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Rename 'Standard Gaming Platform' to 'sgp' (#246)
* rename 'Standard Gaming Platform' to 'sgp' * Adapt CMakeLists.txt files to renamed SGP directory * Lowercase it
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#if !defined( COMPRESSION_H )
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#define COMPRESSION_H
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#include "types.h"
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// Notes on how to use these functions without getting your hands dirty:
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// To decompress:
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//
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// 1) call DecompressInit() with a pointer to your compressed data, and the
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// size of that compressed data. DecompressInit() returns a "decompression
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// pointer" that you should pass to Decompress() and DecompressFini()
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//
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// 2) call Decompress() with the decompression pointer, a pointer to a
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// buffer for decompressed data, and the length of that buffer. If the
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// buffer is not large enough to hold all of the decompressed data,
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// Decompress() will fill it completely, and you can call Decompress() again
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// to continue your decompression. You are responsible for knowing the
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// size your data will be after decompression. (The STI/STCI file format
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// records your original data size for you...) Decompress() returns the
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// number of bytes of output.
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//
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// 3) call DecompressFini() with the decompression pointer when you're done
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PTR DecompressInit( PTR pCompressedData, UINT32 uiDataSize );
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UINT32 Decompress( PTR pDecompPtr, BYTE * pBuffer, UINT32 uiBufferLen );
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void DecompressFini( PTR pDecompPtr );
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// To compress:
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//
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// 1) call CompressInit() with a pointer to your uncompressed data, and the
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// size of that uncompressed data. CompressInit() returns a "compression
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// pointer" that you should pass to Compress() and CompressFini()
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//
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// 2) call Compress() with the compression pointer, a pointer to a
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// buffer for compressed data, and the length of that buffer. If the
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// buffer is not large enough to hold all of the compressed data,
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// Compress() will fill it completely, and you can call Compress() again
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// with a new or emptied buffer to continue your compression later. You
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// can call CompressedBufferSize() to determine the largest buffer size you
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// should need for a certain number of bytes. Ccompress() returns the number
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// of bytes of output.
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//
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// 3) call CompressFini() with the compression pointer when you're done
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UINT32 CompressedBufferSize( UINT32 uiDataSize );
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PTR CompressInit( BYTE * pUncompressedData, UINT32 uiDataSize );
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UINT32 Compress( PTR pCompPtr, BYTE * pBuffer, UINT32 uiBufferLen );
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void CompressFini( PTR pCompPtr );
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#endif
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