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https://github.com/Relintai/programming_tutorials.git
synced 2025-04-21 21:51:22 +02:00
Improved the Renderer's api.
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9d4a5ca431
commit
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@ -53,7 +53,7 @@ int main(int argv, char **args) {
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0, 0, 0 // Black
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};
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SDL_Rect colorBar;
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Rect2 colorBar;
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colorBar.x = 0;
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colorBar.y = 0;
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colorBar.w = 90;
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@ -20,12 +20,39 @@ void Renderer::clear() {
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SDL_RenderClear(_renderer);
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}
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void Renderer::draw_rect(const SDL_Rect &rect) {
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SDL_RenderFillRect(_renderer, &rect);
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SDL_BlendMode Renderer::get_blend_mode() const {
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SDL_BlendMode mode;
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SDL_GetRenderDrawBlendMode(_renderer, &mode);
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return mode;
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}
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void Renderer::set_blend_mode(const SDL_BlendMode mode) {
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SDL_SetRenderDrawBlendMode(_renderer, mode);
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}
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void Renderer::draw_point(const int x, const int y) {
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SDL_RenderDrawPoint(_renderer, x, y);
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}
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void Renderer::draw_point(const float x, const float y) {
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SDL_RenderDrawPointF(_renderer, x, y);
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}
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void Renderer::draw_line(const int x1, const int x2, const int y1, const int y2) {
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SDL_RenderDrawLine(_renderer, x1, x2, y1, y2);
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}
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void Renderer::draw_line(const float x1, const float x2, const float y1, const float y2) {
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SDL_RenderDrawLineF(_renderer, x1, x2, y1, y2);
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}
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void Renderer::draw_rect(const Rect2 &rect) {
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SDL_Rect r = rect.as_rect();
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SDL_RenderDrawRect(_renderer, &r);
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}
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void Renderer::draw_fill_rect(const Rect2 &rect) {
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SDL_Rect r = rect.as_rect();
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SDL_RenderFillRect(_renderer, &r);
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}
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@ -99,7 +126,7 @@ int Renderer::get_dpi() const {
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return 1;
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}
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int Renderer::get_size_w() const {
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int Renderer::get_window_size_w() const {
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int w;
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int h;
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@ -108,7 +135,7 @@ int Renderer::get_size_w() const {
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return w;
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}
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int Renderer::get_size_h() const {
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int Renderer::get_window_size_h() const {
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int w;
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int h;
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@ -117,8 +144,111 @@ int Renderer::get_size_h() const {
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return h;
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}
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int Renderer::get_size_w() const {
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int w;
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int h;
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SDL_RenderGetLogicalSize(_renderer, &w, &h);
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return w;
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}
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int Renderer::get_size_h() const {
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int w;
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int h;
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SDL_RenderGetLogicalSize(_renderer, &w, &h);
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return h;
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}
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void Renderer::get_size(int *w, int *h) const {
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SDL_GetWindowSize(_window, w, h);
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SDL_RenderGetLogicalSize(_renderer, w, h);
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}
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void Renderer::set_size(const int w, const int h) const {
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SDL_RenderSetLogicalSize(_renderer, w, h);
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}
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float Renderer::get_scale_w() const {
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float w;
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float h;
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SDL_RenderGetScale(_renderer, &w, &h);
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return w;
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}
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float Renderer::get_scale_h() const {
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float w;
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float h;
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SDL_RenderGetScale(_renderer, &w, &h);
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return h;
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}
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void Renderer::set_scale(const float w, const float h) const {
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SDL_RenderSetScale(_renderer, w, h);
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}
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void Renderer::get_scale(float *w, float *h) const {
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SDL_RenderGetScale(_renderer, w, h);
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}
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bool Renderer::get_integer_scaling() const {
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return SDL_RenderGetIntegerScale(_renderer);
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}
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void Renderer::set_integer_scaling(const bool enable) {
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if (enable)
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SDL_RenderSetIntegerScale(_renderer, SDL_TRUE);
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else
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SDL_RenderSetIntegerScale(_renderer, SDL_FALSE);
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}
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Rect2 Renderer::get_viewport() const {
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SDL_Rect r;
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SDL_RenderGetViewport(_renderer, &r);
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return Rect2(r.x, r.y, r.w, r.h);
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}
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void Renderer::set_viewport(const Rect2 &rect) const {
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SDL_Rect r = rect.as_rect();
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SDL_RenderSetViewport(_renderer, &r);
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}
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Rect2 Renderer::get_clip_rect() const {
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SDL_Rect r;
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SDL_RenderGetClipRect(_renderer, &r);
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return Rect2(r.x, r.y, r.w, r.h);
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}
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void Renderer::set_clip_rect(Rect2 *rect) const {
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if (rect) {
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SDL_Rect r = rect->as_rect();
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SDL_RenderSetClipRect(_renderer, &r);
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} else {
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SDL_RenderSetClipRect(_renderer, nullptr);
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}
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}
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bool Renderer::clip_rect_enabled() const {
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return SDL_RenderIsClipEnabled(_renderer);
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}
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bool Renderer::render_target_supported() {
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return SDL_RenderTargetSupported(_renderer);
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}
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SDL_Texture *Renderer::get_render_target() {
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return SDL_GetRenderTarget(_renderer);
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}
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void Renderer::set_render_target(Texture *texture) {
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if (texture) {
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SDL_SetRenderTarget(_renderer, texture->get_texture());
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} else {
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SDL_SetRenderTarget(_renderer, nullptr);
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}
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}
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void Renderer::initialize() {
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@ -3,8 +3,8 @@
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#include "color.h"
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#include "rect2.h"
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#include "texture.h"
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#include "sprite.h"
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#include "texture.h"
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#include <SDL.h>
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@ -15,9 +15,19 @@ public:
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void set_draw_color(const Color &color);
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void clear();
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void draw_rect(const SDL_Rect &rect);
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SDL_BlendMode get_blend_mode() const;
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void set_blend_mode(const SDL_BlendMode mode);
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void draw_point(const int x, const int y);
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void draw_point(const float x, const float y);
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void draw_line(const int x1, const int x2, const int y1, const int y2);
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void draw_line(const float x1, const float x2, const float y1, const float y2);
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void draw_rect(const Rect2 &rect);
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void draw_fill_rect(const Rect2 &rect);
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void draw_texture(const Texture &texture, const Rect2 &dst_rect);
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void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect);
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void draw_texture(const Texture &texture, const Rect2 &src_rect, const Rect2 &dst_rect, const double angle, const float cx = 0, const float cy = 0, const SDL_RendererFlip flip = SDL_FLIP_NONE);
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@ -25,10 +35,33 @@ public:
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void draw_sprite(const Sprite &sprite);
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int get_dpi() const;
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int get_window_size_w() const;
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int get_window_size_h() const;
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int get_size_w() const;
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int get_size_h() const;
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void set_size(const int w, const int h) const;
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void get_size(int *w, int *h) const;
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float get_scale_w() const;
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float get_scale_h() const;
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void set_scale(const float w, const float h) const;
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void get_scale(float *w, float *h) const;
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bool get_integer_scaling() const;
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void set_integer_scaling(const bool enable);
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Rect2 get_viewport() const;
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void set_viewport(const Rect2 &rect) const;
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Rect2 get_clip_rect() const;
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void set_clip_rect(Rect2 *rect) const;
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bool clip_rect_enabled() const;
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bool render_target_supported();
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SDL_Texture *get_render_target();
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void set_render_target(Texture *texture);
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void initialize();
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void destroy();
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@ -141,6 +141,14 @@ SDL_Texture *Texture::get_texture() const {
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return _texture;
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}
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bool Texture::is_render_target() {
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if (_texture == Renderer::get_singleton()->get_render_target()) {
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return true;
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}
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return false;
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}
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Texture::Texture() {
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_image = nullptr;
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_texture = nullptr;
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@ -30,6 +30,8 @@ public:
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SDL_Texture *get_texture();
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SDL_Texture *get_texture() const;
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bool is_render_target();
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Texture();
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Texture(Image *image);
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virtual ~Texture();
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