- more file system refactoring.

* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
This commit is contained in:
Christoph Oelckers 2020-04-11 13:26:42 +02:00
commit c1bb7de23a
61 changed files with 927 additions and 765 deletions

View file

@ -333,11 +333,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
int vp_lump = fileSystem.CheckNumForFullName(vert_prog_lump, 0);
if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
FMemLump vp_data = fileSystem.ReadLump(vp_lump);
FileData vp_data = fileSystem.ReadLump(vp_lump);
int fp_lump = fileSystem.CheckNumForFullName(frag_prog_lump, 0);
if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
FMemLump fp_data = fileSystem.ReadLump(fp_lump);
FileData fp_data = fileSystem.ReadLump(fp_lump);
@ -385,7 +385,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
FileData pp_data = fileSystem.ReadLump(pp_lump);
if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
{
@ -394,7 +394,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
// add ProcessMaterial function that calls the older ProcessTexel function
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
FMemLump pl_data = fileSystem.ReadLump(pl_lump);
FileData pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
@ -420,7 +420,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
FMemLump pl_data = fileSystem.ReadLump(pl_lump);
FileData pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
}
}
@ -435,7 +435,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
FileData pp_data = fileSystem.ReadLump(pp_lump);
fp_comb << pp_data.GetString().GetChars() << "\n";
}

View file

@ -424,7 +424,7 @@ static void InitBoomColormaps ()
remap[0] = 0;
for (j = 1; j < fakecmaps.Size(); j++)
{
if (fileSystem.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
if (fileSystem.FileLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
{
int k, r;
auto lump = fileSystem.OpenLumpReader (fakecmaps[j].lump);

View file

@ -380,7 +380,7 @@ normal:
FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
{
FMemLump rgbNames;
FileData rgbNames;
char *rgbEnd;
char *rgb, *endp;
int rgblump;
@ -399,7 +399,7 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
rgbNames = fileSystem.ReadLump (rgblump);
rgb = (char *)rgbNames.GetMem();
rgbEnd = rgb + fileSystem.LumpLength (rgblump);
rgbEnd = rgb + fileSystem.FileLength (rgblump);
step = 0;
namelen = strlen (name);

View file

@ -347,7 +347,7 @@ FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
FMemLump data = fileSystem.ReadLump(lump);
FileData data = fileSystem.ReadLump(lump);
return data.GetString();
}
@ -355,6 +355,6 @@ FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
FMemLump data = fileSystem.ReadLump(lump);
FileData data = fileSystem.ReadLump(lump);
return data.GetString();
}