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Add Texture::Update() overload which takes Surface&&
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@ -113,6 +113,24 @@ Texture& Texture::Update(const Optional<Rect>& rect, Surface& surface) {
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}
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}
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Texture& Texture::Update(const Optional<Rect>& rect, Surface&& surface) {
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Rect real_rect = rect ? *rect : Rect(0, 0, GetWidth(), GetHeight());
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real_rect.w = std::min(real_rect.w, surface.GetWidth());
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real_rect.h = std::min(real_rect.h, surface.GetHeight());
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if (GetFormat() == surface.GetFormat()) {
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Surface::LockHandle lock = surface.Lock();
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return Update(real_rect, lock.GetPixels(), lock.GetPitch());
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} else {
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Surface converted = surface.Convert(GetFormat());
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Surface::LockHandle lock = converted.Lock();
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return Update(real_rect, lock.GetPixels(), lock.GetPitch());
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}
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}
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Texture& Texture::UpdateYUV(const Optional<Rect>& rect, const Uint8* yplane, int ypitch, const Uint8* uplane, int upitch, const Uint8* vplane, int vpitch) {
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if (SDL_UpdateYUVTexture(texture_, rect ? &*rect : nullptr, yplane, ypitch, uplane, upitch, vplane, vpitch) != 0)
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throw Exception("SDL_UpdateYUVTexture");
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@ -335,6 +335,27 @@ public:
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////////////////////////////////////////////////////////////
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Texture& Update(const Optional<Rect>& rect, Surface& surface);
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////////////////////////////////////////////////////////////
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/// \brief Update the given texture rectangle with new pixel data taken from surface
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///
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/// \param[in] rect Rect representing the area to update, or NullOpt to
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/// update the entire texture
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/// \param[in] surface Surface to take pixel data from
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///
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/// \note No scaling is performed in this routine, so if rect and surface
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/// sizes do not match, cropping is performed as appropriate
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/// \note If surface and texture pixel formats do not match, surface is
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/// automatically converted to texture format
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///
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/// \returns Reference to self
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///
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/// \throws SDL2pp::Exception
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///
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/// \see http://wiki.libsdl.org/SDL_UpdateTexture
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///
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////////////////////////////////////////////////////////////
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Texture& Update(const Optional<Rect>& rect, Surface&& surface);
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////////////////////////////////////////////////////////////
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/// \brief Update the given texture rectangle with new pixel data
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///
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