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refactored tga code to allows use outside of EditorFactories.cpp added support for grayscale jpeg fix memory leak in jpeg code changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype changes in Plugin.cs to allow binary only plugins exposed parts of engine API to other modules [CL 2108453 by Matt Kuhlenschmidt in Main branch]
65 lines
1.2 KiB
C++
65 lines
1.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "ImageWrapperPrivatePCH.h"
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DEFINE_LOG_CATEGORY(LogImageWrapper);
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/**
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* Image Wrapper module
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*/
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class FImageWrapperModule
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: public IImageWrapperModule
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{
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public:
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// IImageWrapperModule interface
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virtual IImageWrapperPtr CreateImageWrapper( const EImageFormat::Type InFormat ) override
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{
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FImageWrapperBase* ImageWrapper = NULL;
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// Allocate a helper for the format type
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switch(InFormat)
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{
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#if WITH_UNREALPNG
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case EImageFormat::PNG:
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ImageWrapper = new FPngImageWrapper();
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break;
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#endif // WITH_UNREALPNG
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#if WITH_UNREALJPEG
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case EImageFormat::JPEG:
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ImageWrapper = new FJpegImageWrapper();
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break;
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case EImageFormat::GrayscaleJPEG:
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ImageWrapper = new FJpegImageWrapper(1);
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break;
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#endif //WITH_UNREALJPEG
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case EImageFormat::BMP:
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ImageWrapper = new FBmpImageWrapper();
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break;
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case EImageFormat::ICO:
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ImageWrapper = new FIcoImageWrapper();
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break;
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default:
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break;
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}
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return MakeShareable(ImageWrapper);
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}
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public:
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// IModuleInterface interface
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virtual void StartupModule( ) override { }
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virtual void ShutdownModule( ) override { }
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};
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IMPLEMENT_MODULE(FImageWrapperModule, ImageWrapper);
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