mirror of
https://github.com/libSDL2pp/libSDL2pp.git
synced 2025-08-03 19:05:59 -04:00
240 lines
7.3 KiB
C++
240 lines
7.3 KiB
C++
/*
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libSDL2pp - C++11 bindings/wrapper for SDL2
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Copyright (C) 2013-2014 Dmitry Marakasov <amdmi3@amdmi3.ru>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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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
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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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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#ifndef SDL2PP_TEXTURE_HH
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#define SDL2PP_TEXTURE_HH
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#include <string>
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#include <SDL2/SDL_stdinc.h>
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#include <SDL2/SDL_blendmode.h>
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#include <SDL2pp/Optional.hh>
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#include <SDL2pp/Config.hh>
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struct SDL_Texture;
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namespace SDL2pp {
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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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/// \ingroup rendering
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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_; ///< SDL2 texture pointer
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public:
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////////////////////////////////////////////////////////////
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/// \brief SDL2pp::Texture lock
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/// \ingroup rendering
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///
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/// \details
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/// Textures with SDL_TEXTUREACCESS_STREAMING access mode may
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/// be locked, which provides (writeonly) access to their raw
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/// pixel data. This may be used to update texture contents.
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///
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/// This class represents the lock and controls its lifetime
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/// as the lock is released as soon as LockHandle is destroyed.
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///
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/// Usage example:
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/// \code
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/// {
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/// SDL2pp::Texture tex(SDL_PIXELFORMAT_RGB24,
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/// SDL_TEXTUREACCESS_STREAMING,
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/// 256, 256);
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/// {
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/// // Lock the whole texture
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/// SDL2pp::Texture::LockHandle lock = tex.Lock();
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///
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/// unsigned char* start = static_cast<unsigned char*>(lock.GetPixels());
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///
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/// // note that we use lock.GetPitch(), not tex.GetWidth() here
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/// // as texture may have different dimensions in memory
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/// unsigned char* end = start + tex.GetHeight() * lock.GetPitch();
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///
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/// // fill the texture white
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/// std::fill(start, end, 255);
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/// }
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/// // At this point lock is released
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/// }
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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class LockHandle {
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friend class Texture;
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private:
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Texture* texture_; ///< SDL2pp::Texture this lock belongs to
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void* pixels_; ///< Pointer to raw pixel data of locked region
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int pitch_; ///< Pitch (row length) of pixel data in bytes
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private:
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////////////////////////////////////////////////////////////
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/// \brief Create lock for specific SDL2pp::Texture
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///
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/// \param rect Specifies region to lock
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///
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/// \see http://wiki.libsdl.org/SDL_LockAudioDevice
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///
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////////////////////////////////////////////////////////////
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LockHandle(Texture* texture, const Optional<Rect>& rect);
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public:
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////////////////////////////////////////////////////////////
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/// \brief Create no-op lock
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///
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/// \details
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/// This may be initialized with real lock later with move
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/// assignment operator
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///
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////////////////////////////////////////////////////////////
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LockHandle();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// \details
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/// Releases the lock
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///
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////////////////////////////////////////////////////////////
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~LockHandle();
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////////////////////////////////////////////////////////////
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/// \brief Move constructor
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///
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/// \param other SDL2pp::AudioDevice::LockHandle to move data from
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///
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////////////////////////////////////////////////////////////
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LockHandle(LockHandle&& other) noexcept;
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////////////////////////////////////////////////////////////
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/// \brief Move assignment operator
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///
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/// \param other SDL2pp::AudioDevice::LockHandle to move data from
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///
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/// \returns Reference to self
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///
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////////////////////////////////////////////////////////////
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LockHandle& operator=(LockHandle&& other) noexcept;
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// Deleted copy constructor and assignment
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LockHandle(const LockHandle& other) = delete;
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LockHandle& operator=(const LockHandle& other) = delete;
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////////////////////////////////////////////////////////////
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/// \brief Get pointer to raw pixel data of locked region
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///
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/// \returns Pointer to raw pixel data of locked region
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///
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////////////////////////////////////////////////////////////
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void* GetPixels() const;
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////////////////////////////////////////////////////////////
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/// \brief Get row width of locked pixel data
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///
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/// \returns Pitch (row width) of locked pixel data
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///
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////////////////////////////////////////////////////////////
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int GetPitch() const;
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};
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public:
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Texture(Renderer& renderer, Uint32 format, int access, int w, int h);
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#ifdef SDL2PP_WITH_IMAGE
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Texture(Renderer& renderer, RWops& rwops);
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Texture(Renderer& renderer, const std::string& filename);
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#endif
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virtual ~Texture();
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Texture(const Texture& other) = delete;
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Texture(Texture&& other) noexcept;
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Texture& operator=(const Texture& other) = delete;
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Texture& operator=(Texture&& other) noexcept;
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SDL_Texture* Get() const;
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void Update(const Optional<Rect>& rect, const void* pixels, int pitch);
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void SetBlendMode(SDL_BlendMode blendMode);
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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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/// (NullOpt to lock entire texture)
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///
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/// \return Lock handle used to access pixel data and to control lock lifetime
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///
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////////////////////////////////////////////////////////////
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LockHandle Lock(const Optional<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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}
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#endif
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