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https://github.com/ZDoom/Raze.git
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540 lines
14 KiB
C++
540 lines
14 KiB
C++
/*
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** tiletexture.cpp
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** Image sources and file management for Build tile textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2019-2022 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "files.h"
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#include "i_time.h"
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#include "zstring.h"
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#include "tiletexture.h"
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#include "texturemanager.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "m_swap.h"
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class FTileTexture : public FImageSource
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{
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public:
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FTileTexture() noexcept
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{
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bUseGamePalette = true;
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bTranslucent = false;
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}
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virtual uint8_t* GetRawData() = 0;
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virtual PalettedPixels CreatePalettedPixels(int conversion, int frame) override;
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virtual int CopyPixels(FBitmap* bmp, int conversion, int frame) override; // This will always ignore 'luminance'.
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};
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//==========================================================================
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//
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// A tile coming from an ART file.
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//
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//==========================================================================
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class FArtTile : public FTileTexture
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{
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const TArray<uint8_t>& RawPixels;
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const uint32_t Offset;
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public:
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FArtTile(const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height) noexcept
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: RawPixels(backingstore), Offset(offset)
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{
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Width = width;
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Height = height;
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}
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uint8_t* GetRawData() override final
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{
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return &RawPixels[Offset];
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}
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};
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//==========================================================================
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//
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// A non-existent tile
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//
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//==========================================================================
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class FDummyTile : public FTileTexture
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{
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public:
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FDummyTile(int width, int height)
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{
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Width = width;
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Height = height;
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}
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uint8_t* GetRawData() override
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{
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return nullptr;
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}
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};
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//==========================================================================
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//
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// A tile with a writable surface
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//
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//==========================================================================
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class FWritableTile : public FTileTexture
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{
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protected:
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TArray<uint8_t> buffer;
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public:
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FWritableTile()
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{
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//useType = Writable;
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}
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uint8_t* GetRawData() override
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{
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return buffer.Data();
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}
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bool ResizeImage(int w, int h)
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{
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if (w <= 0 || h <= 0)
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{
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buffer.Reset();
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return false;
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}
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else
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{
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Width = w;
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Height = h;
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buffer.Resize(w * h);
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return true;
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}
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}
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virtual void Reload() {}
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};
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//==========================================================================
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//
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// A tile with a writable surface
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//
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//==========================================================================
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class FRestorableTile : public FWritableTile
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{
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FImageSource* Base;
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public:
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FRestorableTile(FImageSource* base)
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{
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Base = base;
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CopySize(*base);
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ResizeImage(Width, Height);
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Reload();
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}
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void Reload() override
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{
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buffer = Base->GetPalettedPixels(0);
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}
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};
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//==========================================================================
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//
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// Base class for Build tile textures
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// This needs a few subclasses for different use cases.
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//
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//==========================================================================
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int FTileTexture::CopyPixels(FBitmap* bmp, int conversion, int)
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{
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TArray<uint8_t> buffer;
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auto ppix = GetRawData();
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if (ppix)
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{
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bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors);
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}
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return 0;
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}
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// 'conversion' is meaningless here becazse we do not have to bother with a software renderer.
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PalettedPixels FTileTexture::CreatePalettedPixels(int conversion, int)
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{
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if (GetRawData())
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{
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return PalettedPixels(GetRawData(), Width * Height);
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}
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else
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{
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PalettedPixels buffer(Width * Height);
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memset(buffer.Data(), 0, buffer.Size());
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return buffer;
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}
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}
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//==========================================================================
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//
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// raw pixel cache. This is for accessing pixel data in the game code,
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// not for rendering.
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//
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//==========================================================================
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struct RawCacheNode
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{
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TArray<uint8_t> data;
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uint64_t lastUseTime;
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RawCacheNode() = default;
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RawCacheNode(const RawCacheNode& other) = default;
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RawCacheNode& operator=(const RawCacheNode& other) = default;
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RawCacheNode(RawCacheNode&& other) noexcept
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{
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data = std::move(other.data);
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lastUseTime = other.lastUseTime;
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}
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RawCacheNode& operator=(RawCacheNode&& other) noexcept
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{
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data = std::move(other.data);
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lastUseTime = other.lastUseTime;
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return *this;
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}
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};
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//==========================================================================
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//
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// access raw pixel data for in-game checking. Works for all texture types.
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//
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//==========================================================================
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static TMap<int, RawCacheNode> CacheNodes;
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const uint8_t* GetRawPixels(FTextureID texid)
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{
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if (!texid.isValid()) return nullptr;
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auto gtex = TexMan.GetGameTexture(texid);
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auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
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if (!tex || !tex->GetImage()) return nullptr;
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auto img = tex->GetImage();
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auto timg = dynamic_cast<FTileTexture*>(img);
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if (!timg || !timg->GetRawData())
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{
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auto cache = CacheNodes.CheckKey(texid.GetIndex());
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if (cache)
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{
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cache->lastUseTime = I_nsTime();
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return cache->data.Data();
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}
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RawCacheNode newnode;
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newnode.data = img->GetPalettedPixels(0);
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newnode.lastUseTime = I_nsTime();
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auto retval =newnode.data.Data();
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CacheNodes.Insert(texid.GetIndex(), std::move(newnode));
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return retval;
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}
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else
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{
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return timg->GetRawData();
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}
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}
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//==========================================================================
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//
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//To use this the texture must have been made writable during texture init.
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//
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//==========================================================================
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uint8_t* GetWritablePixels(FTextureID texid, bool reload)
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{
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if (!texid.isValid()) return nullptr;
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auto gtex = TexMan.GetGameTexture(texid);
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auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
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if (!tex || !tex->GetImage()) return nullptr;
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auto timg = dynamic_cast<FWritableTile*>(tex->GetImage());
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if (!timg) return nullptr;
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if (reload)
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timg->Reload();
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gtex->CleanHardwareData(); // we can safely assume that this only gets called when the texture is about to be changed.
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return timg->GetRawData();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FImageSource* GetTileImage(const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, TArray<void*> freelist)
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{
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FImageSource* tex;
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void* mem = nullptr;
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if (freelist.Size() > 0) freelist.Pop(mem);
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// recycle discarded image sources if available. They are all the same type so this is safe.
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if (mem)
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{
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memset(mem, 0, sizeof(FArtTile));
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tex = new(mem) FArtTile(backingstore, offset, width, height);
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}
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else tex = new FArtTile(backingstore, offset, width, height);
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auto p = &backingstore[offset];
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auto siz = width * height;
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for (int i = 0; i < siz; i++, p++)
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{
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// move transparent color to index 0 to get in line with the rest of the texture management.
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if (*p == 0) *p = 255;
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else if (*p == 255) *p = 0;
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}
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return tex;
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}
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//===========================================================================
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//
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// Creates image sources for all valid tiles in one ART file.
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// In case this overwrites older tiles, these get added to a freelist
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// and reused later
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//
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//===========================================================================
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static void GetImagesFromFile(TArray<FImageSource*>& array, TArray<unsigned>& picanmarray, TArray<void*> freelist, TArray<uint8_t>& RawData)
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{
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const uint8_t* tiles = RawData.Data();
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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unsigned tilestart = LittleLong(((unsigned*)tiles)[2]);
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unsigned tileend = LittleLong(((unsigned*)tiles)[3]);
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const uint16_t* tilesizx = &((const uint16_t*)tiles)[8];
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const uint16_t* tilesizy = &tilesizx[tileend - tilestart + 1];
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const uint32_t* picanmraw = (const uint32_t*)&tilesizy[tileend - tilestart + 1];
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const uint8_t* tiledata = (const uint8_t*)&picanmraw[tileend - tilestart + 1];
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unsigned oldsize = array.Size();
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if (array.Size() < tileend + 1)
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array.Resize(tileend + 1);
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// picanm info needs to be stashed aside for later use, except for the offsets which are written into the image object
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if (picanmarray.Size() < tileend + 1)
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picanmarray.Resize(tileend + 1);
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// If there's a gap, initialize it.
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for (unsigned i = oldsize; i < tilestart; i++)
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{
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array[i] = nullptr;
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picanmarray[i] = {};
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}
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for (unsigned i = tilestart; i <= tileend; ++i)
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{
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int pic = i - tilestart;
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int width = LittleShort(tilesizx[pic]);
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int height = LittleShort(tilesizy[pic]);
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uint32_t anm = LittleLong(picanmraw[pic]);
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int size = width * height;
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picanmarray[i] = picanmraw[pic]; // this must also be retained for invalid tiles.
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if (width <= 0 || height <= 0)
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{
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// If an existing tile is discarded, add it to the free list
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if (array[i] && i < oldsize)
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{
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array[i]->~FImageSource(); // really a no-op but let's stay on the safe side.
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#if 0
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// recycling items causes corruption so disable for now and revisit later.
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freelist.Push(array[i]);
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#endif
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}
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array[i] = nullptr;
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continue;
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}
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FString texname;
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auto tex = GetTileImage(RawData, uint32_t(tiledata - tiles), width, height, freelist);
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int leftoffset = (int8_t)((anm >> 8) & 255);
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int topoffset = (int8_t)((anm >> 16) & 255);
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tex->SetOffsets(leftoffset, topoffset);
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tiledata += size;
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array[i] = tex;
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}
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}
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//===========================================================================
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//
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// CountTiles
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//
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// Returns the number of tiles provided by an artfile
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//
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//===========================================================================
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int CountTiles(const char* fn, const uint8_t* RawData)
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{
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int version = LittleLong(*(uint32_t*)RawData);
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if (version != 1)
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{
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Printf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
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return 0;
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}
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int tilestart = LittleLong(((uint32_t*)RawData)[2]);
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int tileend = LittleLong(((uint32_t*)RawData)[3]);
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if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
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{
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Printf("%s: Invalid tilestart or tileend\n", fn);
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return 0;
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}
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if (tileend < tilestart)
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{
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Printf("%s: tileend < tilestart\n", fn);
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return 0;
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}
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return tileend >= tilestart ? tileend - tilestart + 1 : 0;
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}
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//===========================================================================
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//
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// LoadArtFile
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//
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// Returns the number of tiles found.
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//
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// let's load everything into memory on startup.
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//
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//===========================================================================
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static void AddArtFile(const FString& filename)
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{
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FileReader fr = fileSystem.OpenFileReader(filename);
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if (fr.isOpen())
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{
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TArray<uint8_t> artdata(fr.GetLength(), true);
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fr.Read(artdata.Data(), artdata.Size());
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if (artdata.Size() > 16)
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{
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if (memcmp(artdata.Data(), "BUILDART", 8) == 0)
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{
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artdata.Delete(0, 8);
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}
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// Only load the data if the header is present
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if (CountTiles(filename, artdata.Data()) > 0)
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{
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// The texture manager already has a store for Build ART files, so let's use it. :)
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auto& store = TexMan.GetNewBuildTileData();
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store = std::move(artdata);
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}
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}
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}
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}
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//===========================================================================
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//
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// Loads an art set but does not do anything with the tiles yet.
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//
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//===========================================================================
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void InitArtFiles(TArray<FString>& addedArt)
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{
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const int MAXARTFILES_BASE = 200;
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for (int index = 0; index < MAXARTFILES_BASE; index++)
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{
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FStringf fn("tiles%03d.art", index);
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AddArtFile(fn);
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}
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for (auto& addart : addedArt)
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{
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AddArtFile(addart);
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}
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}
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//===========================================================================
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//
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// Creates image sources for all valid tiles in the ART set.
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//
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//===========================================================================
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void GetArtImages(TArray<FImageSource*>& array, TArray<unsigned>& picanm)
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{
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TArray<void*> freelist;
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for (auto& f : TexMan.GetBuildTileDataStore())
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{
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GetImagesFromFile(array, picanm, freelist, f);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FImageSource* createDummyTile(int width, int height)
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{
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if (width > 0 && height > 0)
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return new FDummyTile(width, height);
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else
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FImageSource* createWritableTile(int width, int height)
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{
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if (width > 0 && height > 0)
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{
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auto tile = new FWritableTile;
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tile->ResizeImage(width, height);
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return tile;
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}
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else
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return nullptr;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FImageSource* makeTileWritable(FImageSource* img)
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{
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return new FRestorableTile(img);
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}
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