Texture: Add invisible color when copying textures
This should probably support proper alpha blending but I'm lazy :)
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@ -86,7 +86,8 @@ namespace LibGUI
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for (uint32_t y_off = 0; y_off < height; y_off++)
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for (uint32_t y_off = 0; y_off < height; y_off++)
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for (uint32_t x_off = 0; x_off < width; x_off++)
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for (uint32_t x_off = 0; x_off < width; x_off++)
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set_pixel(x + x_off, y + y_off, texture.get_pixel(sub_x + x_off, sub_y + y_off));
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if (const uint32_t color = texture.get_pixel(sub_x + x_off, sub_y + y_off); color != color_invisible)
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set_pixel(x + x_off, y + y_off, color);
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}
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}
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void Texture::draw_character(uint32_t codepoint, const LibFont::Font& font, int32_t tl_x, int32_t tl_y, uint32_t color)
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void Texture::draw_character(uint32_t codepoint, const LibFont::Font& font, int32_t tl_x, int32_t tl_y, uint32_t color)
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@ -11,6 +11,9 @@ namespace LibGUI
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class Texture
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class Texture
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{
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{
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public:
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static constexpr uint32_t color_invisible = 0x69000000;
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public:
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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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static BAN::ErrorOr<Texture> create(uint32_t width, uint32_t height, uint32_t color);
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Texture() = default;
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Texture() = default;
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