LibGUI: Add missing Texture files
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81
userspace/libraries/LibGUI/include/LibGUI/Texture.h
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81
userspace/libraries/LibGUI/include/LibGUI/Texture.h
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#pragma once
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#include <BAN/StringView.h>
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#include <stdint.h>
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namespace LibFont { class Font; }
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namespace LibGUI
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{
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class Texture
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{
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public:
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static BAN::ErrorOr<Texture> create(uint32_t width, uint32_t height, uint32_t color);
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BAN::ErrorOr<void> resize(uint32_t width, uint32_t height);
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void set_pixel(uint32_t x, uint32_t y, uint32_t color)
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{
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ASSERT(x < m_width);
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ASSERT(y < m_height);
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m_pixels[y * m_width + x] = color;
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}
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uint32_t get_pixel(uint32_t x, uint32_t y) const
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{
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ASSERT(x < m_width);
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ASSERT(y < m_height);
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return m_pixels[y * m_width + x];
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}
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BAN::Span<uint32_t> pixels() { return m_pixels.span(); }
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void fill_rect(int32_t x, int32_t y, uint32_t width, uint32_t height, uint32_t color);
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void fill(uint32_t color) { return fill_rect(0, 0, width(), height(), color); }
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void copy_texture(const Texture& texture, int32_t x, int32_t y);
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void draw_character(uint32_t codepoint, const LibFont::Font& font, int32_t x, int32_t y, uint32_t color);
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void draw_text(BAN::StringView text, const LibFont::Font& font, int32_t x, int32_t y, uint32_t color);
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// shift whole vertically by amount pixels, sign determines the direction
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// fill_color is used to fill "new" data
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void shift_vertical(int32_t amount, uint32_t fill_color);
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// copy horizontal slice [src_y, src_y + amount[ to [dst_y, dst_y + amount[
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// fill_color is used when copying data outside of window bounds
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void copy_horizontal_slice(int32_t dst_y, int32_t src_y, uint32_t amount, uint32_t fill_color);
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// copy rect (src_x, src_y, width, height) to (dst_x, dst_y, width, height)
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// fill_color is used when copying data outside of window bounds
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void copy_rect(int32_t dst_x, int32_t dst_y, int32_t src_x, int32_t src_y, uint32_t width, uint32_t height, uint32_t fill_color);
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uint32_t width() const { return m_width; }
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uint32_t height() const { return m_height; }
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// used on resize to fill empty space
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void set_bg_color(uint32_t bg_color) { m_bg_color = bg_color; }
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private:
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Texture() = default;
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Texture(BAN::Vector<uint32_t>&& pixels, uint32_t width, uint32_t height, uint32_t color)
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: m_pixels(BAN::move(pixels))
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, m_width(width)
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, m_height(height)
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, m_bg_color(color)
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{}
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bool clamp_to_texture(int32_t& x, int32_t& y, uint32_t& width, uint32_t& height) const;
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private:
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BAN::Vector<uint32_t> m_pixels;
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uint32_t m_width { 0 };
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uint32_t m_height { 0 };
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uint32_t m_bg_color { 0xFFFFFFFF };
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friend class Window;
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};
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}
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