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mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-25 11:19:39 +01:00
hlsdk-xash3d/game_shared/vgui_loadtga.cpp
Roman Chistokhodov ba2cab60df
Get VGUI back (optionally) (#194)
* 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
2021-10-27 01:35:11 +00:00

113 lines
2.3 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "../cl_dll/wrect.h"
#include "../cl_dll/cl_dll.h"
#include "VGUI.h"
#include "vgui_loadtga.h"
#include "VGUI_InputStream.h"
// ---------------------------------------------------------------------- //
// Helper class for loading tga files.
// ---------------------------------------------------------------------- //
class MemoryInputStream : public vgui::InputStream
{
public:
MemoryInputStream()
{
m_pData = NULL;
m_DataLen = m_ReadPos = 0;
}
virtual void seekStart( bool &success )
{
m_ReadPos = 0;
success = true;
}
virtual void seekRelative( int count, bool &success )
{
m_ReadPos += count;
success = true;
}
virtual void seekEnd( bool &success )
{
m_ReadPos = m_DataLen;
success = true;
}
virtual int getAvailable( bool &success )
{
// This is what vgui does for files...
success = false;
return 0;
}
virtual uchar readUChar( bool & success )
{
if( m_ReadPos >= 0 && m_ReadPos < m_DataLen )
{
success = true;
uchar ret = m_pData[m_ReadPos];
++m_ReadPos;
return ret;
}
else
{
success = false;
return 0;
}
}
virtual void readUChar( uchar *buf, int count, bool &success )
{
for( int i = 0; i < count; i++)
buf[i] = readUChar( success );
}
virtual void close( bool &success)
{
m_pData = NULL;
m_DataLen = m_ReadPos = 0;
}
uchar *m_pData;
int m_DataLen;
int m_ReadPos;
};
vgui::BitmapTGA *vgui_LoadTGA( char const *pFilename )
{
MemoryInputStream stream;
stream.m_pData = gEngfuncs.COM_LoadFile( (char*)pFilename, 5, &stream.m_DataLen );
if( !stream.m_pData )
return NULL;
stream.m_ReadPos = 0;
vgui::BitmapTGA *pRet = new vgui::BitmapTGA( &stream, true );
gEngfuncs.COM_FreeFile( stream.m_pData );
return pRet;
}
vgui::BitmapTGA *vgui_LoadTGANoInvertAlpha( char const *pFilename )
{
MemoryInputStream stream;
stream.m_pData = gEngfuncs.COM_LoadFile( (char*)pFilename, 5, &stream.m_DataLen );
if( !stream.m_pData )
return NULL;
stream.m_ReadPos = 0;
vgui::BitmapTGA *pRet = new vgui::BitmapTGA( &stream, false );
gEngfuncs.COM_FreeFile( stream.m_pData );
return pRet;
}