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								// Copyright (c) 2016-2018 Kiwano - Nomango
  
						 
					
						
							
								
									
										
										
										
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								// 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// Permission is hereby granted, free of charge, to any person obtaining a copy
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// of this software and associated documentation files (the "Software"), to deal
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// in the Software without restriction, including without limitation the rights
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// copies of the Software, and to permit persons to whom the Software is
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// furnished to do so, subject to the following conditions:
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// The above copyright notice and this permission notice shall be included in
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// all copies or substantial portions of the Software.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								// THE SOFTWARE.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								# pragma once 
  
						 
					
						
							
								
									
										
										
										
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								# include  <kiwano/renderer/win32/D2DDeviceResources.h> 
  
						 
					
						
							
								
									
										
										
										
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								namespace  kiwano  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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									// <20> <> ֵģʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
									// <20> <> ֵģʽ <CABD> <D6B8> <EFBFBD> <EFBFBD> λͼ<CEBB> <CDBC> <EFBFBD> <EFBFBD> <EFBFBD> ź<EFBFBD> <C5BA> <EFBFBD> תʱ<D7AA> <CAB1> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ɫ<EFBFBD> ļ<EFBFBD> <C4BC> 㷽ʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
									// Linear (˫<> <CBAB> <EFBFBD> Բ<EFBFBD> ֵ): <20> <> <EFBFBD> <EFBFBD> Χ <EFBFBD> ĸ<EFBFBD> <C4B8> <EFBFBD> <EFBFBD> ؽ<EFBFBD> <D8BD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Բ<EFBFBD> ֵ<EFBFBD> <D6B5> <EFBFBD> <EFBFBD> , <20> <> ͼ<EFBFBD> <CDBC> <EFBFBD> Ŵ<EFBFBD> ʱ<EFBFBD> <CAB1> <EFBFBD> ܻ<EFBFBD> ģ<EFBFBD> <C4A3> <EFBFBD> <EFBFBD> Ĭ<EFBFBD> ϣ<EFBFBD> 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
									// Nearest (<28> <> <EFBFBD> ڽ<EFBFBD> <DABD> <EFBFBD> ֵ): ȡ<> <C8A1> <EFBFBD> ڽ<EFBFBD> <DABD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ص<EFBFBD> <D8B5> <EFBFBD> <EFBFBD> <EFBFBD> ɫֵ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
									enum  class  InterpolationMode 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
										Linear , 		// ˫<> <CBAB> <EFBFBD> Բ<EFBFBD> ֵ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
										Nearest , 	// <20> <> <EFBFBD> ڽ<EFBFBD> <DABD> <EFBFBD> ֵ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
									} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
									// <20> <> <EFBFBD> <EFBFBD> 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
									class  KGE_API  Texture 
							 
						 
					
						
							
								
									
										
										
										
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									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
									public : 
							 
						 
					
						
							
								
									
										
										
										
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										Texture ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										explicit  Texture ( 
							 
						 
					
						
							
								
									
										
										
										
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											String  const &  file_path 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										explicit  Texture ( 
							 
						 
					
						
							
								
									
										
										
										
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											Resource  const &  res 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										explicit  Texture ( 
							 
						 
					
						
							
								
									
										
										
										
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											ComPtr < ID2D1Bitmap >  const &  bitmap 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										virtual  ~ Texture ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> <EFBFBD> ر<EFBFBD> <D8B1> <EFBFBD> <EFBFBD> ļ<EFBFBD> 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										bool  Load ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
											String  const &  file_path 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> Դ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										bool  Load ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
											Resource  const &  res 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> Դ<EFBFBD> Ƿ<EFBFBD> <C7B7> <EFBFBD> Ч
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										bool  IsValid ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> <EFBFBD> 
 
							 
						 
					
						
							
								
									
										
										
										
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										float  GetWidth ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> ߶<EFBFBD> 
 
							 
						 
					
						
							
								
									
										
										
										
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										float  GetHeight ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> С  
							 
						 
					
						
							
								
									
										
										
										
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										Size  GetSize ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> ؿ<EFBFBD> <D8BF> <EFBFBD> 
 
							 
						 
					
						
							
								
									
										
										
										
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										uint32_t  GetWidthInPixels ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> ظ߶<D8B8> 
 
							 
						 
					
						
							
								
									
										
										
										
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										uint32_t  GetHeightInPixels ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> ش<EFBFBD> С  
							 
						 
					
						
							
								
									
										
										
										
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										math : : Vec2T < uint32_t >  GetSizeInPixels ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> ز<EFBFBD> ֵ<EFBFBD> <D6B5> ʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										InterpolationMode  GetBitmapInterpolationMode ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> <EFBFBD> <EFBFBD> λͼ<CEBB> ڴ<EFBFBD> 
 
							 
						 
					
						
							
								
									
										
										
										
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										void  CopyFrom ( Texture  const &  copy_from ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> <EFBFBD> <EFBFBD> λͼ<CEBB> ڴ<EFBFBD> 
 
							 
						 
					
						
							
								
									
										
										
										
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										void  CopyFrom ( Texture  const &  copy_from ,  Rect  const &  src_rect ,  Point  const &  dest_point ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
										// <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ز<EFBFBD> ֵ<EFBFBD> <D6B5> ʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										void  SetInterpolationMode ( InterpolationMode  mode ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
										 
							
							
										// <20> <> <EFBFBD> <EFBFBD> Ĭ<EFBFBD> ϵ<EFBFBD> <CFB5> <EFBFBD> <EFBFBD> ز<EFBFBD> ֵ<EFBFBD> <D6B5> ʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										static  void  SetDefaultInterpolationMode ( InterpolationMode  mode ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									public : 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡԴλͼ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										ComPtr < ID2D1Bitmap >  GetBitmap ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> <EFBFBD> <EFBFBD> Դλͼ
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										void  SetBitmap ( ComPtr < ID2D1Bitmap >  bitmap ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										// <20> <> ȡ<EFBFBD> <C8A1> <EFBFBD> ظ<EFBFBD> ʽ  
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										D2D1_PIXEL_FORMAT  GetPixelFormat ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									private : 
							 
						 
					
						
							
								
									
										
										
										
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										ComPtr < ID2D1Bitmap > 	bitmap_ ; 
							 
						 
					
						
							
								
									
										
										
										
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										InterpolationMode 	interpolation_mode_ ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
										static  InterpolationMode  default_interpolation_mode_ ; 
							 
						 
					
						
							
								
									
										
										
										
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									} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
								
									
								 
							
							
								}