LibGUI: Remove fill_color from texture copy API
Nothing was using this and it just overcomplicated everything
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@@ -93,7 +93,7 @@ namespace LibGUI
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draw_character(text[i], font, tl_x + (int32_t)(i * font.width()), tl_y, color);
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}
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void Texture::shift_vertical(int32_t amount, uint32_t fill_color)
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void Texture::shift_vertical(int32_t amount)
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{
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const uint32_t amount_abs = BAN::Math::abs(amount);
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if (amount_abs == 0 || amount_abs >= height())
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@@ -102,15 +102,9 @@ namespace LibGUI
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uint32_t* dst = (amount > 0) ? m_pixels.data() + width() * amount_abs : m_pixels.data();
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uint32_t* src = (amount < 0) ? m_pixels.data() + width() * amount_abs : m_pixels.data();
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memmove(dst, src, width() * (height() - amount_abs) * 4);
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const uint32_t y_lo = (amount < 0) ? height() - amount_abs : 0;
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const uint32_t y_hi = (amount < 0) ? height() : amount_abs;
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for (uint32_t y = y_lo; y < y_hi; y++)
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for (uint32_t x = 0; x < width(); x++)
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set_pixel(x, y, fill_color);
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}
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void Texture::copy_horizontal_slice(int32_t dst_y, int32_t src_y, uint32_t uamount, uint32_t fill_color)
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void Texture::copy_horizontal_slice(int32_t dst_y, int32_t src_y, uint32_t uamount)
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{
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int32_t amount = uamount;
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if (dst_y < 0)
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@@ -134,18 +128,10 @@ namespace LibGUI
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copy_amount * width() * 4
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);
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}
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const uint32_t fill_y_off = (src_y < copy_src_y) ? 0 : copy_amount;
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const uint32_t fill_amount = amount - copy_amount;
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for (uint32_t i = 0; i < fill_amount; i++)
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for (uint32_t x = 0; x < width(); x++)
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set_pixel(x, dst_y + fill_y_off + i, fill_color);
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}
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void Texture::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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void Texture::copy_rect(int32_t dst_x, int32_t dst_y, int32_t src_x, int32_t src_y, uint32_t width, uint32_t height)
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{
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fill_rect(dst_x, dst_y, width, height, fill_color);
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if (!clamp_to_texture(dst_x, dst_y, width, height))
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return;
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if (!clamp_to_texture(src_x, src_y, width, height))
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@@ -156,8 +142,8 @@ namespace LibGUI
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{
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const uint32_t y_off = copy_dir ? i : height - i - 1;
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memmove(
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&m_pixels[(dst_y + y_off) * this->width()],
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&m_pixels[(src_y + y_off) * this->width()],
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&m_pixels[(dst_y + y_off) * this->width() + dst_x],
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&m_pixels[(src_y + y_off) * this->width() + src_x],
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width * 4
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);
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}
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