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UnrealEngineUWP/Engine/Source/Runtime/ImageWrapper/Private/IcoImageWrapper.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "IcoImageWrapper.h"
#include "PngImageWrapper.h"
#include "BmpImageWrapper.h"
#include "BmpImageSupport.h"
#pragma pack(push,1)
struct FIconDirEntry
{
uint8 bWidth; // Width, in pixels, of the image
uint8 bHeight; // Height, in pixels, of the image
uint8 bColorCount; // Number of colors in image (0 if >=8bpp)
uint8 bReserved; // Reserved ( must be 0)
uint16 wPlanes; // Color Planes
uint16 wBitCount; // Bits per pixel
uint32 dwBytesInRes; // How many bytes in this resource?
uint32 dwImageOffset; // Where in the file is this image?
};
#pragma pack(pop)
#pragma pack(push,1)
struct FIconDir
{
uint16 idReserved; // Reserved (must be 0)
uint16 idType; // Resource Type (1 for icons)
uint16 idCount; // How many images?
FIconDirEntry idEntries[1]; // An entry for each image (idCount of 'em)
};
#pragma pack(pop)
#pragma pack(push,1)
struct FRGBQuad
{
uint8 rgbBlue; // Blue channel
uint8 rgbGreen; // Green channel
uint8 rgbRed; // Red channel
uint8 rgbReserved; // Reserved (alpha)
};
#pragma pack(pop)
#pragma pack(push,1)
struct FIconImage
{
FBitmapInfoHeader icHeader; // DIB header
FRGBQuad icColors[1]; // Color table
uint8 icXOR[1]; // DIB bits for XOR mask
uint8 icAND[1]; // DIB bits for AND mask
};
#pragma pack(pop)
/**
* ICO image wrapper class.
*/
FIcoImageWrapper::FIcoImageWrapper()
: FImageWrapperBase()
{
}
void FIcoImageWrapper::Compress( int32 Quality )
{
checkf(false, TEXT("ICO compression not supported"));
}
void FIcoImageWrapper::Uncompress( const ERGBFormat::Type InFormat, const int32 InBitDepth )
{
const uint8* Buffer = CompressedData.GetData();
if(ImageOffset != 0 && ImageSize != 0)
{
SubImageWrapper->Uncompress(InFormat, InBitDepth);
}
}
bool FIcoImageWrapper::SetCompressed( const void* InCompressedData, int32 InCompressedSize )
{
bool bResult = FImageWrapperBase::SetCompressed( InCompressedData, InCompressedSize );
return bResult && LoadICOHeader(); // Fetch the variables from the header info
}
bool FIcoImageWrapper::GetRaw( const ERGBFormat::Type InFormat, int32 InBitDepth, const TArray<uint8>*& OutRawData )
{
LastError.Empty();
Uncompress(InFormat, InBitDepth);
if (LastError.IsEmpty())
{
OutRawData = &SubImageWrapper->GetRawData();
}
return LastError.IsEmpty();
}
bool FIcoImageWrapper::LoadICOHeader()
{
const uint8* Buffer = CompressedData.GetData();
#if WITH_UNREALPNG
TSharedPtr<FPngImageWrapper> PngWrapper = MakeShareable(new FPngImageWrapper);
#endif
TSharedPtr<FBmpImageWrapper> BmpWrapper = MakeShareable(new FBmpImageWrapper(false, true));
bool bFoundImage = false;
const FIconDir* IconHeader = (FIconDir*)(Buffer);
if(IconHeader->idReserved == 0 && IconHeader->idType == 1)
{
// use the largest-width 32-bit dir entry we find
uint32 LargestWidth = 0;
const FIconDirEntry* IconDirEntry = IconHeader->idEntries;
for(int32 Entry = 0; Entry < (int32)IconHeader->idCount; Entry++, IconDirEntry++)
{
const uint32 RealWidth = IconDirEntry->bWidth == 0 ? 256 : IconDirEntry->bWidth;
if( IconDirEntry->wBitCount == 32 && RealWidth > LargestWidth )
{
#if WITH_UNREALPNG
if(PngWrapper->SetCompressed(Buffer + IconDirEntry->dwImageOffset, (int32)IconDirEntry->dwBytesInRes))
{
Width = PngWrapper->GetWidth();
Height = PngWrapper->GetHeight();
Format = PngWrapper->GetFormat();
LargestWidth = RealWidth;
bFoundImage = true;
bIsPng = true;
ImageOffset = IconDirEntry->dwImageOffset;
ImageSize = IconDirEntry->dwBytesInRes;
}
else
#endif
if(BmpWrapper->SetCompressed(Buffer + IconDirEntry->dwImageOffset, (int32)IconDirEntry->dwBytesInRes))
{
// otherwise this should be a BMP icon
Width = BmpWrapper->GetWidth();
Height = BmpWrapper->GetHeight() / 2; // ICO file spec says to divide by 2 here as height refers to combined image & mask height
Format = BmpWrapper->GetFormat();
LargestWidth = RealWidth;
bFoundImage = true;
bIsPng = false;
ImageOffset = IconDirEntry->dwImageOffset;
ImageSize = IconDirEntry->dwBytesInRes;
}
}
}
}
if(bFoundImage)
{
if(bIsPng)
{
SubImageWrapper = PngWrapper;
}
else
{
SubImageWrapper = BmpWrapper;
}
}
return bFoundImage;
}