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43033e830a
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
136 lines
2.9 KiB
C++
136 lines
2.9 KiB
C++
#pragma once
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#include <stdint.h>
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#include "zstring.h"
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#include "tarray.h"
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#include "textures.h"
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#include "bitmap.h"
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#include "memarena.h"
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class FImageSource;
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using PrecacheInfo = TMap<int, std::pair<int, int>>;
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struct PalettedPixels
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{
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friend class FImageSource;
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TArrayView<uint8_t> Pixels;
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private:
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TArray<uint8_t> PixelStore;
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bool ownsPixels() const
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{
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return Pixels.Data() == PixelStore.Data();
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}
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};
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// This represents a naked image. It has no high level logic attached to it.
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// All it can do is provide raw image data to its users.
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class FImageSource
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{
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protected:
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static int NextID;
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int SourceLump;
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int Width = 0, Height = 0;
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int LeftOffset = 0, TopOffset = 0; // Offsets stored in the image.
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bool bUseGamePalette = false; // true if this is an image without its own color set.
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int ImageID = -1;
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FString Name;
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// Internal image creation functions. All external access should go through the cache interface,
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// so that all code can benefit from future improvements to that.
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public:
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virtual ~FImageSource() = default;
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void CopySize(FImageSource &other)
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{
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Width = other.Width;
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Height = other.Height;
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LeftOffset = other.LeftOffset;
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TopOffset = other.TopOffset;
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SourceLump = other.SourceLump;
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}
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bool bMasked = true; // Image (might) have holes (Assume true unless proven otherwise!)
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int8_t bTranslucent = -1; // Image has pixels with a non-0/1 value. (-1 means the user needs to do a real check)
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int GetId() const { return ImageID; }
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// 'noremap0' will only be looked at by FPatchTexture and forwarded by FMultipatchTexture.
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static FImageSource * GetImage(const char *name);
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virtual void CreatePalettedPixels(uint8_t *destbuffer) = 0;
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virtual int CopyPixels(FBitmap* bmp, int conversion) = 0; // This will always ignore 'luminance'.
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// Conversion option
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enum EType
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{
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normal = 0,
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luminance = 1,
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noremap0 = 2
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};
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FImageSource(int sourcelump = -1) : SourceLump(sourcelump) { ImageID = ++NextID; }
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int GetWidth() const
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{
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return Width;
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}
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int GetHeight() const
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{
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return Height;
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}
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std::pair<int, int> GetSize() const
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{
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return std::make_pair(Width, Height);
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}
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std::pair<int, int> GetOffsets() const
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{
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return std::make_pair(LeftOffset, TopOffset);
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}
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void SetOffsets(int x, int y)
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{
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LeftOffset = x;
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TopOffset = y;
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}
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int LumpNum() const
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{
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return SourceLump;
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}
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bool UseGamePalette() const
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{
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return bUseGamePalette;
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}
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};
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//==========================================================================
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//
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// a TGA texture
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//
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//==========================================================================
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class FImageTexture : public FTexture
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{
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FImageSource *mImage;
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public:
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FImageTexture (FImageSource *image, const char *name = nullptr);
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~FImageTexture()
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{
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if (mImage) delete mImage;
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}
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void Create8BitPixels(uint8_t* buffer) override;
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FImageSource *GetImage() const override { return mImage; }
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FBitmap GetBgraBitmap(const PalEntry *p, int *trans) override;
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};
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