mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 19:29:13 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable
113 lines
2.3 KiB
C++
113 lines
2.3 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "../cl_dll/wrect.h"
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#include "../cl_dll/cl_dll.h"
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#include "VGUI.h"
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#include "vgui_loadtga.h"
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#include "VGUI_InputStream.h"
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// ---------------------------------------------------------------------- //
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// Helper class for loading tga files.
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// ---------------------------------------------------------------------- //
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class MemoryInputStream : public vgui::InputStream
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{
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public:
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MemoryInputStream()
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{
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m_pData = NULL;
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m_DataLen = m_ReadPos = 0;
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}
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virtual void seekStart( bool &success )
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{
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m_ReadPos = 0;
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success = true;
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}
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virtual void seekRelative( int count, bool &success )
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{
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m_ReadPos += count;
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success = true;
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}
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virtual void seekEnd( bool &success )
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{
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m_ReadPos = m_DataLen;
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success = true;
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}
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virtual int getAvailable( bool &success )
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{
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// This is what vgui does for files...
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success = false;
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return 0;
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}
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virtual uchar readUChar( bool & success )
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{
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if( m_ReadPos >= 0 && m_ReadPos < m_DataLen )
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{
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success = true;
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uchar ret = m_pData[m_ReadPos];
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++m_ReadPos;
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return ret;
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}
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else
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{
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success = false;
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return 0;
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}
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}
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virtual void readUChar( uchar *buf, int count, bool &success )
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{
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for( int i = 0; i < count; i++)
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buf[i] = readUChar( success );
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}
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virtual void close( bool &success)
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{
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m_pData = NULL;
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m_DataLen = m_ReadPos = 0;
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}
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uchar *m_pData;
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int m_DataLen;
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int m_ReadPos;
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};
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vgui::BitmapTGA *vgui_LoadTGA( char const *pFilename )
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{
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MemoryInputStream stream;
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stream.m_pData = gEngfuncs.COM_LoadFile( (char*)pFilename, 5, &stream.m_DataLen );
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if( !stream.m_pData )
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return NULL;
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stream.m_ReadPos = 0;
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vgui::BitmapTGA *pRet = new vgui::BitmapTGA( &stream, true );
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gEngfuncs.COM_FreeFile( stream.m_pData );
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return pRet;
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}
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vgui::BitmapTGA *vgui_LoadTGANoInvertAlpha( char const *pFilename )
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{
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MemoryInputStream stream;
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stream.m_pData = gEngfuncs.COM_LoadFile( (char*)pFilename, 5, &stream.m_DataLen );
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if( !stream.m_pData )
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return NULL;
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stream.m_ReadPos = 0;
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vgui::BitmapTGA *pRet = new vgui::BitmapTGA( &stream, false );
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gEngfuncs.COM_FreeFile( stream.m_pData );
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return pRet;
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}
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