Files
UnrealEngineUWP/Engine/Source/Developer/ImageWrapper/Private/JpegImageWrapper.h
Max Preussner 3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00

35 lines
870 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_UNREALJPEG
/**
* Uncompresses JPEG data to raw 24bit RGB image that can be used by Unreal textures.
*
* Source code for JPEG decompression from http://code.google.com/p/jpeg-compressor/
*/
class FJpegImageWrapper
: public FImageWrapperBase
{
public:
/**
* Default constructor.
*/
FJpegImageWrapper();
public:
// FImageWrapperBase interface
virtual bool SetCompressed( const void* InCompressedData, int32 InCompressedSize ) override;
virtual bool SetRaw( const void* InRawData, int32 InRawSize, const int32 InWidth, const int32 InHeight, const ERGBFormat::Type InFormat, const int32 InBitDepth ) override;
virtual void Uncompress( const ERGBFormat::Type InFormat, int32 InBitDepth ) override;
virtual void Compress(int32 Quality) override;
};
#endif //WITH_JPEG