dolphin/Source/Core/DolphinQt2/QtUtils/ImageConverter.cpp
JosJuice 1f1dae367d Unify ISOFile (wx) with GameFile (Qt) and put it in UICommon
The original reason I wanted to do this was so that we can replace
the Android-specific code with this in the future, but of course,
just deduplicating between DolphinWX and DolphinQt2 is nice too.

Fixes:

- DolphinQt2 showing the wrong size for split WBFS disc images.

- DolphinQt2 being case sensitive when checking if a file is a DOL/ELF.

- DolphinQt2 not detecting when a Wii banner has become available
after the game list cache was created.

Removes:

- DolphinWX's ability to load PNGs as custom banners. But it was
already rather broken (see https://bugs.dolphin-emu.org/issues/10365
and https://bugs.dolphin-emu.org/issues/10366). The reason I removed
this was because PNG decoding relied on wx code and we don't have any
good non-wx/Qt code for loading PNG files right now (let's not use
SOIL), but we should be able to use libpng directly to implement PNG
loading in the future.

- DolphinQt2's ability to ignore a cached game if the last modified
time differs. We currently don't have a non-wx/Qt way to get the time.
2018-03-09 13:08:38 +01:00

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// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt2/QtUtils/ImageConverter.h"
#include <vector>
#include <QPixmap>
#include "Common/CommonTypes.h"
#include "UICommon/GameFile.h"
QPixmap ToQPixmap(const UICommon::GameBanner& banner)
{
return ToQPixmap(banner.buffer, banner.width, banner.height);
}
QPixmap ToQPixmap(const std::vector<u32>& buffer, int width, int height)
{
QImage image(width, height, QImage::Format_RGB888);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
const u32 color = buffer[y * width + x];
image.setPixel(
x, y, qRgb((color & 0xFF0000) >> 16, (color & 0x00FF00) >> 8, (color & 0x0000FF) >> 0));
}
}
return QPixmap::fromImage(image);
}