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PBM, PGM, and PPM image loaders are mostly common. The only difference is how the data is read and the associated magic numbers. The magic numbers are already made common using the loading contexts. Now make the implementations common via a class template which accepts the context to disambiguate.
67 lines
1.6 KiB
C++
67 lines
1.6 KiB
C++
/*
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* Copyright (c) 2020, Hüseyin ASLITÜRK <asliturk@hotmail.com>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "PBMLoader.h"
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#include "PortableImageLoaderCommon.h"
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#include "Streamer.h"
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#include <AK/Endian.h>
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#include <string.h>
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namespace Gfx {
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bool read_image_data(PBMLoadingContext& context, Streamer& streamer)
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{
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u8 byte;
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Vector<Gfx::Color> color_data;
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if (context.type == PBMLoadingContext::Type::ASCII) {
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while (streamer.read(byte)) {
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if (byte == '0') {
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color_data.append(Color::White);
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} else if (byte == '1') {
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color_data.append(Color::Black);
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}
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}
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} else if (context.type == PBMLoadingContext::Type::RAWBITS) {
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size_t color_index = 0;
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while (streamer.read(byte)) {
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for (int i = 0; i < 8; i++) {
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int val = byte & 0x80;
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if (val == 0) {
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color_data.append(Color::White);
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} else {
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color_data.append(Color::Black);
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}
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byte = byte << 1;
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color_index++;
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if (color_index % context.width == 0) {
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break;
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}
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}
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}
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}
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size_t context_size = (u32)context.width * (u32)context.height;
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if (context_size != color_data.size()) {
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dbgln("Not enough color data in image.");
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return false;
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}
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if (!create_bitmap(context)) {
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return false;
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}
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set_pixels(context, color_data);
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context.state = PBMLoadingContext::State::Bitmap;
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return true;
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}
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}
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