ImgDirtyRegion Class Reference
#include <image.h>
Implement a somewhat smarter image region that a simple rectangle.
This is implemented as a byte mask each byte of which covers a region of the image. Should that byte be 1, that region has been altered. We will use one dirty region per texture tile. It can compute a list of ImgTile s that will cover all the dirty parts of an image.
Definition at line 1080 of file image.h.
Definition at line 1113 of file image.h.
void ClearDirtyRegion()
clear the dirty region – resets it completely.
Definition at line 1114 of file image.h.
1114 { ClearDirtyTiles(); }
add a imgTile to the dirty region If you are partway through iterating the tiles, this will reset that iteration.
void ClearDirtyRegion |
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clear the dirty region – resets it completely.
Definition at line 1121 of file image.h.
#define DIRTY_REGION_XY_SIZE
get the number of tiles in the region
Definition at line 1131 of file image.h.
1133 if (!m_DirtyTiles) ComputeDirtyTiles();
return the i'th tile in the region (no bounds checking performed)
Definition at line 1138 of file image.h.
1140 return m_DirtyTiles[i];
return the total bounds of the dirty region as one rectangle.
Definition at line 1144 of file image.h.
1146 return m_DirtyTotalChunks;
return true if the region is empty
Definition at line 1150 of file image.h.
1150 {
return m_DirtyTotalChunks.
isEmpty(); }
bool isEmpty() const
return true of this tile is empty
union another region into this one.
The documentation for this class was generated from the following file: