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Signed-off-by: Peter Siegmund <mars3142@noreply.mars3142.dev>
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libs/wxWidgets-3.3.1/interface/wx/rawbmp.h
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libs/wxWidgets-3.3.1/interface/wx/rawbmp.h
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/////////////////////////////////////////////////////////////////////////////
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// Name: rawbmp.h
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// Purpose: interface of wxPixelData
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// Author: wxWidgets team
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxPixelData
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A class template with ready to use implementations for getting
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direct and efficient access to wxBitmap's internal data and
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wxImage's internal data through a standard interface. It is
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possible to extend this class (interface) to other types of
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image content.
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Implemented on Windows, GTK+ and macOS:
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@li wxNativePixelData: Class to access to wxBitmap's internal data
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without alpha channel (RGB).
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@li wxAlphaPixelData: Class to access to wxBitmap's internal data with
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alpha channel (RGBA).
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Implemented everywhere:
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@li wxImagePixelData: Class to access to wxImage's internal data with
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alpha channel (RGBA).
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wxMSW note: efficient access is only possible to the bits of the so called
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device independent bitmaps (DIB) under MSW. To ensure that wxBitmap uses a
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DIB internally and not a device dependent bitmap (DDB), you need to pass an
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explicit depth to its ctor, i.e. either 24 or 32, as by default wxBitmap
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creates a DDB of the screen depth.
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Example:
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@code
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wxBitmap bmp(width, size, 24); // explicit depth important under MSW
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wxNativePixelData data(bmp);
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if ( !data )
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{
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// ... raw access to bitmap data unavailable, do something else ...
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return;
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}
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if ( data.GetWidth() < 20 || data.GetHeight() < 20 )
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{
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// ... complain: the bitmap it too small ...
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return;
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}
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wxNativePixelData::Iterator p(data);
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// we draw a (10, 10)-(20, 20) rect manually using the given r, g, b
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p.Offset(data, 10, 10);
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for ( int y = 0; y < 10; ++y )
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{
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wxNativePixelData::Iterator rowStart = p;
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for ( int x = 0; x < 10; ++x, ++p )
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{
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p.Red() = r;
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p.Green() = g;
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p.Blue() = b;
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}
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p = rowStart;
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p.OffsetY(data, 1);
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}
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@endcode
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@library{wxcore}
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@category{gdi}
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@see wxBitmap, wxImage
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*/
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template <class Image, class PixelFormat = wxPixelFormatFor<Image> >
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class wxPixelData :
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public wxPixelDataOut<Image>::template wxPixelDataIn<PixelFormat>
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{
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public:
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/**
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The type of the class we're working with.
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*/
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typedef Image ImageType;
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/**
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Create pixel data object representing the entire image.
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*/
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wxPixelData(Image& image);
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/**
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Create pixel data object representing the area of the image defined by
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@a rect.
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*/
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wxPixelData(Image& i, const wxRect& rect);
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/**
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Create pixel data object representing the area of the image defined by
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@a pt and @a sz.
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*/
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wxPixelData(Image& i, const wxPoint& pt, const wxSize& sz);
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/**
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Return @true of if we could get access to bitmap data successfully.
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*/
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operator bool() const;
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/**
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Return the iterator pointing to the origin of the image.
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*/
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Iterator GetPixels() const;
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/**
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Returns origin of the rectangular region this wxPixelData represents.
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*/
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wxPoint GetOrigin() const;
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/**
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Return width of the region this wxPixelData represents.
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*/
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int GetWidth() const;
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/**
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Return height of the region this wxPixelData represents.
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*/
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int GetHeight() const;
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/**
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Return the area which this wxPixelData represents in the image.
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*/
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wxSize GetSize() const;
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/**
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Return the distance between two rows.
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*/
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int GetRowStride() const;
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/**
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The iterator of class wxPixelData.
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*/
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class Iterator
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{
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public:
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/**
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Reset the iterator to point to (0, 0).
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*/
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void Reset(const PixelData& data);
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/**
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Initializes the iterator to point to the origin of the given pixel
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data.
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*/
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Iterator(PixelData& data);
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/**
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Initializes the iterator to point to the origin of the given Bitmap.
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*/
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Iterator(wxBitmap& bmp, PixelData& data);
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/**
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Default constructor.
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*/
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Iterator();
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/**
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Return @true if this iterator is valid.
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*/
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bool IsOk() const;
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/**
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Advance the iterator to the next pixel, prefix version.
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*/
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Iterator& operator++();
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/**
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Advance the iterator to the next pixel, postfix (hence less
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efficient -- don't use it unless you absolutely must) version.
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*/
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Iterator operator++(int);
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/**
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Move @a x pixels to the right and @a y down.
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@note The rows won't wrap automatically.
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*/
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void Offset(const PixelData& data, int x, int y);
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/**
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Move @a x pixels to the right.
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@note The rows won't wrap automatically.
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*/
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void OffsetX(const PixelData&data, int x);
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/**
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Move @a y rows to the bottom
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*/
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void OffsetY(const PixelData& data, int y);
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/**
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Go to the given position
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*/
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void MoveTo(const PixelData& data, int x, int y);
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///@{
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/**
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Data Access: Access to individual colour components.
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*/
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ChannelType& Red();
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ChannelType& Green();
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ChannelType& Blue();
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ChannelType& Alpha();
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///@}
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};
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};
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