load_from_bmp(bmp_data: &Vec<u8>, glyph_size: usize) -> Font {
let data_position = u32::from_le_bytes([
bmp_data[0x0A],
bmp_data[0x0B],
bmp_data[0x0C],
bmp_data[0x0D],
]);
let mut glyphs = Vec::new();
// step_by 3 assuming 24-bit depth
for byte_index in ((data_position as usize)..bmp_data.len()).step_by(3) {
glyphs.push(bmp_data[byte_index] == 0xFF);
}
Font {
charset_length: 256,
glyph_size,
glyphs,
}
}
}
pub struct Texture {
pub width: usize,
pub height: usize,
pub has_transparency: bool,
pub data: Vec<u32>,
}
impl Texture {
pub fn load_from_bmp(bmp_data: &Vec<u8>) -> Texture {
let data_position = u32::from_le_bytes([
bmp_data[0x0A],
bmp_data[0x0B],
bmp_data[0x0C],
bmp_data[0x0D],
]);
// assuming windows BITMAPINFOHEADER, these are i32
let width = i32::from_le_bytes([
bmp_data[0x12],
bmp_data[0x13],
bmp_data[0x14],
bmp_data[0x15],
]) as usize;
let height = i32::from_le_bytes([
bmp_data[0x16],
bmp_data[0x17],
bmp_data[0x18],
bmp_data[0x19],
]) as usize;
let mut has_transparency = false;
let mut data = Vec::with_capacity(width * height);
// step_by 3 assuming 24-bit depth
for byte_index in ((data_position as usize)..bmp_data.len()).step_by(3) {
if bmp_data[byte_index] == 0x00
&& bmp_data[byte_index + 1] == 0x00
&& bmp_data[byte_index + 2] == 0x00
{
has_transparency = true;
}
data.push(u32::from_le_bytes([
bmp_data[byte_index],
bmp_data[byte_index + 1],
bmp_data[byte_index + 2],
0x00,
]));
}
data.reverse();
Texture {
width,
height,
has_transparency,
data,
}
}
}
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