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https://github.com/zoriya/Bomberman.git
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fix indentation, now using tabs
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@@ -15,46 +15,46 @@
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namespace RAY
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{
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class Texture: public IRessource {
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public:
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//! @brief Create an texture, loading a file
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//! @param filename: path to file to load
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Texture(const std::string &filename);
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class Texture: public IRessource {
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public:
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//! @brief Create an texture, loading a file
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//! @param filename: path to file to load
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Texture(const std::string &filename);
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//! @brief Create an texture, from an image
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//! @param image: reference to image to create texture from
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Texture(const Image &image);
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//! @brief Create an texture, from an image
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//! @param image: reference to image to create texture from
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Texture(const Image &image);
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//! @brief A default copy constructor
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Texture(const Texture &) = default;
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//! @brief A default copy constructor
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Texture(const Texture &) = default;
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//! @brief A default constructor, no ressources loaded
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Texture();
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//! @brief A default constructor, no ressources loaded
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Texture();
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//! @brief An image is assignable
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Texture &operator=(const Texture &) = default;
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//! @brief Texture destructor, will unload ressources
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~Texture() override;
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//! @brief An image is assignable
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Texture &operator=(const Texture &) = default;
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//! @brief Texture destructor, will unload ressources
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~Texture() override;
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//! @brief load ressources from file
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//! @param filename: path of input
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bool load(const std::string &filename) override;
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//! @brief load ressources from file
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//! @param filename: path of input
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bool load(const std::string &filename) override;
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//! @brief unload ressources
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bool unload() override;
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//! @brief unload ressources
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bool unload() override;
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//! @brief get image
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::Image toImage(void) const;
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//! @brief get image
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::Image toImage(void) const;
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//! @return libray Texture struct
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const ::Texture &getTexture(void) const;
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//! @return libray Texture struct
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const ::Texture &getTexture(void) const;
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protected:
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private:
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//! @brief Texture, really, that's just it...
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::Texture _texture;
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};
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protected:
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private:
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//! @brief Texture, really, that's just it...
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::Texture _texture;
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};
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}
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#endif /* !IMAGE_HPP_ */
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