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Graphics / Re: sf::Texture load from memory
« on: May 21, 2019, 01:34:00 am »static const unsigned char embeddedImageData[] =
{
/* content generated by one of the hundreds
of programs that do it, or by your own small utility
(doesn't take more than 10 lines of C++ code) */
};
texture.loadFromMemory(embeddedImageData, sizeof(embeddedImageData));
Example of code that generate such an array:#include <fstream>
#include <iomanip>
int main(int argc, char** argv)
{
std::ifstream in("image.png", std::ios_base::binary);
std::ofstream out("header.hpp");
out << "static const unsigned char embeddedImageData[] =" << std::endl;
out << "{" << std::endl;
do
{
out << " ";
for (int i = 0; (i < 20) && in; ++i)
out << "0x" << std::hex << std::setw(2) << std::setfill('0') << in.get() << std::dec << ", ";
out << std::endl;
}
while (in);
out << "};" << std::endl;
return 0;
}
Note that it can be more concise if you don't care about the pretty formatting.
(delete last 0xffffffff)
Merci beaucoup Laurent pour ce bou de code, ca marche a merveille.