- sound code and most of texture code converted to FileRdr.
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
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46 changed files with 333 additions and 307 deletions
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@ -90,7 +90,7 @@ protected:
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//
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//==========================================================================
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FTexture *PNGTexture_TryCreate(FileReader & data, int lumpnum)
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FTexture *PNGTexture_TryCreate(FileRdr & data, int lumpnum)
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{
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union
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{
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@ -106,7 +106,7 @@ FTexture *PNGTexture_TryCreate(FileReader & data, int lumpnum)
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// first 4 bytes match, but later bytes don't, we assume it's
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// a corrupt PNG.)
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data.Seek(0, SEEK_SET);
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data.Seek(0, FileRdr::SeekSet);
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if (data.Read (first4bytes.b, 4) != 4) return NULL;
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if (first4bytes.dw != MAKE_ID(137,'P','N','G')) return NULL;
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if (data.Read (first4bytes.b, 4) != 4) return NULL;
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@ -136,7 +136,7 @@ FTexture *PNGTexture_TryCreate(FileReader & data, int lumpnum)
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}
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// Just for completeness, make sure the PNG has something more than an IHDR.
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data.Seek (4, SEEK_CUR);
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data.Seek (4, FileRdr::SeekSet);
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data.Read (first4bytes.b, 4);
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if (first4bytes.dw == 0)
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{
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@ -147,7 +147,7 @@ FTexture *PNGTexture_TryCreate(FileReader & data, int lumpnum)
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}
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}
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return new FPNGTexture (data, lumpnum, FString(), BigLong((int)width), BigLong((int)height),
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return new FPNGTexture (*data.Reader(), lumpnum, FString(), BigLong((int)width), BigLong((int)height),
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bitdepth, colortype, interlace);
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}
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