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src/textures/formats/multipatchtexture.h
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113
src/textures/formats/multipatchtexture.h
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#pragma once
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//==========================================================================
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//
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// TexPart is the data that will get passed to the final texture.
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//
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//==========================================================================
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struct TexPart
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{
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FRemapTable *Translation = nullptr;
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FImageSource *Image = nullptr;
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PalEntry Blend = 0;
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blend_t Alpha = FRACUNIT;
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int16_t OriginX = 0;
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int16_t OriginY = 0;
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uint8_t Rotate = 0;
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uint8_t op = OP_COPY;
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};
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//==========================================================================
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//
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// A texture defined in a TEXTURE1 or TEXTURE2 lump
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//
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//==========================================================================
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class FMultiPatchTexture : public FImageSource
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{
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public:
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FMultiPatchTexture(int w, int h, const TArray<TexPart> &parts, bool complex, bool textual);
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protected:
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int NumParts;
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bool bComplex;
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bool bTextual;
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TexPart *Parts;
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// The getters must optionally redirect if it's a simple one-patch texture.
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int CopyPixels(FBitmap *bmp, int conversion) override;
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TArray<uint8_t> GetPalettedPixels(int conversion) override;
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void CopyToBlock(uint8_t *dest, int dwidth, int dheight, FImageSource *source, int xpos, int ypos, int rotate, const uint8_t *translation, int style);
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};
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//==========================================================================
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//
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// Additional data per patch which is needed for initialization
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//
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//==========================================================================
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struct TexInit
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{
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FString TexName;
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ETextureType UseType = ETextureType::Null;
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FTexture *Texture = nullptr;
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bool Silent = false;
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bool HasLine = false;
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bool UseOffsets = false;
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FScriptPosition sc;
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};
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//==========================================================================
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//
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// All build info only needed to construct the multipatch textures
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//
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//==========================================================================
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struct FPatchLookup;
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struct BuildInfo
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{
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FString Name;
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TArray<TexPart> Parts;
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TArray<TexInit> Inits;
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int Width = 0;
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int Height = 0;
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DVector2 Scale = { 1, 1 };
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bool bWorldPanning = false; // This sucks!
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int DefinitionLump = 0;
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bool bComplex = false;
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bool textual = false;
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bool bNoDecals = false;
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int LeftOffset[2] = {};
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int TopOffset[2] = {};
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FTextureID id = {};
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FImageTexture *tex = nullptr;
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};
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class FMultipatchTextureBuilder
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{
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FTextureManager &TexMan;
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TArray<BuildInfo> BuiltTextures;
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void MakeTexture(BuildInfo &buildinfo, ETextureType usetype);
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void BuildTexture(const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum, ETextureType usetyoe);
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void AddTexturesLump(const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1);
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void ParsePatch(FScanner &sc, BuildInfo &info, TexPart &part, TexInit &init);
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void CheckForHacks(BuildInfo &buildinfo);
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void ResolvePatches(BuildInfo &buildinfo);
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public:
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FMultipatchTextureBuilder(FTextureManager &texMan) : TexMan(texMan)
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{
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}
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void AddTexturesLumps(int lump1, int lump2, int patcheslump);
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void ParseTexture(FScanner &sc, ETextureType usetype);
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void ResolveAllPatches();
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};
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