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- libmng - Multiple-image Network Graphics (MNG) Reference Library 1.0.9
- DESCRIPTION
- The libmng library supports decoding, displaying, encoding, and various
- other manipulations of the Multiple-image Network Graphics (MNG) format
- image files. It uses the zlib compression library, and optionally the
- JPEG library by the Independant JPEG Group (IJG) and/or
- lcms (little cms), a color-management library by Marti Maria Saguer.
- I. Introduction
- This file describes how to use and modify the MNG reference library
- (known as libmng) for your own use. There are seven sections to this
- file: introduction, callbacks, housekeeping, reading, displaying,
- writing, and modification and configuration notes for various special
- platforms. We assume that libmng is already installed; see the
- INSTALL.README file for instructions on how to install libmng.
- Libmng was written to support and promote the MNG specification.
- The latest MNG specification (currently 1.0) is available at
- http://www.libpng.org/pub/mng/
- Other information about MNG can be found at the MNG home page at
- http://www.libpng.org/pub/mng/
- The latest version of libmng can be found at its own homepage at
- http://www.libmng.com/
- In most cases the library will not need to be changed.
- For standardization purposes the library contains both a Windows DLL
- and a makefile for building a shared library (SO). The library is
- written in C, but an interface for Borland Delphi is also available.
- Libmng has been designed to handle multiple sessions at one time,
- to be easily modifiable, to be portable to the vast majority of
- machines (ANSI, K&R, 32-, and 64-bit) available, and to be easy
- to use.
- Libmng uses zlib for its compression and decompression of MNG files.
- Further information about zlib, and the latest version of zlib, can be
- found at the zlib home page, <http://www.zlib.org/>.
- The zlib compression utility is a general purpose utility that is
- useful for more than MNG/PNG files, and can be used without libmng.
- See the documentation delivered with zlib for more details.
- Libmng optionally uses the JPEG library by the Independant JPEG Group
- (IJG). This library is used for the JNG sub-format, which is part of
- the MNG specification, and allows for inclusion of JPEG decoded and
- thus highly compressed (photographic) images.
- Further information about the IJG JPEG library and the latest sources
- can be found at <http://www.ijg.org/>.
- Libmng can also optionally use the lcms (little CMS) library by
- Marti Maria Saguer. This library provides an excellent color-management
- system (CMS), which gives libmng the ability to provide full
- color-correction for images with the proper color-information encoded.
- Further information and the latest sources can be found at
- <http://www.littlecms.com/>.
- Libmng is thread safe, provided the threads are using different
- handles as returned by the initialization call.
- Each thread should have its own handle and thus its own image.
- Libmng does not protect itself against two threads using the
- same instance of a handle.
- The libmng.h header file is the single reference needed for programming
- with libmng:
- #include <libmng.h>
- II. Callbacks
- Libmng makes extensive use of callback functions. This is meant to
- keep the library as platform-independant and flexible as possible.
- Actually, the first call you will make to the library, already contains
- three parameters you can use to provide callback entry-points.
- Most functions must return a mng_bool (boolean). Returning MNG_FALSE
- indicates the library the callback failed in some way and the library
- will immediately return from whatever it was doing back to the
- application. Returning MNG_TRUE indicates there were no problems and
- processing can continue.
- Let's step through each of the possible callbacks. The sections on
- reading, displaying and writing will also explain which callbacks are
- needed when and where.
- - mng_ptr mng_memalloc (mng_size_t iLen)
- A very basic function which the library uses to allocate a memory-block
- with the given size. A typical implementation would be:
- mng_ptr my_alloc (mng_size_t iLen) {
- return calloc (1, iSize);
- }
- Note that the library requires you to zero-out the memory-block!!!
- - void mng_memfree (mng_ptr pPtr,
- mng_size_t iLen)
- Counterpart of the previous function. Typically:
- void my_free (mng_ptr pPtr, mng_size_t iLen) {
- free (pPtr);
- }
- - mng_bool mng_openstream (mng_handle hHandle)
- - mng_bool mng_closestream (mng_handle hHandle)
- These are called by the library just before it starts to process
- (either read or write) a file and just after the processing stops.
- This is the recommended place to do I/O initialization & finalization.
- Whether you do or not, is up to you. The library does not put any
- meaning into the calls. They are simply provided for your convenience.
- - mng_bool mng_readdata (mng_handle hHandle,
- mng_ptr pBuf,
- mng_uint32 iBuflen,
- mng_uint32p pRead)
- This function is called when the library needs some more input while
- reading an image. The reading process supports two modes:
- Suspension-mode (SMOD) and non-suspension-mode (NSMOD).
- See mng_set_suspensionmode() for a more detailed description.
- In NSMOD, the library requires you to return exactly the amount of bytes
- requested (= iBuflen). Any lesser amount indicates the input file
- is exhausted and the library will return a MNG_UNEXPECTEDEOF errorcode.
- In SMOD, you may return a smaller amount of bytes than requested.
- This tells the library it should temporarily wait for more input to
- arrive. The lib will return with MNG_NEEDMOREDATA, and will expect a
- call to mng_read_resume() or mng_display_resume() next, as soon as
- more input-data has arrived.
- For NSMOD this function could be as simple as:
- mng_bool my_read (mng_handle hHandle,
- mng_ptr pBuf,
- mng_uint32 iBuflen,
- mng_uint32p pRead) {
- *pRead = fread (pBuf, 1, iBuflen, myfile);
- return MNG_TRUE;
- }
- - mng_bool mng_writedata (mng_handle hHandle,
- mng_ptr pBuf,
- mng_uint32 iBuflen,
- mng_uint32p pWritten)
- This function is called during the mng_write() function to actually
- output data to the file. There is no suspension-mode during write,
- so the application must return the exact number of bytes the library
- requests to be written.
- A typical implementation could be:
- mng_bool my_write (mng_handle hHandle,
- mng_ptr pBuf,
- mng_uint32 iBuflen,
- mng_uint32p pWritten) {
- *pWritten = fwrite (pBuf, 1, iBuflen, myfile);
- return MNG_TRUE;
- }
- - mng_bool mng_errorproc (mng_handle hHandle,
- mng_int32 iErrorcode,
- mng_int8 iSeverity,
- mng_chunkid iChunkname,
- mng_uint32 iChunkseq,
- mng_int32 iExtra1,
- mng_int32 iExtra2,
- mng_pchar zErrortext)
- This function is called whenever an error is detected inside the
- library. This may be caused by invalid input, callbacks indicating
- failure, or wrongfully calling functions out of place.
- If you do not provide this callback the library will still return
- an errorcode from the called function, and the mng_getlasterror()
- function can be used to retrieve the other parameters.
- This function is currently only provided for convenience, but may
- at some point be used to indicate certain errors may be acceptable,
- and processing should continue.
- - mng_bool mng_traceproc (mng_handle hHandle,
- mng_int32 iFuncnr,
- mng_int32 iFuncseq,
- mng_pchar zFuncname)
- This function is provided to allow a functional analysis of the
- library. This may be useful if you encounter certain errors and
- cannot determine what the problem is.
- Almost all functions inside the library will activate this
- callback with an appropriate function-name at the start and end
- of the function. Please note that large images may generate an
- enormous amount of calls.
- - mng_bool mng_processheader (mng_handle hHandle,
- mng_uint32 iWidth,
- mng_uint32 iHeight)
- This function is called once the header information of an input-
- image has been processed. At this point the image dimensions are
- available and also some other properties depending on the type
- of the image. Eg. for a MNG the frame-/layercount, playtime &
- simplicity fields are known.
- The primary purpose of this callback is to inform the application
- of the size of the image, and for the application to initialize
- the drawing canvas to be used by the library. This is also a good
- point to set the canvas-style. Eg. mng_set_canvasstyle().
- - mng_bool mng_processtext (mng_handle hHandle,
- mng_uint8 iType,
- mng_pchar zKeyword,
- mng_pchar zText,
- mng_pchar zLanguage,
- mng_pchar zTranslation)
- This callback is activated for each textual chunk in the input-
- image. These are tEXt, zTXt & iTXt. It may be used to retain
- specific comments for presentation to the user.
- - mng_bool mng_processsave (mng_handle hHandle)
- - mng_bool mng_processseek (mng_handle hHandle,
- mng_pchar zName)
- The purpose of these callbacks is to signal the processing of the
- SAVE & SEEK chunks in a MNG input-file. This may be used in the
- future to specify some special processing. At the moment these
- functions are only provided as a signal.
- - mng_ptr mng_getcanvasline (mng_handle hHandle,
- mng_uint32 iLinenr)
- - mng_ptr mng_getbkgdline (mng_handle hHandle,
- mng_uint32 iLinenr)
- - mng_ptr mng_getalphaline (mng_handle hHandle,
- mng_uint32 iLinenr)
- These callbacks are used to access the drawing canvas, background
- canvas and an optional separate alpha-channel canvas. The latter is
- used only with the MNG_CANVAS_RGB8_A8 canvas-style.
- If the getbkgdline() callback is not supplied the library will
- composite full or partially transparent pixels in the image against
- a specified background color. See mng_set_bgcolor() for more details.
- If a chosen canvas-style includes an alpha-channel, this callback
- is very likely not needed.
- The application is responsible for returning a pointer to a line of
- pixels, which should be in the exact format as defined by the call
- to mng_set_canvasstyle() and mng_set_bkgdstyle(), without gaps between
- the representation of each pixel.
- - mng_bool mng_refresh (mng_handle hHandle,
- mng_uint32 iX,
- mng_uint32 iY,
- mng_uint32 iWidth,
- mng_uint32 iHeight)
- This callback is called when the library has drawn a complete frame
- onto the drawing canvas, and it is ready to be displayed.
- The application is responsible for transferring the drawing canvas
- from memory onto the actual output device.
- - mng_uint32 mng_gettickcount (mng_handle hHandle)
- This function should return the number of milliseconds on some internal
- clock. The entire animation timing depends heavily on this function,
- 1and the number returned should be as accurate as possible.
- - mng_bool mng_settimer (mng_handle hHandle,
- mng_uint32 iMsecs)
- This callback is activated every time the library requires a "pause".
- Note that the function itself should NOT execute the wait. It should
- simply store the time-field and allow the library to return. Libmng
- will return with the MNG_NEEDTIMERWAIT code, indicating the callback
- was called and it is now time to execute the pause.
- After the indicated number of milliseconds have elapsed, the application
- should call mng_display_resume(), to resume the animation as planned.
- This method allows for both a real timer or a simple wait command in the
- application. Whichever method you select, both the gettickcount() and
- settimer() callbacks are crucial for proper animation timing.
- - mng_bool mng_processgamma (mng_handle hHandle,
- mng_uint32 iGamma)
- - mng_bool mng_processchroma (mng_handle hHandle,
- mng_uint32 iWhitepointx,
- mng_uint32 iWhitepointy,
- mng_uint32 iRedx,
- mng_uint32 iRedy,
- mng_uint32 iGreenx,
- mng_uint32 iGreeny,
- mng_uint32 iBluex,
- mng_uint32 iBluey)
- - mng_bool mng_processsrgb (mng_handle hHandle,
- mng_uint8 iRenderingintent)
- - mng_bool mng_processiccp (mng_handle hHandle,
- mng_uint32 iProfilesize,
- mng_ptr pProfile)
- - mng_bool mng_processarow (mng_handle hHandle,
- mng_uint32 iRowsamples,
- mng_bool bIsRGBA16,
- mng_ptr pRow)
- These callbacks are only required when you selected the MNG_APP_CMS
- directive during compilation of the library. See the configuration
- section for more details.
- - mng_bool mng_iteratechunk (mng_handle hHandle,
- mng_handle hChunk,
- mng_chunkid iChunkid,
- mng_uint32 iChunkseq)
- This callback is only used for the mng_iterate_chunks() function.
- It is called exactly once for each chunk stored.
- III. Housekeeping
- > Memory management
- The library can use internal memory allocation/deallocation or use
- provided callbacks for its memory management. The choice is made at
- compilation time. See the section on customization for details.
- If internal management has been selected, the memory callback functions
- need not be supplied. Even if you do supply them they will not be used.
- The actual code used is similar to the code discussed in the callback
- section:
- pPtr = calloc (1, iSize);
- free (pPtr);
- If your compiler does not support these functions, or you wish to monitor
- the library's use of memory for certain reasons, you can choose to
- compile the library with external memory management. In this case the
- memory callback functions MUST be supplied, and should function as if the
- above code was used.
- > Initialization
- The basic initialization of the library is short and swift:
- myhandle = mng_initialize (myuserdata, my_alloc,
- my_free, MNG_NULL);
- if (myhandle == MNG_NULL)
- /* process error */;
- The first field is an application-only parameter. It is saved in
- libmng's internal structures and available at all times through the
- mng_get_userdata() function. This is especially handy in callback functions
- if your program may be handling multiple files at the same time.
- The second and third field supply the library with the memory callback
- 1function entry-points. These are described in more detail in the callback
- section and the previous paragraph.
- The fourth and last field may be used to supply the library with the
- entry-point of a trace callback function. For regular use you will not
- need this!
- The function returns a handle which will be your ticket to MNG-heaven.
- All other functions rely on this handle. It is the single fixed unique
- reference-point between your application and the library.
- You should call the initialization function for each image you wish to
- process simultaneously. If you are processing images consecutively, you can
- reset the internal status of the library with the mng_reset() function.
- This function will clear all internal state variables, free any stored
- chunks and/or objects, etc, etc. Your callbacks and other external parameters
- will be retained.
- After you successfully received the handle it is time to set the required
- callbacks. The sections on reading, displaying & writing indicate which
- callbacks are required and which are optional.
- To set the callbacks simply do:
- myretcode = mng_setcb_xxxxxx (myhandle, my_xxxxxx);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- Naturally you'd replace the x's with the name of the callback.
- > Cleanup
- Once you've gotten hold of that precious mng_handle, you should always,
- and I mean always, call the cleanup function when you're done.
- Just do:
- mng_cleanup (myhandle);
- And you're done. There shouldn't be an ounce of memory spilled after
- that call.
- Note that if you would like to process multiple files consecutively
- you do not need to do mng_cleanup() / mng_initialize() between each file
- but simply
- myretcode = mng_reset (myhandle);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- will suffice. Saves some time and effort, that.
- > Error handling
- From the examples in the previous paragraphs you may have noticed a
- meticulous scheme for error handling. And yes, that's exactly what it is.
- Practically each call simply returns an errorcode, indicating success,
- eg. MNG_NOERROR or failure, anything else but MNG_NEEDMOREDATA and
- MNG_NEEDTIMERWAIT. These latter two will be discussed in more detail in
- their respective fields of interest: the reading section and displaying
- section respectively.
- It is the application's responsibility to check the returncode after
- each call. You can call mng_getlasterror() to receive the details of
- the last detected error. This even includes a discriptive error-message
- if you enabled that option during compilation of the library.
- Note that after receiving an error it is still possible to call the
- library, but it's also very likely that any following call will fail.
- The only functions deemed to work will be mng_reset() and mng_cleanup().
- Yes, if you abort your program after an error, you should still call
- mng_cleanup().
- IV. Reading
- Reading a MNG, JNG or PNG is fairly easy. It depends slightly on your
- ultimate goal how certain specifics are to be handled, but the basics
- are similar in all cases.
- For the read functioins to work you must have compiled the library with
- the MNG_READ_SUPPRT directive. The standard DLL and Shared Library
- have this on by default!
- > Setup
- Naturally you must have initialized the library and be the owner of
- a mng_handle. The following callbacks are essential:
- mng_openstream, mng_readdata, mng_closestream
- You may optionally define:
- mng_errorproc, mng_traceproc
- mng_processheader, mng_processtext
- mng_processsave, mng_processseek
- The reading bit will also fail if you are already creating or
- displaying a file. Seems a bit obvious, but I thought I'd mention it,
- just in case.
- > To suspend or not to suspend
- There is one choice you need to make before calling the read function.
- Are you in need of suspension-mode or not?
- If you're reading from a disk you most certainly do not need
- suspension-mode. Even the oldest and slowest of disks will be fast
- enough for straight reading.
- However, if your input comes from a really slow device, such as a
- dialup-line or the likes, you may opt for suspension-mode. This is done
- by calling
- myretcode = mng_set_suspensionmode (myhandle,
- MNG_TRUE);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- Suspension-mode will force the library to use special buffering on the
- input. This allows your application to receive data of arbitrarily length
- and return this in the mng_readdata() callback, without disturbing the
- chunk processing routines of the library.
- Suspension-mode does require a little extra care in the main logic of the
- 1application. The read function may return with MNG_NEEDMOREDATA when the
- mng_readdata() callback returns less data then it needs to process the
- next chunk. This indicates the application to wait for more data to arrive
- and then resume processing by calling mng_read_resume().
- > The read HLAPI
- The actual reading is just plain simple. Since all I/O is done
- 1outside the library through the callbacks, the library can focus on
- its real task. Understanding, checking and labelling the input data!
- All you really need to do is this:
- myretcode = mng_read (myhandle);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- Of course, if you're on suspension-mode the code is a little more
- complicated:
- myretcode = mng_read (myhandle);
- while (myretcode == MNG_NEEDMOREDATA) {
- /* wait for input-data to arrive */
- myretcode = mng_read_resume (myhandle);
- }
-
- if (myretcode != MNG_NOERROR)
- /* process error */;
- This is rather crude and more sophisticated programming methods may
- dictate another approach. Whatever method you decide on, it should
- act as if the above code was in its place.
- There is also the mng_readdisplay() function, but this is discussed
- in the displaying section. It functions pretty much as the mng_read()
- function, but also immediately starts displaying the image.
- mng_read_resume() should be replaced by mng_display_resume() in that
- case!
- > What happens inside
- What actually happens inside the library depends on the configuration
- options set during the compilation of the library.
- Basically the library will first read the 8-byte file header, to determine
- its validity and the type of image it is about to process. Then it will
- repeatedly read a 4-byte chunk-length and then the remainder of the chunk
- until it either reaches EOF (indicated by the mng_readdata() callback) or
- implicitly decides EOF as it processed the logically last chunk of the
- image.
- Applications that require strict conformity and do not allow superfluous
- data after the ending chunk, will need to perform this check in their
- mng_closestream() callback.
- Each chunk is then checked on CRC, after which it is handed over to the
- appropriate chunk processing routine. These routines will disect the
- chunk, check the validity of its contents, check its position with respect
- to other chunks, etc, etc.
- If everything checks out, the chunk is further processed as follows:
- If display support has been selected during compilation, certain pre-display
- initialization will take place.
- If chunk-storage support has been selected during compilation, the chunks
- data may be stored in a special internal structure and held for future
- reference.
- > Storing and accessing chunks
- One of the compilation options activates support for chunk storage.
- This option may be useful if you want to examine an image. The directive
- is MNG_STORE_CHUNKS. You must also turn on the MNG_ACCESS_CHUNKS
- directive.
- The actual storage facility can be turned on or off with the
- mng_set_storechunks() function. If set to MNG_TRUE, chunks will be
- stored as they are read.
- At any point you can then call the mng_iterate_chunks() function
- to iterate through the current list of chunks. This function requires
- a callback which is called for each chunk and receives a specific
- chunk-handle. This chunk-handle can be used to call the appropriate
- mng_getchunk_xxxx() function, to access the chunks properties.
- A typical implementation may look like this:
- mng_bool my_iteratechunk (mng_handle hHandle,
- mng_handle hChunk,
- mng_chunkid iChunkid,
- mng_uint32 iChunkseq) {
- switch (iChunkid) {
- case MNG_UINT_MHDR : { /* process MHDR */;
- break; }
- case MNG_UINT_FRAM : { /* process FRAM */;
- break; }
- ...etc...
- case MNG_UINT_HUH : { /* unknown chunk */;
- break; }
- default : { /* duh; forgot one */; }
- }
- return MNG_TRUE; /* keep'm coming */
- }
- To get to the actual chunk fields of lets say a SHOW chunk you would do:
- mng_bool isempty;
- mng_uint16 firstid, lastid;
- mng_uint8 showmode;
- myretcode mng_getchunk_show (hHandle, hChunk,
- isempty, firstid,
- lastid, showmode);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- V. Displaying
- > Setup
- Assuming you have initialized the library and are the owner of
- a mng_handle. The following callbacks are essential:
- mng_getcanvasline, mng_refresh
- mng_gettickcount, mng_settimer
- If you wish to use an application supplied background you must supply:
- mng_getbkgdline
- If you wish to use the MNG_CANVAS_RGB8_A8 canvas style you must supply:
- mng_getalphaline
- You may optionally define:
- mng_errorproc, mng_traceproc
- mng_processheader, mng_processtext
- mng_processsave, mng_processseek
- Note that the mng_processheader() callback is optional but will
- be quite significant for proper operation!
- Displaying an image will fail if you are creating a file or already
- displaying one. Yes, you can't display it twice!
- > A word on canvas styles
- The canvas style describes how your drawing canvas is made up.
- You must set this before the library actually starts drawing, so
- the mng_processheader() callback is a pretty good place for it.
- Currently only 8-bit RGB canvas styles are supported, either with
- or without an alpha channel.
- If you like to do alpha composition yourself you can select one of
- the canvas styles that include an alpha channel. You can even have
- a separate alpha canvas by selecting the MNG_CANVAS_RGB8_A8 style.
- All styles require a compact model. Eg. MNG_CANVAS_BGR8 requires
- your canvas lines in bgrbgrbgr... storage, where each letter
- represents an 8-bit value of the corresponding color, and each
- threesome makes up the values of one(1) pixel.
- The library processes a line at a time, so the canvas lines do not
- actually need to be consecutive in memory.
- > Alpha composition and application backgrounds
- All Network Graphics can be partially transparent. This requires
- special processing if you need to display an image against some
- background. Note that the MNG header (MHDR chunk) contains a
- simplicity field indicating whether transparency information in
- the file is critical or not. This only applies to embedded images,
- which means the full image-frame of the MNG may still contain fully
- transparent pixels!
- Depending on your needs you can supply a single background color,
- a background canvas or tell the library to return the alpha-channel
- and do alpha composition yourself.
- This is different from the BACK chunk in a MNG, or the bKGD chunk
- in an (embedded) PNG or JNG. The BACK chunk indicates an optional or
- mandatory background color and/or image. The bKGD chunk only indicates
- an optional background color. These chunks indicate the Authors
- preferences. They may be absent in which case you need to supply
- some sort of background yourself.
- > Composing against a background color
- This is the easiest method. Call the mng_set_bgcolor() function to
- set the values of the red, green and blue component of your preferred
- background color.
- Use one of the canvas styles that do not have an alpha-channel, and
- which matches your output requirements.
- > Composing against a background canvas
- This is somewhat more complicated. You will need to set the
- mng_getbkgdline() callback. This will be called whenever the library
- needs to compose a partially transparent line.
- This canvas must hold the background against which the image should
- be composed. Its size must match exactly with the image dimensions
- and thus the drawing canvas!
- Use one of the canvas styles that do not have an alpha-channel, and
- which matches your output requirements. The canvas style of the
- background canvas may even differ from the drawing canvas. The library's
- composing will still function properly.
- > Composing within the application
- If you have the option in your application to draw a (partially)
- transparent canvas to the output device, this option is preferred.
- Select one of the canvas styles that do have an alpha-channel.
- The library will now supply the appropriate alpha information,
- allowing the application to compose the image as it sees fit.
- > Color information and CMS
- Network Graphics may, and usually will, contain color-correction
- information. This information is intended to compensate for the
- difference in recording and display devices used.
- This document does not address the specifics of color-management.
- See the PNG specification for a more detailed description.
- > Using little cms by Marti Maria Saguer
- This is the easiest method, providing you can compile the lcms package.
- Select the MNG_FULL_CMS directive during compilation, and sit back and
- relax. The library will take care of all color-correction for you.
- > Using an OS- or application-supplied CMS
- If you are so lucky to have access to CMS functionality from within
- your application, you may instruct the library to leave color-correction
- to you.
- Select the MNG_APP_CMS directive during compilation of the library.
- You MUST also set the following callbacks:
- mng_processgamma, mng_processchroma,
- mng_processsrgb, mng_processiccp and
- mng_processarow
- The last callback is called when the library needs you to correct
- an arbitrary line of pixels. The other callbacks are called when
- the corresponding color-information is encountered in the file.
- You must store this information somewhere for use in the
- mng_processarow() callback.
- > Using gamma-only correction
- This isn't a preferred method, but it's better than no correction
- at all. Gamma-only correction will at least compensate for
- gamma-differences between the original recorder and your output device.
- Select the MNG_GAMMA_ONLY directive during compilation
- of the library. Your compiler MUST support fp operations.
- > No color correction
- Ouch. This is really bad. This is the least preferred method,
- but may be necessary if your system cannot use lcms, doesn't
- have its own CMS, and does not allow fp operations, ruling out
- the gamma-only option.
- Select the MNG_NO_CMS directive during compilation.
- Images will definitely not be displayed as seen by the Author!!!
- > Animations and timing
- Animations require some form of timing support. The library relies
- on two callbacks for this purpose. The mng_gettickcount() and
- mng_settimer() callbacks. mng_gettickcount() is used to determine
- the passing of time in milliseconds since the beginning of the
- animation. This is also used to compensate during suspension-mode
- if you are using the mng_readdisplay() function to read & display
- the file simultaneously.
- The callback may return an arbitrary number of milliseconds, but
- this number must increase proportionaly between calls. Most modern
- systems will have some tickcount() function which derives its
- input from an internal clock. The value returned from this function
- is more than adequate for libmng.
- The mng_settimer() callback is called when the library determines
- a little "pause" is required before rendering another frame of the
- animation. The pause interval is also expressed in milliseconds.
- Your application should store this value and return immediately.
- The library will then make appropriate arrangements to store its
- internal state and returns to your application with the
- MNG_NEEDTIMERWAIT code.
- At that point you should suspend processing and wait the given
- interval. Please use your OS features for this. Do not engage some
- sort of loop. That is real bad programming practice. Most modern
- systems will have some timing functions. A simple wait() function
- may suffice, but this may prevent your applications main-task from
- running, and possibly prevent the actual update of your output device.
- > The mng_refresh() callback
- The mng_refresh() callback is called whenever the library has
- "finished" drawing a new frame onto your canvas, and just before it
- will call the mng_settimer() callback.
- This allows you to perform some actions necessary to "refresh" the
- canvas onto your output device. Please do NOT suspend processing
- inside this callback. This must be handled after the mng_settimer()
- callback!
- > Displaying while reading
- This method is preferred if you are reading from a slow input device
- (such as a dialup-line) and you wish to start displaying something
- as quickly as possible. This functionality is provided mainly for
- browser-type applications but may be appropriate for other
- applications as well.
- The method is usually used in unison with the suspension-mode of
- the read module. A typical implementation would look like this:
- /* initiale library and set required callbacks */
- /* activate suspension-mode */
- myretcode = mng_set_suspensionmode (myhandle,
- MNG_TRUE);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- myretcode = mng_readdisplay (myhandle);
- while ((myretcode == MNG_NEEDMOREDATA) ||
- (myretcode == MNG_NEEDTIMERWAIT)) {
- if (myretcode == MNG_NEEDMOREDATA)
- /* wait for more input-data */;
- else
- /* wait for timer interval */;
- myretcode = mng_display_resume (myhandle);
- }
- if (myretcode != MNG_NOERROR)
- /* process error */;
- More advanced programming methods may require a different approach,
- but the final result should function as in the code above.
- > Displaying after reading
- This method is used to display a file that was previously read.
- It is primarily meant for viewers with direct file access, such as
- 1a local harddisk.
- Once you have successfully read the file, all you need to do is:
- myretcode = mng_display (myhandle);
- while (myretcode == MNG_NEEDTIMERWAIT) {
- /* wait for timer interval */;
- myretcode = mng_display_resume (myhandle);
- }
- if (myretcode != MNG_NOERROR)
- /* process error */;
- Again, more advanced programming methods may require a different
- approach, but the final result should function as in the code above.
- > Display manipulation
- Several HLAPI functions are provided to allow a user to manipulate
- the normal flow of an animation.
- - mng_display_freeze (mng_handle hHandle)
- This will "freeze" the animation in place.
- - mng_display_resume (mng_handle hHandle)
- This function can be used to resume a frozen animation, or to force
- the library to advance the animation to the next frame.
- - mng_display_reset (mng_handle hHandle)
- This function will "reset" the animation into its pristine state.
- Calling mng_display() afterwards will re-display the animation
- from the first frame.
- - mng_display_golayer (mng_handle hHandle,
- mng_uint32 iLayer)
- - mng_display_goframe (mng_handle hHandle,
- mng_uint32 iFrame)
- - mng_display_goplaytime (mng_handle hHandle,
- mng_uint32 iPlaytime)
- These three functions can be used to "jump" to a specific layer, frame
- or timeslot in the animation. You must "freeze" the animation before
- using any of these functions.
- All above functions may only be called during a timer interval!
- It is the applications responsibility to cleanup any resources with
- respect to the timer wait.
- VI. Writing
- The main focus of the library lies in its displaying capabilites.
- But it does offer writing support as well.
- You can create and write a file, or you can write a file you
- have previously read, providing the storage of chunks was enabled
- and active.
- For this to work you must have compiled the library with the
- MNG_WRITE_SUPPO1RT and MNG_ACCESS_CHUNKS directives. The standard DLL and
- Shared Library have this on by default!
- > Setup
- As always you must have initialized the library and be the owner of
- a mng_handle. The following callbacks are essential:
- mng_openstream, mng_writedata, mng_closestream
- You can optionally define:
- mng_errorproc, mng_traceproc
- The creation and writing functions will fail if you are in the middle
- of reading, creating or writing a file.
- > Creating a new file
- To start a new file the library must be in its initial state.
- First you need to tell the library your intentions:
- myretcode = mng_create (myhandle);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- After that you start adding the appropriate chunks:
- myretcode = mng_putchunk_mhdr (myhandle, ...);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- And so on, and so forth. Note that the library will automatically signal
- the logical end of the file by the ending chunk. Also the first chunk
- will indicate the library the filetype (eg. PNG, JNG or MNG) and force
- the proper signature when writing the file.
- The code above can be simplified, as you can always get the last errorcode
- by using the mng_getlasterror() function:
- if ( (mng_putchunk_xxxx (myhandle, ...)) or
- (mng_putchunk_xxxx (myhandle, ...)) or
- ...etc... )
- /* process error */;
- Please note that you must have a pretty good understanding of the chunk
- specification. Unlike the read functions, there are virtually no checks,
- so it is quite possible to write completely wrong files.
- It is a good practice to read back your file into the library to verify
- its integrity.
- Once you've got all the chunks added, all you do is:
- myretcode mng_write (myhandle);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- And presto. You're done. The real work is of course carried out in
- your callbacks. Note that this is a single operation as opposed to
- the read & display functions that may return with MNG_NEEDMOREDATA
- and/or MNG_NEEDTIMERWAIT. The write function just does the job, and
- only returns after it's finished or if it encounters some
- unrecoverable error.
- > Writing a previously read file
- If you have already successfully read a file, you can use the library to
- write it out as a copy or something. You MUST have compiled the library
- with the MNG_STORE_CHUNKS directive, and you must have done
- mng_set_storechunks (myhandle, MNG_TRUE).
- This doesn't require the MNG_ACCESS_CHUNKS directive, unless you want
- to fiddle with the chunks as well.
- Again all you need to do is:
- myretcode mng_write (myhandle);
- if (myretcode != MNG_NOERROR)
- /* process error */;
- VII. Modifying/Customizing libmng:
- to do
- > Compilation directives
- to do
- > Platform dependant modification
- to do
- References :
- libmng :
- http://www.libmng.com/
- zlib :
- http://www.info-zip.org/pub/infozip/zlib/
- IJG JPEG library :
- http://www.ijg.org/
- lcms (little CMS) by Marti Maria Saguer :
- http://www.littlecms.com/
- MNG specification:
- http://www.libpng.org/pub/mng
- In the case of any inconsistency between the MNG specification
- and this library, the specification takes precedence.
- The contributing authors would like to thank all those who helped
- with testing, bug fixes, and patience. This wouldn't have been
- possible without all of you!!!
- COPYRIGHT NOTICE:
- Copyright (c) 2000,2001 Gerard Juyn
- For the purposes of this copyright and license, "Contributing Authors"
- is defined as the following set of individuals:
- Gerard Juyn
- The MNG Library is supplied "AS IS". The Contributing Authors
- disclaim all warranties, expressed or implied, including, without
- limitation, the warranties of merchantability and of fitness for any
- purpose. The Contributing Authors assume no liability for direct,
- indirect, incidental, special, exemplary, or consequential damages,
- which may result from the use of the MNG Library, even if advised of
- the possibility of such damage.
- Permission is hereby granted to use, copy, modify, and distribute this
- source code, or portions hereof, for any purpose, without fee, subject
- to the following restrictions:
- 1. The origin of this source code must not be misrepresented;
- you must not claim that you wrote the original software.
- 2. Altered versions must be plainly marked as such and must not be
- misrepresented as being the original source.
- 3. This Copyright notice may not be removed or altered from any source
- or altered source distribution.
- The Contributing Authors specifically permit, without fee, and
- encourage the use of this source code as a component to supporting
- the MNG and JNG file format in commercial products. If you use this
- source code in a product, acknowledgment would be highly appreciated.
- Remarks :
- Parts of this software have been adapted from the libpng library.
- Although this library supports all features from the PNG specification
- (as MNG descends from it) it does not require the libpng library.
- It does require the zlib library and optionally the IJG JPEG library,
- and/or the "little-cms" library by Marti Maria Saguer (depending on the
- inclusion of support for JNG and Full-Color-Management respectively.
- This library's function is primarily to read and display MNG
- animations. It is not meant as a full-featured image-editing
- component! It does however offer creation and editing functionality
- at the chunk level. (future modifications may include some more
- support for creation and or editing)
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