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Author Topic: How you load a bitmap for use in LUA?  (Read 2464 times)

Offline Aslai

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How you load a bitmap for use in LUA?
« on: March 01, 2010, 06:55:59 PM »
This is a question about the LUA interpreter.
I have been experimenting quite a bit, and I understand the function lcd_bitmap just fine.

What I want to know is how do you load a bitmap file for use? The read_bmp_file() returns an int, and lcd_bitmap requires a rb.image file. I can generate a usable image using new_image(), so I know that I'm using lcd_bitmap right.

Plain and simple: How do you turn file "x.bmp" into a rb.image?
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Offline AlexP

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Re: How you load a bitmap for use in LUA?
« Reply #1 on: March 02, 2010, 08:56:57 AM »
Using bmp2rb in the tools directory of the source.
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Offline Aslai

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Re: How you load a bitmap for use in LUA?
« Reply #2 on: March 02, 2010, 10:51:32 PM »
Alright, I am using Windows, and after some fiddling, I got the program to compile. However, I am confused as to how I would use it. I may have screwed something up, but I don't get a file, but the terminal screen does give some output.


Code: [Select]
#define BMPHEIGHT_as 31
#define BMPWIDTH_as 50
const unsigned char as[] = {
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0x3f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,
0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f, 0x7f,

};

How exactly would I incorporate that into LUA, or am I missing something?
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