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Xash3DArchive/utils/vgui/lib/win32_vc6/fileimage.h

101 lines
1.8 KiB
C++

//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef __FILEIMAGE_H__
#define __FILEIMAGE_H__
#ifdef _WIN32
#pragma once
#endif
#include <stdio.h>
typedef void *FileHandle_t;
class FileImageStream
{
public:
virtual void Read(void *pOut, int len)=0;
// Returns true if there were any Read errors.
// Clears error status.
virtual bool ErrorStatus()=0;
};
// Use to read out of a memory buffer..
class FileImageStream_Memory : public FileImageStream
{
public:
FileImageStream_Memory(void *pData, int dataLen);
virtual void Read(void *pOut, int len);
virtual bool ErrorStatus();
private:
unsigned char *m_pData;
int m_DataLen;
int m_CurPos;
bool m_bError;
};
// Generic image representation..
class FileImage
{
public:
FileImage()
{
Clear();
}
~FileImage()
{
Term();
}
void Term()
{
if(m_pData)
delete [] m_pData;
Clear();
}
// Clear the structure without deallocating.
void Clear()
{
m_Width = m_Height = 0;
m_pData = NULL;
}
int m_Width, m_Height;
unsigned char *m_pData;
};
// Functions to load/save FileImages.
bool Load32BitTGA(
FileImageStream *fp,
FileImage *pImage);
void Save32BitTGA(
FileHandle_t fp,
FileImage *pImage);
#endif