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Image decoding for many popular formats for Simple Directmedia Layer.
License: zlib License
This project forked from libsdl-org/sdl_image
Image decoding for many popular formats for Simple Directmedia Layer.
License: zlib License
SDL_image 3.0 The latest version of this library is available from GitHub: https://github.com/libsdl-org/SDL_image/releases This is a simple library to load images of various formats as SDL surfaces. It can load BMP, GIF, JPEG, LBM, PCX, PNG, PNM (PPM/PGM/PBM), QOI, TGA, XCF, XPM, and simple SVG format images. It can also load AVIF, JPEG-XL, TIFF, and WebP images, depending on build options (see the note below for details.) API: #include <SDL3/SDL_image.h> SDL_Surface *IMG_Load(const char *file); or SDL_Surface *IMG_Load_RW(SDL_RWops *src, int freesrc); or SDL_Surface *IMG_LoadTyped_RW(SDL_RWops *src, int freesrc, char *type); where type is a string specifying the format (i.e. "PNG" or "pcx"). Note that IMG_Load_RW cannot load TGA images. To create a surface from an XPM image included in C source, use: SDL_Surface *IMG_ReadXPMFromArray(char **xpm); An example program 'showimage' is included, with source in showimage.c Documentation is also available online at https://wiki.libsdl.org/SDL_image This library is under the zlib License, see the file "LICENSE.txt" for details. Note: Support for AVIF, JPEG-XL, TIFF, and WebP are not included by default because of the size of the decode libraries, but you can get them by running external/download.sh - When building with CMake, you can enable the appropriate SDL3IMAGE_* options defined in CMakeLists.txt. SDL3IMAGE_VENDORED allows switching between system and vendored libraries. - When building with configure/make, you can build and install them normally and the configure script will detect and use them. - When building with Visual Studio, you will need to build the libraries and then add the appropriate LOAD_* preprocessor define to the Visual Studio project. - When building with Xcode, you can edit the config at the top of the project to enable them, and you will need to include the appropriate framework in your application. - For Android, you can edit the config at the top of Android.mk to enable them.
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