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**
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#include "qtexturedataupdate.h"
#include "qtexturedataupdate_p.h"
#include <iostream>
QT_BEGIN_NAMESPACE
namespace Qt3DRender
{
static bool operator==(const QTextureDataUpdatePrivate &lhs, const QTextureDataUpdatePrivate &rhs) noexcept
{
return lhs.m_x == rhs.m_x &&
lhs.m_y == rhs.m_y &&
lhs.m_z == rhs.m_z &&
lhs.m_layer == rhs.m_layer &&
lhs.m_mipLevel == rhs.m_mipLevel &&
lhs.m_face == rhs.m_face &&
lhs.m_data == rhs.m_data;
}
/*!
\class Qt3DRender::QTextureDataUpdate
\inmodule Qt3DRender
\brief QTextureDataUpdate holds content and information required to perform
partial updates of a texture content.
The actual data content is contained in a QTextureImageDataPtr member.
Additional members allow to specify the x, y, z offset of the content update
as well as the eventual layer, mipLevel and face.
\sa QAbstractTexture
\since 5.14
*/
QTextureDataUpdate::QTextureDataUpdate()
: d_ptr(new QTextureDataUpdatePrivate())
{
}
QTextureDataUpdate::QTextureDataUpdate(const QTextureDataUpdate &other)
= default;
QTextureDataUpdate &QTextureDataUpdate::operator=(const QTextureDataUpdate &other)
= default;
QTextureDataUpdate::~QTextureDataUpdate()
= default;
bool operator==(const QTextureDataUpdate &lhs, const QTextureDataUpdate &rhs) noexcept
{
return *lhs.d_func() == *rhs.d_func();
}
int QTextureDataUpdate::x() const
{
Q_D(const QTextureDataUpdate);
return d->m_x;
}
int QTextureDataUpdate::y() const
{
Q_D(const QTextureDataUpdate);
return d->m_y;
}
int QTextureDataUpdate::z() const
{
Q_D(const QTextureDataUpdate);
return d->m_z;
}
int QTextureDataUpdate::layer() const
{
Q_D(const QTextureDataUpdate);
return d->m_layer;
}
int QTextureDataUpdate::mipLevel() const
{
Q_D(const QTextureDataUpdate);
return d->m_mipLevel;
}
QAbstractTexture::CubeMapFace QTextureDataUpdate::face() const
{
Q_D(const QTextureDataUpdate);
return d->m_face;
}
QTextureImageDataPtr QTextureDataUpdate::data() const
{
Q_D(const QTextureDataUpdate);
return d->m_data;
}
void QTextureDataUpdate::setX(int x)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_x = x;
}
void QTextureDataUpdate::setY(int y)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_y = y;
}
void QTextureDataUpdate::setZ(int z)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_z = z;
}
void QTextureDataUpdate::setLayer(int layer)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_layer = layer;
}
void QTextureDataUpdate::setMipLevel(int mipLevel)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_mipLevel = mipLevel;
}
void QTextureDataUpdate::setFace(QAbstractTexture::CubeMapFace face)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_face = face;
}
void QTextureDataUpdate::setData(const QTextureImageDataPtr &data)
{
d_ptr.detach();
Q_D(QTextureDataUpdate);
d->m_data = data;
}
} // Qt3DRender
QT_END_NAMESPACE