Add Texture::Update() overload which takes Surface&&

This commit is contained in:
Dmitry Marakasov 2016-11-08 17:59:24 +03:00
parent 4ab3906b07
commit 83c261cf03
2 changed files with 39 additions and 0 deletions

View File

@ -113,6 +113,24 @@ Texture& Texture::Update(const Optional<Rect>& rect, Surface& surface) {
}
}
Texture& Texture::Update(const Optional<Rect>& rect, Surface&& surface) {
Rect real_rect = rect ? *rect : Rect(0, 0, GetWidth(), GetHeight());
real_rect.w = std::min(real_rect.w, surface.GetWidth());
real_rect.h = std::min(real_rect.h, surface.GetHeight());
if (GetFormat() == surface.GetFormat()) {
Surface::LockHandle lock = surface.Lock();
return Update(real_rect, lock.GetPixels(), lock.GetPitch());
} else {
Surface converted = surface.Convert(GetFormat());
Surface::LockHandle lock = converted.Lock();
return Update(real_rect, lock.GetPixels(), lock.GetPitch());
}
}
Texture& Texture::UpdateYUV(const Optional<Rect>& rect, const Uint8* yplane, int ypitch, const Uint8* uplane, int upitch, const Uint8* vplane, int vpitch) {
if (SDL_UpdateYUVTexture(texture_, rect ? &*rect : nullptr, yplane, ypitch, uplane, upitch, vplane, vpitch) != 0)
throw Exception("SDL_UpdateYUVTexture");

View File

@ -335,6 +335,27 @@ public:
////////////////////////////////////////////////////////////
Texture& Update(const Optional<Rect>& rect, Surface& surface);
////////////////////////////////////////////////////////////
/// \brief Update the given texture rectangle with new pixel data taken from surface
///
/// \param[in] rect Rect representing the area to update, or NullOpt to
/// update the entire texture
/// \param[in] surface Surface to take pixel data from
///
/// \note No scaling is performed in this routine, so if rect and surface
/// sizes do not match, cropping is performed as appropriate
/// \note If surface and texture pixel formats do not match, surface is
/// automatically converted to texture format
///
/// \returns Reference to self
///
/// \throws SDL2pp::Exception
///
/// \see http://wiki.libsdl.org/SDL_UpdateTexture
///
////////////////////////////////////////////////////////////
Texture& Update(const Optional<Rect>& rect, Surface&& surface);
////////////////////////////////////////////////////////////
/// \brief Update the given texture rectangle with new pixel data
///