// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/Texture.h" class UTexture2D; struct FIBITMAP; struct FIMEMORY; class FTiffLoadHelper { public: FTiffLoadHelper(); ~FTiffLoadHelper(); bool Load(const uint8* Buffer, uint32 Length); bool ConvertToRGBA16(); void SetError(const FString& InErrorMessage); FString GetError(); bool IsValid(); // Resulting image data and properties TArray RawData; int32 Width; int32 Height; ETextureSourceFormat TextureSourceFormat = TSF_Invalid; TextureCompressionSettings CompressionSettings = TC_Default; bool bSRGB = true; private: bool bIsValid = false; FIBITMAP* Bitmap = nullptr; FIMEMORY* Memory = nullptr; FString ErrorMessage; };