734 lines
29 KiB
C++
734 lines
29 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_TEXTURE_HPP
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#define SFML_TEXTURE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <SFML/Window/GlResource.hpp>
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namespace sf
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{
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class InputStream;
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class RenderTarget;
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class RenderTexture;
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class Text;
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class Window;
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////////////////////////////////////////////////////////////
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/// \brief Image living on the graphics card that can be used for drawing
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Texture : GlResource
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Types of texture coordinates that can be used for rendering
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///
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////////////////////////////////////////////////////////////
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enum CoordinateType
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{
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Normalized, ///< Texture coordinates in range [0 .. 1]
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Pixels ///< Texture coordinates in range [0 .. size]
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};
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates an empty texture.
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///
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////////////////////////////////////////////////////////////
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Texture();
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////////////////////////////////////////////////////////////
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/// \brief Copy constructor
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///
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/// \param copy instance to copy
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///
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////////////////////////////////////////////////////////////
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Texture(const Texture& copy);
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Texture();
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////////////////////////////////////////////////////////////
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/// \brief Create the texture
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///
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/// If this function fails, the texture is left unchanged.
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///
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/// \param width Width of the texture
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/// \param height Height of the texture
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///
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/// \return True if creation was successful
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///
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////////////////////////////////////////////////////////////
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bool create(unsigned int width, unsigned int height);
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a file on disk
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///
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/// This function is a shortcut for the following code:
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/// \code
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/// sf::Image image;
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/// image.loadFromFile(filename);
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/// texture.loadFromImage(image, area);
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/// \endcode
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///
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/// The \a area argument can be used to load only a sub-rectangle
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/// of the whole image. If you want the entire image then leave
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/// the default value (which is an empty IntRect).
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/// If the \a area rectangle crosses the bounds of the image, it
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/// is adjusted to fit the image size.
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///
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/// The maximum size for a texture depends on the graphics
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/// driver and can be retrieved with the getMaximumSize function.
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///
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/// If this function fails, the texture is left unchanged.
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///
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/// \param filename Path of the image file to load
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/// \param area Area of the image to load
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///
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/// \return True if loading was successful
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///
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/// \see loadFromMemory, loadFromStream, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a file in memory
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///
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/// This function is a shortcut for the following code:
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/// \code
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/// sf::Image image;
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/// image.loadFromMemory(data, size);
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/// texture.loadFromImage(image, area);
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/// \endcode
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///
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/// The \a area argument can be used to load only a sub-rectangle
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/// of the whole image. If you want the entire image then leave
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/// the default value (which is an empty IntRect).
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/// If the \a area rectangle crosses the bounds of the image, it
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/// is adjusted to fit the image size.
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///
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/// The maximum size for a texture depends on the graphics
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/// driver and can be retrieved with the getMaximumSize function.
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///
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/// If this function fails, the texture is left unchanged.
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///
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/// \param data Pointer to the file data in memory
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/// \param size Size of the data to load, in bytes
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/// \param area Area of the image to load
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///
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/// \return True if loading was successful
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///
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/// \see loadFromFile, loadFromStream, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const void* data, std::size_t size, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from a custom stream
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///
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/// This function is a shortcut for the following code:
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/// \code
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/// sf::Image image;
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/// image.loadFromStream(stream);
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/// texture.loadFromImage(image, area);
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/// \endcode
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///
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/// The \a area argument can be used to load only a sub-rectangle
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/// of the whole image. If you want the entire image then leave
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/// the default value (which is an empty IntRect).
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/// If the \a area rectangle crosses the bounds of the image, it
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/// is adjusted to fit the image size.
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///
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/// The maximum size for a texture depends on the graphics
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/// driver and can be retrieved with the getMaximumSize function.
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///
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/// If this function fails, the texture is left unchanged.
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///
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/// \param stream Source stream to read from
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/// \param area Area of the image to load
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///
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/// \return True if loading was successful
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///
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/// \see loadFromFile, loadFromMemory, loadFromImage
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Load the texture from an image
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///
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/// The \a area argument can be used to load only a sub-rectangle
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/// of the whole image. If you want the entire image then leave
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/// the default value (which is an empty IntRect).
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/// If the \a area rectangle crosses the bounds of the image, it
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/// is adjusted to fit the image size.
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///
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/// The maximum size for a texture depends on the graphics
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/// driver and can be retrieved with the getMaximumSize function.
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///
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/// If this function fails, the texture is left unchanged.
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///
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/// \param image Image to load into the texture
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/// \param area Area of the image to load
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///
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/// \return True if loading was successful
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///
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/// \see loadFromFile, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromImage(const Image& image, const IntRect& area = IntRect());
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////////////////////////////////////////////////////////////
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/// \brief Return the size of the texture
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///
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/// \return Size in pixels
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///
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////////////////////////////////////////////////////////////
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Vector2u getSize() const;
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////////////////////////////////////////////////////////////
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/// \brief Copy the texture pixels to an image
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///
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/// This function performs a slow operation that downloads
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/// the texture's pixels from the graphics card and copies
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/// them to a new image, potentially applying transformations
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/// to pixels if necessary (texture may be padded or flipped).
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///
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/// \return Image containing the texture's pixels
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///
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/// \see loadFromImage
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///
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////////////////////////////////////////////////////////////
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Image copyToImage() const;
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////////////////////////////////////////////////////////////
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/// \brief Update the whole texture from an array of pixels
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///
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/// The \a pixel array is assumed to have the same size as
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/// the \a area rectangle, and to contain 32-bits RGBA pixels.
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///
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/// No additional check is performed on the size of the pixel
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/// array, passing invalid arguments will lead to an undefined
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/// behavior.
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///
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/// This function does nothing if \a pixels is null or if the
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/// texture was not previously created.
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///
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/// \param pixels Array of pixels to copy to the texture
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///
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////////////////////////////////////////////////////////////
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void update(const Uint8* pixels);
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////////////////////////////////////////////////////////////
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/// \brief Update a part of the texture from an array of pixels
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///
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/// The size of the \a pixel array must match the \a width and
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/// \a height arguments, and it must contain 32-bits RGBA pixels.
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///
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/// No additional check is performed on the size of the pixel
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/// array or the bounds of the area to update, passing invalid
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/// arguments will lead to an undefined behavior.
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///
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/// This function does nothing if \a pixels is null or if the
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/// texture was not previously created.
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///
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/// \param pixels Array of pixels to copy to the texture
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/// \param width Width of the pixel region contained in \a pixels
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/// \param height Height of the pixel region contained in \a pixels
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/// \param x X offset in the texture where to copy the source pixels
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/// \param y Y offset in the texture where to copy the source pixels
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///
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////////////////////////////////////////////////////////////
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void update(const Uint8* pixels, unsigned int width, unsigned int height, unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Update a part of this texture from another texture
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///
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/// Although the source texture can be smaller than this texture,
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/// this function is usually used for updating the whole texture.
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/// The other overload, which has (x, y) additional arguments,
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/// is more convenient for updating a sub-area of this texture.
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///
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/// No additional check is performed on the size of the passed
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/// texture, passing a texture bigger than this texture
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/// will lead to an undefined behavior.
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///
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/// This function does nothing if either texture was not
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/// previously created.
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///
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/// \param texture Source texture to copy to this texture
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///
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////////////////////////////////////////////////////////////
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void update(const Texture& texture);
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////////////////////////////////////////////////////////////
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/// \brief Update a part of this texture from another texture
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///
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/// No additional check is performed on the size of the texture,
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/// passing an invalid combination of texture size and offset
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/// will lead to an undefined behavior.
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///
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/// This function does nothing if either texture was not
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/// previously created.
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///
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/// \param texture Source texture to copy to this texture
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/// \param x X offset in this texture where to copy the source texture
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/// \param y Y offset in this texture where to copy the source texture
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///
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////////////////////////////////////////////////////////////
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void update(const Texture& texture, unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Update the texture from an image
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///
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/// Although the source image can be smaller than the texture,
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/// this function is usually used for updating the whole texture.
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/// The other overload, which has (x, y) additional arguments,
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/// is more convenient for updating a sub-area of the texture.
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///
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/// No additional check is performed on the size of the image,
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/// passing an image bigger than the texture will lead to an
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/// undefined behavior.
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///
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/// This function does nothing if the texture was not
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/// previously created.
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///
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/// \param image Image to copy to the texture
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///
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////////////////////////////////////////////////////////////
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void update(const Image& image);
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////////////////////////////////////////////////////////////
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/// \brief Update a part of the texture from an image
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///
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/// No additional check is performed on the size of the image,
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/// passing an invalid combination of image size and offset
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/// will lead to an undefined behavior.
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///
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/// This function does nothing if the texture was not
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/// previously created.
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///
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/// \param image Image to copy to the texture
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/// \param x X offset in the texture where to copy the source image
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/// \param y Y offset in the texture where to copy the source image
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///
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////////////////////////////////////////////////////////////
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void update(const Image& image, unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Update the texture from the contents of a window
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///
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/// Although the source window can be smaller than the texture,
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/// this function is usually used for updating the whole texture.
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/// The other overload, which has (x, y) additional arguments,
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/// is more convenient for updating a sub-area of the texture.
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///
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/// No additional check is performed on the size of the window,
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/// passing a window bigger than the texture will lead to an
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/// undefined behavior.
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///
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/// This function does nothing if either the texture or the window
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/// was not previously created.
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///
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/// \param window Window to copy to the texture
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///
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////////////////////////////////////////////////////////////
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void update(const Window& window);
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////////////////////////////////////////////////////////////
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/// \brief Update a part of the texture from the contents of a window
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///
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/// No additional check is performed on the size of the window,
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/// passing an invalid combination of window size and offset
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/// will lead to an undefined behavior.
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///
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/// This function does nothing if either the texture or the window
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/// was not previously created.
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///
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/// \param window Window to copy to the texture
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/// \param x X offset in the texture where to copy the source window
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/// \param y Y offset in the texture where to copy the source window
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///
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////////////////////////////////////////////////////////////
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void update(const Window& window, unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable the smooth filter
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///
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/// When the filter is activated, the texture appears smoother
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/// so that pixels are less noticeable. However if you want
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/// the texture to look exactly the same as its source file,
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/// you should leave it disabled.
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/// The smooth filter is disabled by default.
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///
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/// \param smooth True to enable smoothing, false to disable it
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///
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/// \see isSmooth
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///
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////////////////////////////////////////////////////////////
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void setSmooth(bool smooth);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the smooth filter is enabled or not
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///
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/// \return True if smoothing is enabled, false if it is disabled
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///
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/// \see setSmooth
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///
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////////////////////////////////////////////////////////////
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bool isSmooth() const;
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable conversion from sRGB
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///
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/// When providing texture data from an image file or memory, it can
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/// either be stored in a linear color space or an sRGB color space.
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/// Most digital images account for gamma correction already, so they
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/// would need to be "uncorrected" back to linear color space before
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/// being processed by the hardware. The hardware can automatically
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/// convert it from the sRGB color space to a linear color space when
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/// it gets sampled. When the rendered image gets output to the final
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/// framebuffer, it gets converted back to sRGB.
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///
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/// After enabling or disabling sRGB conversion, make sure to reload
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/// the texture data in order for the setting to take effect.
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///
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/// This option is only useful in conjunction with an sRGB capable
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/// framebuffer. This can be requested during window creation.
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///
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/// \param sRgb True to enable sRGB conversion, false to disable it
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///
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/// \see isSrgb
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///
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////////////////////////////////////////////////////////////
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void setSrgb(bool sRgb);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the texture source is converted from sRGB or not
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///
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/// \return True if the texture source is converted from sRGB, false if not
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///
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/// \see setSrgb
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///
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////////////////////////////////////////////////////////////
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bool isSrgb() const;
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable repeating
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///
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/// Repeating is involved when using texture coordinates
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/// outside the texture rectangle [0, 0, width, height].
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/// In this case, if repeat mode is enabled, the whole texture
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/// will be repeated as many times as needed to reach the
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/// coordinate (for example, if the X texture coordinate is
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/// 3 * width, the texture will be repeated 3 times).
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/// If repeat mode is disabled, the "extra space" will instead
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/// be filled with border pixels.
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/// Warning: on very old graphics cards, white pixels may appear
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/// when the texture is repeated. With such cards, repeat mode
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/// can be used reliably only if the texture has power-of-two
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/// dimensions (such as 256x128).
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/// Repeating is disabled by default.
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///
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/// \param repeated True to repeat the texture, false to disable repeating
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///
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/// \see isRepeated
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///
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////////////////////////////////////////////////////////////
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void setRepeated(bool repeated);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether the texture is repeated or not
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///
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/// \return True if repeat mode is enabled, false if it is disabled
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///
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/// \see setRepeated
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///
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////////////////////////////////////////////////////////////
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bool isRepeated() const;
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////////////////////////////////////////////////////////////
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/// \brief Generate a mipmap using the current texture data
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///
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/// Mipmaps are pre-computed chains of optimized textures. Each
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/// level of texture in a mipmap is generated by halving each of
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/// the previous level's dimensions. This is done until the final
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/// level has the size of 1x1. The textures generated in this process may
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/// make use of more advanced filters which might improve the visual quality
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/// of textures when they are applied to objects much smaller than they are.
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/// This is known as minification. Because fewer texels (texture elements)
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/// have to be sampled from when heavily minified, usage of mipmaps
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/// can also improve rendering performance in certain scenarios.
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///
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/// Mipmap generation relies on the necessary OpenGL extension being
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/// available. If it is unavailable or generation fails due to another
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/// reason, this function will return false. Mipmap data is only valid from
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/// the time it is generated until the next time the base level image is
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/// modified, at which point this function will have to be called again to
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/// regenerate it.
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///
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/// \return True if mipmap generation was successful, false if unsuccessful
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///
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////////////////////////////////////////////////////////////
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bool generateMipmap();
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|
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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///
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/// \param right Instance to assign
|
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///
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/// \return Reference to self
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///
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////////////////////////////////////////////////////////////
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Texture& operator =(const Texture& right);
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|
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////////////////////////////////////////////////////////////
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/// \brief Swap the contents of this texture with those of another
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///
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/// \param right Instance to swap with
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///
|
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////////////////////////////////////////////////////////////
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void swap(Texture& right);
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|
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////////////////////////////////////////////////////////////
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/// \brief Get the underlying OpenGL handle of the texture.
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///
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/// You shouldn't need to use this function, unless you have
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/// very specific stuff to implement that SFML doesn't support,
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/// or implement a temporary workaround until a bug is fixed.
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///
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/// \return OpenGL handle of the texture or 0 if not yet created
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///
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////////////////////////////////////////////////////////////
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unsigned int getNativeHandle() const;
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|
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////////////////////////////////////////////////////////////
|
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/// \brief Bind a texture for rendering
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///
|
|
/// This function is not part of the graphics API, it mustn't be
|
|
/// used when drawing SFML entities. It must be used only if you
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/// mix sf::Texture with OpenGL code.
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///
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/// \code
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/// sf::Texture t1, t2;
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/// ...
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/// sf::Texture::bind(&t1);
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/// // draw OpenGL stuff that use t1...
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/// sf::Texture::bind(&t2);
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/// // draw OpenGL stuff that use t2...
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/// sf::Texture::bind(NULL);
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/// // draw OpenGL stuff that use no texture...
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/// \endcode
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///
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/// The \a coordinateType argument controls how texture
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/// coordinates will be interpreted. If Normalized (the default), they
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/// must be in range [0 .. 1], which is the default way of handling
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/// texture coordinates with OpenGL. If Pixels, they must be given
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/// in pixels (range [0 .. size]). This mode is used internally by
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/// the graphics classes of SFML, it makes the definition of texture
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/// coordinates more intuitive for the high-level API, users don't need
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/// to compute normalized values.
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///
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/// \param texture Pointer to the texture to bind, can be null to use no texture
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/// \param coordinateType Type of texture coordinates to use
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///
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////////////////////////////////////////////////////////////
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static void bind(const Texture* texture, CoordinateType coordinateType = Normalized);
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|
|
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////////////////////////////////////////////////////////////
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/// \brief Get the maximum texture size allowed
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///
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/// This maximum size is defined by the graphics driver.
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/// You can expect a value of 512 pixels for low-end graphics
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/// card, and up to 8192 pixels or more for newer hardware.
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///
|
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/// \return Maximum size allowed for textures, in pixels
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///
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|
////////////////////////////////////////////////////////////
|
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static unsigned int getMaximumSize();
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|
|
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private:
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|
|
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friend class Text;
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friend class RenderTexture;
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friend class RenderTarget;
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|
|
|
////////////////////////////////////////////////////////////
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/// \brief Get a valid image size according to hardware support
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|
///
|
|
/// This function checks whether the graphics driver supports
|
|
/// non power of two sizes or not, and adjusts the size
|
|
/// accordingly.
|
|
/// The returned size is greater than or equal to the original size.
|
|
///
|
|
/// \param size size to convert
|
|
///
|
|
/// \return Valid nearest size (greater than or equal to specified size)
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
static unsigned int getValidSize(unsigned int size);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Invalidate the mipmap if one exists
|
|
///
|
|
/// This also resets the texture's minifying function.
|
|
/// This function is mainly for internal use by RenderTexture.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void invalidateMipmap();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Member data
|
|
////////////////////////////////////////////////////////////
|
|
Vector2u m_size; ///< Public texture size
|
|
Vector2u m_actualSize; ///< Actual texture size (can be greater than public size because of padding)
|
|
unsigned int m_texture; ///< Internal texture identifier
|
|
bool m_isSmooth; ///< Status of the smooth filter
|
|
bool m_sRgb; ///< Should the texture source be converted from sRGB?
|
|
bool m_isRepeated; ///< Is the texture in repeat mode?
|
|
mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
|
|
bool m_fboAttachment; ///< Is this texture owned by a framebuffer object?
|
|
bool m_hasMipmap; ///< Has the mipmap been generated?
|
|
Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
|
|
};
|
|
|
|
} // namespace sf
|
|
|
|
|
|
#endif // SFML_TEXTURE_HPP
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \class sf::Texture
|
|
/// \ingroup graphics
|
|
///
|
|
/// sf::Texture stores pixels that can be drawn, with a sprite
|
|
/// for example. A texture lives in the graphics card memory,
|
|
/// therefore it is very fast to draw a texture to a render target,
|
|
/// or copy a render target to a texture (the graphics card can
|
|
/// access both directly).
|
|
///
|
|
/// Being stored in the graphics card memory has some drawbacks.
|
|
/// A texture cannot be manipulated as freely as a sf::Image,
|
|
/// you need to prepare the pixels first and then upload them
|
|
/// to the texture in a single operation (see Texture::update).
|
|
///
|
|
/// sf::Texture makes it easy to convert from/to sf::Image, but
|
|
/// keep in mind that these calls require transfers between
|
|
/// the graphics card and the central memory, therefore they are
|
|
/// slow operations.
|
|
///
|
|
/// A texture can be loaded from an image, but also directly
|
|
/// from a file/memory/stream. The necessary shortcuts are defined
|
|
/// so that you don't need an image first for the most common cases.
|
|
/// However, if you want to perform some modifications on the pixels
|
|
/// before creating the final texture, you can load your file to a
|
|
/// sf::Image, do whatever you need with the pixels, and then call
|
|
/// Texture::loadFromImage.
|
|
///
|
|
/// Since they live in the graphics card memory, the pixels of a texture
|
|
/// cannot be accessed without a slow copy first. And they cannot be
|
|
/// accessed individually. Therefore, if you need to read the texture's
|
|
/// pixels (like for pixel-perfect collisions), it is recommended to
|
|
/// store the collision information separately, for example in an array
|
|
/// of booleans.
|
|
///
|
|
/// Like sf::Image, sf::Texture can handle a unique internal
|
|
/// representation of pixels, which is RGBA 32 bits. This means
|
|
/// that a pixel must be composed of 8 bits red, green, blue and
|
|
/// alpha channels -- just like a sf::Color.
|
|
///
|
|
/// Usage example:
|
|
/// \code
|
|
/// // This example shows the most common use of sf::Texture:
|
|
/// // drawing a sprite
|
|
///
|
|
/// // Load a texture from a file
|
|
/// sf::Texture texture;
|
|
/// if (!texture.loadFromFile("texture.png"))
|
|
/// return -1;
|
|
///
|
|
/// // Assign it to a sprite
|
|
/// sf::Sprite sprite;
|
|
/// sprite.setTexture(texture);
|
|
///
|
|
/// // Draw the textured sprite
|
|
/// window.draw(sprite);
|
|
/// \endcode
|
|
///
|
|
/// \code
|
|
/// // This example shows another common use of sf::Texture:
|
|
/// // streaming real-time data, like video frames
|
|
///
|
|
/// // Create an empty texture
|
|
/// sf::Texture texture;
|
|
/// if (!texture.create(640, 480))
|
|
/// return -1;
|
|
///
|
|
/// // Create a sprite that will display the texture
|
|
/// sf::Sprite sprite(texture);
|
|
///
|
|
/// while (...) // the main loop
|
|
/// {
|
|
/// ...
|
|
///
|
|
/// // update the texture
|
|
/// sf::Uint8* pixels = ...; // get a fresh chunk of pixels (the next frame of a movie, for example)
|
|
/// texture.update(pixels);
|
|
///
|
|
/// // draw it
|
|
/// window.draw(sprite);
|
|
///
|
|
/// ...
|
|
/// }
|
|
///
|
|
/// \endcode
|
|
///
|
|
/// Like sf::Shader that can be used as a raw OpenGL shader,
|
|
/// sf::Texture can also be used directly as a raw texture for
|
|
/// custom OpenGL geometry.
|
|
/// \code
|
|
/// sf::Texture::bind(&texture);
|
|
/// ... render OpenGL geometry ...
|
|
/// sf::Texture::bind(NULL);
|
|
/// \endcode
|
|
///
|
|
/// \see sf::Sprite, sf::Image, sf::RenderTexture
|
|
///
|
|
////////////////////////////////////////////////////////////
|