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#proj Editor.UnrealEd #branch UE4 #summary libPNG allocations now routing via FMemory correctly #change Swapped from png_create_read_struct to png_create_read_struct_2 and supplied (wrapped) calls to FMemory::malloc/free [CL 2068182 by Robert Jones in Main branch]
88 lines
2.1 KiB
C++
88 lines
2.1 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PngImageWrapper.h: Declares the FPngImageWrapper class.
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=============================================================================*/
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#pragma once
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#if WITH_UNREALPNG
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#include "ThirdParty/zlib/zlib-1.2.5/Inc/zlib.h"
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#include "ThirdParty/libPNG/libPNG-1.5.2/png.h"
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#include "ThirdParty/libPNG/libPNG-1.5.2/pnginfo.h"
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/**
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* PNG implementation of the helper class
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*/
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class FPngImageWrapper
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: public FImageWrapperBase
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{
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public:
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/**
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* Default Constructor.
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*/
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FPngImageWrapper();
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public:
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// Begin FImageWrapper Interface
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virtual void Compress( int32 Quality ) OVERRIDE;
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virtual void Reset( ) OVERRIDE;
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virtual bool SetCompressed( const void* InCompressedData, int32 InCompressedSize ) OVERRIDE;
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virtual void Uncompress( const ERGBFormat::Type InFormat, int32 InBitDepth ) OVERRIDE;
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// End FImageWrapper Interface
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/**
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* Query whether this is a valid PNG type.
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*
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* @return true if data a PNG
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*/
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bool IsPNG() const;
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/**
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* Load the header information, returns true if successful.
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*
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* @return true if successful
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*/
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bool LoadPNGHeader();
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/** Helper function used to uncompress PNG data from a buffer */
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void UncompressPNGData( const ERGBFormat::Type InFormat, const int32 InBitDepth );
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protected:
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// Callbacks for the pnglibs
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static void user_read_compressed( png_structp png_ptr, png_bytep data, png_size_t length );
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static void user_write_compressed( png_structp png_ptr, png_bytep data, png_size_t length );
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static void user_flush_data( png_structp png_ptr );
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static void user_error_fn( png_structp png_ptr, png_const_charp error_msg );
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static void user_warning_fn( png_structp png_ptr, png_const_charp warning_msg );
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static void* user_malloc( png_structp png_ptr, png_size_t size);
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static void user_free(png_structp png_ptr, png_voidp struct_ptr );
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private:
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// The read offset into our array.
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int32 ReadOffset;
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// The color type as defined in the header.
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int32 ColorType;
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// The number of channels.
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uint8 Channels;
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};
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#endif //WITH_UNREALPNG
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