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Start documenting Texture class
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@ -37,9 +37,16 @@ class Renderer;
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class Rect;
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class RWops;
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////////////////////////////////////////////////////////////
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/// \brief Image stored in the graphics card memory that
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/// can be used for fast drawing
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///
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/// \headerfile SDL2pp/Texture.hh
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///
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////////////////////////////////////////////////////////////
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class Texture {
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private:
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SDL_Texture* texture_;
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SDL_Texture* texture_; ///< SDL2 texture pointer
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public:
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class LockHandle {
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@ -86,11 +93,51 @@ public:
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void SetAlphaMod(Uint8 alpha = 255);
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void SetColorMod(Uint8 r = 255, Uint8 g = 255, Uint8 b = 255);
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////////////////////////////////////////////////////////////
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/// \brief Lock texture for write-only pixel access
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///
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/// \param rect Rect representing area to lock for access
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/// (Rect::Null() to lock entire texture)
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///
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/// \return Lock handle used to access pixel data and to control lifetime of the lock
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///
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////////////////////////////////////////////////////////////
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LockHandle Lock(const Rect& rect);
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////////////////////////////////////////////////////////////
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/// \brief Get texture format
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///
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/// \return Texture raw format
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///
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/// \see http://wiki.libsdl.org/SDL_QueryTexture#format
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///
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////////////////////////////////////////////////////////////
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Uint32 GetFormat() const;
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////////////////////////////////////////////////////////////
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/// \brief Get texture access mode
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///
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/// \return Texture access pattern
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///
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/// \see http://wiki.libsdl.org/SDL_TextureAccess
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///
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////////////////////////////////////////////////////////////
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int GetAccess() const;
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////////////////////////////////////////////////////////////
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/// \brief Get texture image width
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///
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/// \return Texture width in pixels
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///
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////////////////////////////////////////////////////////////
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int GetWidth() const;
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////////////////////////////////////////////////////////////
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/// \brief Get texture image height
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///
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/// \return Texture height in pixels
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///
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////////////////////////////////////////////////////////////
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int GetHeight() const;
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};
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