mirror of
https://github.com/nillerusr/source-engine.git
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155 lines
3.3 KiB
C++
155 lines
3.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// CGamePalette implementation
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//
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#include "stdafx.h"
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#include "GamePalette.h"
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#include "Hammer.h"
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#include "tier1/strtools.h"
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#pragma warning(push, 1)
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#pragma warning(disable:4701 4702 4530)
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#include <fstream>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma warning(pop)
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#pragma warning(disable:4244)
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CGamePalette::CGamePalette()
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{
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fBrightness = 1.0;
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uPaletteBytes = sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * 256;
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// allocate memory
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pPalette = (LOGPALETTE*) malloc(uPaletteBytes);
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pOriginalPalette = (LOGPALETTE*) malloc(uPaletteBytes);
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memset(pPalette, 0, uPaletteBytes);
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memset(pOriginalPalette, 0, uPaletteBytes);
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if(!pPalette || !pOriginalPalette)
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{
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AfxMessageBox("I couldn't allocate memory for the palette.");
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PostQuitMessage(-1);
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return;
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}
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pPalette->palVersion = 0x300;
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pPalette->palNumEntries = 256;
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pOriginalPalette->palVersion = 0x300;
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pOriginalPalette->palNumEntries = 256;
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GDIPalette.CreatePalette(pPalette);
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}
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CGamePalette::~CGamePalette()
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{
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if(pPalette && pOriginalPalette)
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{
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// free memory
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free(pPalette);
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free(pOriginalPalette);
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}
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}
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BOOL CGamePalette::Create(LPCTSTR pszFile)
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{
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char szRootDir[MAX_PATH];
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char szFullPath[MAX_PATH];
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APP()->GetDirectory(DIR_PROGRAM, szRootDir);
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Q_MakeAbsolutePath( szFullPath, MAX_PATH, pszFile, szRootDir );
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strFile = szFullPath;
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if( GetFileAttributes(strFile) == 0xffffffff )
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return FALSE; // not exist
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// open file & read palette
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std::ifstream file(strFile, std::ios::binary);
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if( !file.is_open() )
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return FALSE;
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int i;
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for(i = 0; i < 256; i++)
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{
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if(file.eof())
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break;
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pOriginalPalette->palPalEntry[i].peRed = file.get();
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pOriginalPalette->palPalEntry[i].peGreen = file.get();
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pOriginalPalette->palPalEntry[i].peBlue = file.get();
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pOriginalPalette->palPalEntry[i].peFlags = D3DRMPALETTE_READONLY |
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PC_NOCOLLAPSE;
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}
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file.close();
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if(i < 256)
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return FALSE;
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// copy into working palette
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memcpy((void*) pPalette, (void*) pOriginalPalette, uPaletteBytes);
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GDIPalette.SetPaletteEntries(0, 256, pPalette->palPalEntry);
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return TRUE;
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}
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static BYTE fixbyte(float fValue)
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{
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if(fValue > 255.0)
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fValue = 255.0;
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if(fValue < 0)
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fValue = 0;
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return BYTE(fValue);
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}
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void CGamePalette::SetBrightness(float fValue)
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{
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if(fValue <= 0)
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return;
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fBrightness = fValue;
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// if fValue is 1.0, memcpy
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if(fValue == 1.0)
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{
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memcpy((void*) pPalette, (void*) pOriginalPalette, uPaletteBytes);
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GDIPalette.SetPaletteEntries(0, 256, pPalette->palPalEntry);
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return;
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}
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// copy original palette to new palette, scaling by fValue
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PALETTEENTRY * pOriginalEntry;
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PALETTEENTRY * pNewEntry;
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for(int i = 0; i < 256; i++)
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{
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pOriginalEntry = &pOriginalPalette->palPalEntry[i];
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pNewEntry = &pPalette->palPalEntry[i];
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pNewEntry->peRed = fixbyte(pOriginalEntry->peRed * fBrightness);
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pNewEntry->peGreen = fixbyte(pOriginalEntry->peGreen * fBrightness);
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pNewEntry->peBlue = fixbyte(pOriginalEntry->peBlue * fBrightness);
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}
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GDIPalette.SetPaletteEntries(0, 256, pPalette->palPalEntry);
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}
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float CGamePalette::GetBrightness()
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{
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return fBrightness;
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}
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