implemented SDL3 as an option for window manager
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59
TSE_OpenGlImpl/src/RenderTexture.cpp
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59
TSE_OpenGlImpl/src/RenderTexture.cpp
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#include "RenderTexture.hpp"
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TSE::OpenGL::RenderTexture::RenderTexture(Vector2 v, uint textureCount) : buffer(v, textureCount)
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{
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buffer.AddResizeNotifiable(this);
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}
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TSE::Vector2 TSE::OpenGL::RenderTexture::size() const
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{
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return buffer.GetSize();
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}
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void TSE::OpenGL::RenderTexture::SetSize(Vector2 v)
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{
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buffer.Resize(v);
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}
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float TSE::OpenGL::RenderTexture::Width() const
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{
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return buffer.GetSize().x;
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}
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float TSE::OpenGL::RenderTexture::Height() const
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{
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return buffer.GetSize().y;
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}
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TSE::uint TSE::OpenGL::RenderTexture::GetTextureId() const
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{
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return buffer.GetTextureId();
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}
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TSE::uint TSE::OpenGL::RenderTexture::GetTextureId(uint id) const
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{
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return buffer.GetTextureId(id);
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}
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void TSE::OpenGL::RenderTexture::Update()
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{
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buffer.Update();
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}
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void TSE::OpenGL::RenderTexture::Bind()
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{
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buffer.Bind();
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}
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void TSE::OpenGL::RenderTexture::Unbind()
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{
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buffer.Unbind();
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}
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void TSE::OpenGL::RenderTexture::OnResize(float width, float height, IResizable *wnd)
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{
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for (auto const& i : objectsToResize)
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{
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i->OnResize(width, height, this);
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}
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}
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