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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| 
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| #ifndef SFML_TEXTURE_HPP
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| #define SFML_TEXTURE_HPP
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| 
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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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| 
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| 
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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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| ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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| 
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| public:
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| 
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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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|     ////////////////////////////////////////////////////////////
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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.
 | |
|     /// 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.
 | |
|     ///
 | |
|     /// This function does nothing if either the texture or the window
 | |
|     /// was not previously created.
 | |
|     ///
 | |
|     /// \param window Window to copy to the texture
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
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|     void update(const Window& window);
 | |
| 
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|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Update a part of the texture from the contents of a window
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|     ///
 | |
|     /// No additional check is performed on the size of the window,
 | |
|     /// passing an invalid combination of window size and offset
 | |
|     /// will lead to an undefined behavior.
 | |
|     ///
 | |
|     /// This function does nothing if either the texture or the window
 | |
|     /// was not previously created.
 | |
|     ///
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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
 | |
|     /// \param y      Y offset in the texture where to copy the source window
 | |
|     ///
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|     ////////////////////////////////////////////////////////////
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|     void update(const Window& window, unsigned int x, unsigned int y);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
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|     /// \brief Enable or disable the smooth filter
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|     ///
 | |
|     /// When the filter is activated, the texture appears smoother
 | |
|     /// so that pixels are less noticeable. However if you want
 | |
|     /// the texture to look exactly the same as its source file,
 | |
|     /// you should leave it disabled.
 | |
|     /// The smooth filter is disabled by default.
 | |
|     ///
 | |
|     /// \param smooth True to enable smoothing, false to disable it
 | |
|     ///
 | |
|     /// \see isSmooth
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void setSmooth(bool smooth);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Tell whether the smooth filter is enabled or not
 | |
|     ///
 | |
|     /// \return True if smoothing is enabled, false if it is disabled
 | |
|     ///
 | |
|     /// \see setSmooth
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool isSmooth() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Enable or disable conversion from sRGB
 | |
|     ///
 | |
|     /// When providing texture data from an image file or memory, it can
 | |
|     /// either be stored in a linear color space or an sRGB color space.
 | |
|     /// Most digital images account for gamma correction already, so they
 | |
|     /// would need to be "uncorrected" back to linear color space before
 | |
|     /// being processed by the hardware. The hardware can automatically
 | |
|     /// convert it from the sRGB color space to a linear color space when
 | |
|     /// it gets sampled. When the rendered image gets output to the final
 | |
|     /// framebuffer, it gets converted back to sRGB.
 | |
|     ///
 | |
|     /// After enabling or disabling sRGB conversion, make sure to reload
 | |
|     /// the texture data in order for the setting to take effect.
 | |
|     ///
 | |
|     /// This option is only useful in conjunction with an sRGB capable
 | |
|     /// framebuffer. This can be requested during window creation.
 | |
|     ///
 | |
|     /// \param sRgb True to enable sRGB conversion, false to disable it
 | |
|     ///
 | |
|     /// \see isSrgb
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void setSrgb(bool sRgb);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Tell whether the texture source is converted from sRGB or not
 | |
|     ///
 | |
|     /// \return True if the texture source is converted from sRGB, false if not
 | |
|     ///
 | |
|     /// \see setSrgb
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool isSrgb() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Enable or disable repeating
 | |
|     ///
 | |
|     /// Repeating is involved when using texture coordinates
 | |
|     /// outside the texture rectangle [0, 0, width, height].
 | |
|     /// In this case, if repeat mode is enabled, the whole texture
 | |
|     /// will be repeated as many times as needed to reach the
 | |
|     /// coordinate (for example, if the X texture coordinate is
 | |
|     /// 3 * width, the texture will be repeated 3 times).
 | |
|     /// If repeat mode is disabled, the "extra space" will instead
 | |
|     /// be filled with border pixels.
 | |
|     /// Warning: on very old graphics cards, white pixels may appear
 | |
|     /// when the texture is repeated. With such cards, repeat mode
 | |
|     /// can be used reliably only if the texture has power-of-two
 | |
|     /// dimensions (such as 256x128).
 | |
|     /// Repeating is disabled by default.
 | |
|     ///
 | |
|     /// \param repeated True to repeat the texture, false to disable repeating
 | |
|     ///
 | |
|     /// \see isRepeated
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void setRepeated(bool repeated);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Tell whether the texture is repeated or not
 | |
|     ///
 | |
|     /// \return True if repeat mode is enabled, false if it is disabled
 | |
|     ///
 | |
|     /// \see setRepeated
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool isRepeated() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Generate a mipmap using the current texture data
 | |
|     ///
 | |
|     /// Mipmaps are pre-computed chains of optimized textures. Each
 | |
|     /// level of texture in a mipmap is generated by halving each of
 | |
|     /// the previous level's dimensions. This is done until the final
 | |
|     /// level has the size of 1x1. The textures generated in this process may
 | |
|     /// make use of more advanced filters which might improve the visual quality
 | |
|     /// of textures when they are applied to objects much smaller than they are.
 | |
|     /// This is known as minification. Because fewer texels (texture elements)
 | |
|     /// have to be sampled from when heavily minified, usage of mipmaps
 | |
|     /// can also improve rendering performance in certain scenarios.
 | |
|     ///
 | |
|     /// Mipmap generation relies on the necessary OpenGL extension being
 | |
|     /// available. If it is unavailable or generation fails due to another
 | |
|     /// reason, this function will return false. Mipmap data is only valid from
 | |
|     /// the time it is generated until the next time the base level image is
 | |
|     /// modified, at which point this function will have to be called again to
 | |
|     /// regenerate it.
 | |
|     ///
 | |
|     /// \return True if mipmap generation was successful, false if unsuccessful
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     bool generateMipmap();
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Overload of assignment operator
 | |
|     ///
 | |
|     /// \param right Instance to assign
 | |
|     ///
 | |
|     /// \return Reference to self
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     Texture& operator =(const Texture& right);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Swap the contents of this texture with those of another
 | |
|     ///
 | |
|     /// \param right Instance to swap with
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     void swap(Texture& right);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Get the underlying OpenGL handle of the texture.
 | |
|     ///
 | |
|     /// You shouldn't need to use this function, unless you have
 | |
|     /// very specific stuff to implement that SFML doesn't support,
 | |
|     /// or implement a temporary workaround until a bug is fixed.
 | |
|     ///
 | |
|     /// \return OpenGL handle of the texture or 0 if not yet created
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     unsigned int getNativeHandle() const;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Bind a texture for rendering
 | |
|     ///
 | |
|     /// 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
 | |
|     /// mix sf::Texture with OpenGL code.
 | |
|     ///
 | |
|     /// \code
 | |
|     /// sf::Texture t1, t2;
 | |
|     /// ...
 | |
|     /// sf::Texture::bind(&t1);
 | |
|     /// // draw OpenGL stuff that use t1...
 | |
|     /// sf::Texture::bind(&t2);
 | |
|     /// // draw OpenGL stuff that use t2...
 | |
|     /// sf::Texture::bind(NULL);
 | |
|     /// // draw OpenGL stuff that use no texture...
 | |
|     /// \endcode
 | |
|     ///
 | |
|     /// The \a coordinateType argument controls how texture
 | |
|     /// coordinates will be interpreted. If Normalized (the default), they
 | |
|     /// must be in range [0 .. 1], which is the default way of handling
 | |
|     /// texture coordinates with OpenGL. If Pixels, they must be given
 | |
|     /// in pixels (range [0 .. size]). This mode is used internally by
 | |
|     /// the graphics classes of SFML, it makes the definition of texture
 | |
|     /// coordinates more intuitive for the high-level API, users don't need
 | |
|     /// to compute normalized values.
 | |
|     ///
 | |
|     /// \param texture Pointer to the texture to bind, can be null to use no texture
 | |
|     /// \param coordinateType Type of texture coordinates to use
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     static void bind(const Texture* texture, CoordinateType coordinateType = Normalized);
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Get the maximum texture size allowed
 | |
|     ///
 | |
|     /// This maximum size is defined by the graphics driver.
 | |
|     /// You can expect a value of 512 pixels for low-end graphics
 | |
|     /// card, and up to 8192 pixels or more for newer hardware.
 | |
|     ///
 | |
|     /// \return Maximum size allowed for textures, in pixels
 | |
|     ///
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     static unsigned int getMaximumSize();
 | |
| 
 | |
| private:
 | |
| 
 | |
|     friend class Text;
 | |
|     friend class RenderTexture;
 | |
|     friend class RenderTarget;
 | |
| 
 | |
|     ////////////////////////////////////////////////////////////
 | |
|     /// \brief Get a valid image size according to hardware support
 | |
|     ///
 | |
|     /// 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
 | |
| ///
 | |
| ////////////////////////////////////////////////////////////
 |