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This commit is contained in:
Alex Lardner
2026-07-04 19:08:19 -07:00
parent 40dc51d21a
commit d7890c9808
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#ifndef RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_
#define RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_
#include "./RaylibException.hpp"
#include "./TextureUnmanaged.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
/**
* A RenderTexture that is not managed by C++ RAII.
*
* Make sure to Unload() this if needed, otherwise use raylib::RenderTexture.
*
* @see raylib::RenderTexture
*/
class RenderTextureUnmanaged : public ::RenderTexture {
public:
/**
* Default constructor to build an empty RenderTexture.
*/
RenderTextureUnmanaged() : ::RenderTexture{0, {}, {}} {}
/**
* Creates a RenderTexture from an existing RenderTexture struct.
*/
RenderTextureUnmanaged(const ::RenderTexture& renderTexture) : ::RenderTexture(renderTexture) {}
/**
* Creates a RenderTexture from its components.
*/
RenderTextureUnmanaged(unsigned int id, const ::Texture& texture, const ::Texture& depth)
: ::RenderTexture{id, texture, depth} {}
/**
* Load texture for rendering (framebuffer).
*
* @throws raylib::RaylibException Throws if failed to create the render texture.
*/
RenderTextureUnmanaged(int width, int height) { Load(width, height); }
[[nodiscard]] std::string ToString() const { return TextFormat("RenderTexture(id=%u)", id); }
operator std::string() const { return ToString(); }
GETTER(unsigned int, Id, id)
/**
* Get the color buffer attachment texture.
*/
TextureUnmanaged GetTexture() { return texture; }
RLCPP_NODISCARD TextureUnmanaged GetTexture() const { return texture; }
void SetTexture(const ::Texture& newTexture) { texture = newTexture; }
/**
* Get the depth buffer attachment texture.
*/
TextureUnmanaged GetDepth() { return depth; }
void SetDepth(const ::Texture& newDepth) { depth = newDepth; }
RenderTextureUnmanaged& operator=(const ::RenderTexture& other) {
set(other);
return *this;
}
/**
* Load texture for rendering (framebuffer).
*
* @throws raylib::RaylibException Throws if failed to create the render texture.
*/
void Load(int width, int height) {
set(::LoadRenderTexture(width, height));
if (!IsValid()) {
throw RaylibException("Failed to create RenderTexture");
}
}
/**
* Unload render texture from GPU memory (VRAM).
*/
void Unload() {
if (IsValid()) {
::UnloadRenderTexture(*this);
id = 0;
}
}
/**
* Initializes render texture for drawing.
*/
RenderTextureUnmanaged& BeginMode() {
::BeginTextureMode(*this);
return *this;
}
/**
* Ends drawing to render texture.
*/
RenderTextureUnmanaged& EndMode() {
::EndTextureMode();
return *this;
}
/**
* Retrieves whether or not the render texture is ready.
*/
RLCPP_NODISCARD bool IsValid() const { return ::IsRenderTextureValid(*this); }
protected:
void set(const ::RenderTexture& renderTexture) {
id = renderTexture.id;
texture = renderTexture.texture;
depth = renderTexture.depth;
}
};
using RenderTexture2DUnmanaged = RenderTextureUnmanaged;
} // namespace raylib
using RRenderTextureUnmanaged = raylib::RenderTextureUnmanaged;
using RRenderTexture2DUnmanaged = raylib::RenderTexture2DUnmanaged;
#endif // RAYLIB_CPP_INCLUDE_RENDERTEXTUREUNMANAGED_HPP_