Commit 4eabc0b0 authored by Tristan Renon's avatar Tristan Renon 💬
Browse files

removed maybe ?

parent 3f721fb9
Prog\Python\motorPhaser\.idea
Prog\Python\motorPhaser\__pycache__
Prog\Python\motorPhaser\venv
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Prog/Python/motorPhaser/.idea/
Prog/Python/motorPhaser/__pycache__/
Prog/Python/motorPhaser/venv/
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#
# The Python Imaging Library
# $Id$
#
# bitmap distribution font (bdf) file parser
#
# history:
# 1996-05-16 fl created (as bdf2pil)
# 1997-08-25 fl converted to FontFile driver
# 2001-05-25 fl removed bogus __init__ call
# 2002-11-20 fl robustification (from Kevin Cazabon, Dmitry Vasiliev)
# 2003-04-22 fl more robustification (from Graham Dumpleton)
#
# Copyright (c) 1997-2003 by Secret Labs AB.
# Copyright (c) 1997-2003 by Fredrik Lundh.
#
# See the README file for information on usage and redistribution.
#
"""
Parse X Bitmap Distribution Format (BDF)
"""
from . import FontFile, Image
bdf_slant = {
"R": "Roman",
"I": "Italic",
"O": "Oblique",
"RI": "Reverse Italic",
"RO": "Reverse Oblique",
"OT": "Other",
}
bdf_spacing = {"P": "Proportional", "M": "Monospaced", "C": "Cell"}
def bdf_char(f):
# skip to STARTCHAR
while True:
s = f.readline()
if not s:
return None
if s[:9] == b"STARTCHAR":
break
id = s[9:].strip().decode("ascii")
# load symbol properties
props = {}
while True:
s = f.readline()
if not s or s[:6] == b"BITMAP":
break
i = s.find(b" ")
props[s[:i].decode("ascii")] = s[i + 1 : -1].decode("ascii")
# load bitmap
bitmap = []
while True:
s = f.readline()
if not s or s[:7] == b"ENDCHAR":
break
bitmap.append(s[:-1])
bitmap = b"".join(bitmap)
[x, y, l, d] = [int(p) for p in props["BBX"].split()]
[dx, dy] = [int(p) for p in props["DWIDTH"].split()]
bbox = (dx, dy), (l, -d - y, x + l, -d), (0, 0, x, y)
try:
im = Image.frombytes("1", (x, y), bitmap, "hex", "1")
except ValueError:
# deal with zero-width characters
im = Image.new("1", (x, y))
return id, int(props["ENCODING"]), bbox, im
class BdfFontFile(FontFile.FontFile):
"""Font file plugin for the X11 BDF format."""
def __init__(self, fp):
super().__init__()
s = fp.readline()
if s[:13] != b"STARTFONT 2.1":
raise SyntaxError("not a valid BDF file")
props = {}
comments = []
while True:
s = fp.readline()
if not s or s[:13] == b"ENDPROPERTIES":
break
i = s.find(b" ")
props[s[:i].decode("ascii")] = s[i + 1 : -1].decode("ascii")
if s[:i] in [b"COMMENT", b"COPYRIGHT"]:
if s.find(b"LogicalFontDescription") < 0:
comments.append(s[i + 1 : -1].decode("ascii"))
while True:
c = bdf_char(fp)
if not c:
break
id, ch, (xy, dst, src), im = c
if 0 <= ch < len(self.glyph):
self.glyph[ch] = xy, dst, src, im
"""
Blizzard Mipmap Format (.blp)
Jerome Leclanche <jerome@leclan.ch>
The contents of this file are hereby released in the public domain (CC0)
Full text of the CC0 license:
https://creativecommons.org/publicdomain/zero/1.0/
BLP1 files, used mostly in Warcraft III, are not fully supported.
All types of BLP2 files used in World of Warcraft are supported.
The BLP file structure consists of a header, up to 16 mipmaps of the
texture
Texture sizes must be powers of two, though the two dimensions do
not have to be equal; 512x256 is valid, but 512x200 is not.
The first mipmap (mipmap #0) is the full size image; each subsequent
mipmap halves both dimensions. The final mipmap should be 1x1.
BLP files come in many different flavours:
* JPEG-compressed (type == 0) - only supported for BLP1.
* RAW images (type == 1, encoding == 1). Each mipmap is stored as an
array of 8-bit values, one per pixel, left to right, top to bottom.
Each value is an index to the palette.
* DXT-compressed (type == 1, encoding == 2):
- DXT1 compression is used if alpha_encoding == 0.
- An additional alpha bit is used if alpha_depth == 1.
- DXT3 compression is used if alpha_encoding == 1.
- DXT5 compression is used if alpha_encoding == 7.
"""
import struct
from io import BytesIO
from . import Image, ImageFile
BLP_FORMAT_JPEG = 0
BLP_ENCODING_UNCOMPRESSED = 1
BLP_ENCODING_DXT = 2
BLP_ENCODING_UNCOMPRESSED_RAW_BGRA = 3
BLP_ALPHA_ENCODING_DXT1 = 0
BLP_ALPHA_ENCODING_DXT3 = 1
BLP_ALPHA_ENCODING_DXT5 = 7
def unpack_565(i):
return (((i >> 11) & 0x1F) << 3, ((i >> 5) & 0x3F) << 2, (i & 0x1F) << 3)
def decode_dxt1(data, alpha=False):
"""
input: one "row" of data (i.e. will produce 4*width pixels)
"""
blocks = len(data) // 8 # number of blocks in row
ret = (bytearray(), bytearray(), bytearray(), bytearray())
for block in range(blocks):
# Decode next 8-byte block.
idx = block * 8
color0, color1, bits = struct.unpack_from("<HHI", data, idx)
r0, g0, b0 = unpack_565(color0)
r1, g1, b1 = unpack_565(color1)
# Decode this block into 4x4 pixels
# Accumulate the results onto our 4 row accumulators
for j in range(4):
for i in range(4):
# get next control op and generate a pixel
control = bits & 3
bits = bits >> 2
a = 0xFF
if control == 0:
r, g, b = r0, g0, b0
elif control == 1:
r, g, b = r1, g1, b1
elif control == 2:
if color0 > color1:
r = (2 * r0 + r1) // 3
g = (2 * g0 + g1) // 3
b = (2 * b0 + b1) // 3
else:
r = (r0 + r1) // 2
g = (g0 + g1) // 2
b = (b0 + b1) // 2
elif control == 3:
if color0 > color1:
r = (2 * r1 + r0) // 3
g = (2 * g1 + g0) // 3
b = (2 * b1 + b0) // 3
else:
r, g, b, a = 0, 0, 0, 0
if alpha:
ret[j].extend([r, g, b, a])
else:
ret[j].extend([r, g, b])
return ret
def decode_dxt3(data):
"""
input: one "row" of data (i.e. will produce 4*width pixels)
"""
blocks = len(data) // 16 # number of blocks in row
ret = (bytearray(), bytearray(), bytearray(), bytearray())
for block in range(blocks):
idx = block * 16
block = data[idx : idx + 16]
# Decode next 16-byte block.
bits = struct.unpack_from("<8B", block)
color0, color1 = struct.unpack_from("<HH", block, 8)
(code,) = struct.unpack_from("<I", block, 12)
r0, g0, b0 = unpack_565(color0)
r1, g1, b1 = unpack_565(color1)
for j in range(4):
high = False # Do we want the higher bits?
for i in range(4):
alphacode_index = (4 * j + i) // 2
a = bits[alphacode_index]
if high:
high = False
a >>= 4
else:
high = True
a &= 0xF
a *= 17 # We get a value between 0 and 15
color_code = (code >> 2 * (4 * j + i)) & 0x03
if color_code == 0:
r, g, b = r0, g0, b0
elif color_code == 1:
r, g, b = r1, g1, b1
elif color_code == 2:
r = (2 * r0 + r1) // 3
g = (2 * g0 + g1) // 3
b = (2 * b0 + b1) // 3
elif color_code == 3:
r = (2 * r1 + r0) // 3
g = (2 * g1 + g0) // 3
b = (2 * b1 + b0) // 3
ret[j].extend([r, g, b, a])
return ret
def decode_dxt5(data):
"""
input: one "row" of data (i.e. will produce 4 * width pixels)
"""
blocks = len(data) // 16 # number of blocks in row
ret = (bytearray(), bytearray(), bytearray(), bytearray())
for block in range(blocks):
idx = block * 16
block = data[idx : idx + 16]
# Decode next 16-byte block.
a0, a1 = struct.unpack_from("<BB", block)
bits = struct.unpack_from("<6B", block, 2)
alphacode1 = bits[2] | (bits[3] << 8) | (bits[4] << 16) | (bits[5] << 24)
alphacode2 = bits[0] | (bits[1] << 8)
color0, color1 = struct.unpack_from("<HH", block, 8)
(code,) = struct.unpack_from("<I", block, 12)
r0, g0, b0 = unpack_565(color0)
r1, g1, b1 = unpack_565(color1)
for j in range(4):
for i in range(4):
# get next control op and generate a pixel
alphacode_index = 3 * (4 * j + i)
if alphacode_index <= 12:
alphacode = (alphacode2 >> alphacode_index) & 0x07
elif alphacode_index == 15:
alphacode = (alphacode2 >> 15) | ((alphacode1 << 1) & 0x06)
else: # alphacode_index >= 18 and alphacode_index <= 45
alphacode = (alphacode1 >> (alphacode_index - 16)) & 0x07
if alphacode == 0:
a = a0
elif alphacode == 1:
a = a1
elif a0 > a1:
a = ((8 - alphacode) * a0 + (alphacode - 1) * a1) // 7
elif alphacode == 6:
a = 0
elif alphacode == 7:
a = 255
else:
a = ((6 - alphacode) * a0 + (alphacode - 1) * a1) // 5
color_code = (code >> 2 * (4 * j + i)) & 0x03
if color_code == 0:
r, g, b = r0, g0, b0
elif color_code == 1:
r, g, b = r1, g1, b1