328 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 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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#ifndef SFML_IMAGE_HPP
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#define SFML_IMAGE_HPP
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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/Color.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <string>
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#include <vector>
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namespace sf
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{
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class InputStream;
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////////////////////////////////////////////////////////////
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/// \brief Class for loading, manipulating and saving images
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Image
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Default constructor
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    ///
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    /// Creates an empty image.
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    ///
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    ////////////////////////////////////////////////////////////
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    Image();
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    ////////////////////////////////////////////////////////////
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    /// \brief Destructor
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    ///
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    ////////////////////////////////////////////////////////////
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    ~Image();
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    ////////////////////////////////////////////////////////////
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    /// \brief Create the image and fill it with a unique color
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    ///
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    /// \param width  Width of the image
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    /// \param height Height of the image
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    /// \param color  Fill color
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    ///
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    ////////////////////////////////////////////////////////////
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    void create(unsigned int width, unsigned int height, const Color& color = Color(0, 0, 0));
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    ////////////////////////////////////////////////////////////
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    /// \brief Create the image from an array of pixels
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    ///
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    /// The \a pixel array is assumed to contain 32-bits RGBA pixels,
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    /// and have the given \a width and \a height. If not, this is
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    /// an undefined behavior.
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    /// If \a pixels is null, an empty image is created.
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    ///
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    /// \param width  Width of the image
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    /// \param height Height of the image
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    /// \param pixels Array of pixels to copy to the image
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    ///
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    ////////////////////////////////////////////////////////////
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    void create(unsigned int width, unsigned int height, const Uint8* pixels);
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    ////////////////////////////////////////////////////////////
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    /// \brief Load the image from a file on disk
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    ///
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    /// The supported image formats are bmp, png, tga, jpg, gif,
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    /// psd, hdr and pic. Some format options are not supported,
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    /// like progressive jpeg.
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    /// If this function fails, the image is left unchanged.
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    ///
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    /// \param filename Path of the image file 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, saveToFile
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    ///
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    ////////////////////////////////////////////////////////////
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    bool loadFromFile(const std::string& filename);
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    ////////////////////////////////////////////////////////////
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    /// \brief Load the image from a file in memory
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    ///
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    /// The supported image formats are bmp, png, tga, jpg, gif,
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    /// psd, hdr and pic. Some format options are not supported,
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    /// like progressive jpeg.
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    /// If this function fails, the image 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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    ///
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    /// \return True if loading was successful
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    ///
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    /// \see loadFromFile, loadFromStream
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    ///
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    ////////////////////////////////////////////////////////////
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    bool loadFromMemory(const void* data, std::size_t size);
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    ////////////////////////////////////////////////////////////
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    /// \brief Load the image from a custom stream
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    ///
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    /// The supported image formats are bmp, png, tga, jpg, gif,
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    /// psd, hdr and pic. Some format options are not supported,
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    /// like progressive jpeg.
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    /// If this function fails, the image is left unchanged.
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    ///
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    /// \param stream Source stream to read from
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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 loadFromStream(InputStream& stream);
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    ////////////////////////////////////////////////////////////
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    /// \brief Save the image to a file on disk
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    ///
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    /// The format of the image is automatically deduced from
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    /// the extension. The supported image formats are bmp, png,
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    /// tga and jpg. The destination file is overwritten
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    /// if it already exists. This function fails if the image is empty.
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    ///
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    /// \param filename Path of the file to save
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    ///
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    /// \return True if saving was successful
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    ///
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    /// \see create, loadFromFile, loadFromMemory
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    ///
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    ////////////////////////////////////////////////////////////
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    bool saveToFile(const std::string& filename) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the size (width and height) of the image
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    ///
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    /// \return Size of the image, 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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    /// \brief Create a transparency mask from a specified color-key
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    ///
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    /// This function sets the alpha value of every pixel matching
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    /// the given color to \a alpha (0 by default), so that they
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    /// become transparent.
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    ///
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    /// \param color Color to make transparent
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    /// \param alpha Alpha value to assign to transparent pixels
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    ///
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    ////////////////////////////////////////////////////////////
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    void createMaskFromColor(const Color& color, Uint8 alpha = 0);
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    ////////////////////////////////////////////////////////////
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    /// \brief Copy pixels from another image onto this one
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    ///
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    /// This function does a slow pixel copy and should not be
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    /// used intensively. It can be used to prepare a complex
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    /// static image from several others, but if you need this
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    /// kind of feature in real-time you'd better use sf::RenderTexture.
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    ///
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    /// If \a sourceRect is empty, the whole image is copied.
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    /// If \a applyAlpha is set to true, the transparency of
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    /// source pixels is applied. If it is false, the pixels are
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    /// copied unchanged with their alpha value.
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    ///
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    /// \param source     Source image to copy
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    /// \param destX      X coordinate of the destination position
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    /// \param destY      Y coordinate of the destination position
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    /// \param sourceRect Sub-rectangle of the source image to copy
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    /// \param applyAlpha Should the copy take into account the source transparency?
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    ///
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    ////////////////////////////////////////////////////////////
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    void copy(const Image& source, unsigned int destX, unsigned int destY, const IntRect& sourceRect = IntRect(0, 0, 0, 0), bool applyAlpha = false);
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    ////////////////////////////////////////////////////////////
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    /// \brief Change the color of a pixel
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    ///
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    /// This function doesn't check the validity of the pixel
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    /// coordinates, using out-of-range values will result in
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    /// an undefined behavior.
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    ///
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    /// \param x     X coordinate of pixel to change
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    /// \param y     Y coordinate of pixel to change
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    /// \param color New color of the pixel
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    ///
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    /// \see getPixel
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    ///
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    ////////////////////////////////////////////////////////////
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    void setPixel(unsigned int x, unsigned int y, const Color& color);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the color of a pixel
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    ///
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    /// This function doesn't check the validity of the pixel
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    /// coordinates, using out-of-range values will result in
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    /// an undefined behavior.
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    ///
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    /// \param x X coordinate of pixel to get
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    /// \param y Y coordinate of pixel to get
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    ///
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    /// \return Color of the pixel at coordinates (x, y)
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    ///
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    /// \see setPixel
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    ///
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    ////////////////////////////////////////////////////////////
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    Color getPixel(unsigned int x, unsigned int y) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get a read-only pointer to the array of pixels
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    ///
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    /// The returned value points to an array of RGBA pixels made of
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    /// 8 bits integers components. The size of the array is
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    /// width * height * 4 (getSize().x * getSize().y * 4).
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    /// Warning: the returned pointer may become invalid if you
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    /// modify the image, so you should never store it for too long.
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    /// If the image is empty, a null pointer is returned.
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    ///
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    /// \return Read-only pointer to the array of pixels
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    ///
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    ////////////////////////////////////////////////////////////
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    const Uint8* getPixelsPtr() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Flip the image horizontally (left <-> right)
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    ///
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    ////////////////////////////////////////////////////////////
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    void flipHorizontally();
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    ////////////////////////////////////////////////////////////
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    /// \brief Flip the image vertically (top <-> bottom)
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    ///
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    ////////////////////////////////////////////////////////////
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    void flipVertically();
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private:
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    Vector2u           m_size;   ///< Image size
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    std::vector<Uint8> m_pixels; ///< Pixels of the image
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    #ifdef SFML_SYSTEM_ANDROID
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    void*              m_stream; ///< Asset file streamer (if loaded from file)
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    #endif
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};
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} // namespace sf
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#endif // SFML_IMAGE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Image
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/// \ingroup graphics
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///
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/// sf::Image is an abstraction to manipulate images
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/// as bidimensional arrays of pixels. The class provides
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/// functions to load, read, write and save pixels, as well
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/// as many other useful functions.
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///
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/// sf::Image can handle a unique internal representation of
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/// pixels, which is RGBA 32 bits. This means that a pixel
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/// must be composed of 8 bits red, green, blue and alpha
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/// channels -- just like a sf::Color.
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/// All the functions that return an array of pixels follow
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/// this rule, and all parameters that you pass to sf::Image
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/// functions (such as loadFromMemory) must use this
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/// representation as well.
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///
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/// A sf::Image can be copied, but it is a heavy resource and
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/// if possible you should always use [const] references to
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/// pass or return them to avoid useless copies.
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///
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/// Usage example:
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/// \code
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/// // Load an image file from a file
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/// sf::Image background;
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/// if (!background.loadFromFile("background.jpg"))
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///     return -1;
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///
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/// // Create a 20x20 image filled with black color
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/// sf::Image image;
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/// image.create(20, 20, sf::Color::Black);
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///
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/// // Copy image1 on image2 at position (10, 10)
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/// image.copy(background, 10, 10);
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///
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/// // Make the top-left pixel transparent
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/// sf::Color color = image.getPixel(0, 0);
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/// color.a = 0;
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/// image.setPixel(0, 0, color);
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///
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/// // Save the image to a file
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/// if (!image.saveToFile("result.png"))
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///     return -1;
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/// \endcode
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///
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/// \see sf::Texture
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///
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////////////////////////////////////////////////////////////
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