SFML/dotnet/src/Graphics/RenderImage.cs

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C#
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using System;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;
using System.Security;
using SFML.Window;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Simple wrapper for Window that allows easy
/// 2D rendering
/// </summary>
////////////////////////////////////////////////////////////
public class RenderImage : ObjectBase, RenderTarget
{
////////////////////////////////////////////////////////////
/// <summary>
/// Create the render image with the given dimensions
/// </summary>
/// <param name="width">Width of the render image</param>
/// <param name="height">Height of the render image</param>
////////////////////////////////////////////////////////////
public RenderImage(uint width, uint height) :
this(width, height, false)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the render image with the given dimensions and
/// an optional depth-buffer attached
/// </summary>
/// <param name="width">Width of the render image</param>
/// <param name="height">Height of the render image</param>
/// <param name="depthBuffer">Do you wxant a depth-buffer attached?</param>
////////////////////////////////////////////////////////////
public RenderImage(uint width, uint height, bool depthBuffer) :
base(sfRenderImage_Create(width, height, depthBuffer))
{
myDefaultView = new View(sfRenderImage_GetDefaultView(This));
myCurrentView = myDefaultView;
myImage = new Image(sfRenderImage_GetImage(This));
GC.SuppressFinalize(myDefaultView);
GC.SuppressFinalize(myImage);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rendering region of the image
/// </summary>
////////////////////////////////////////////////////////////
public uint Width
{
get {return sfRenderImage_GetWidth(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rendering region of the image
/// </summary>
////////////////////////////////////////////////////////////
public uint Height
{
get {return sfRenderImage_GetHeight(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate of deactivate the render image as the current target
/// for rendering
/// </summary>
/// <param name="active">True to activate, false to deactivate (true by default)</param>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public bool SetActive(bool active)
{
return sfRenderImage_SetActive(This, active);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Default view of the render image
/// </summary>
////////////////////////////////////////////////////////////
public View DefaultView
{
get {return myDefaultView;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current view active in the render image
/// </summary>
////////////////////////////////////////////////////////////
public View CurrentView
{
get {return myCurrentView;}
set {myCurrentView = value; sfRenderImage_SetView(This, value.This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell SFML to preserve external OpenGL states, at the expense of
/// more CPU charge. Use this function if you don't want SFML
/// to mess up your own OpenGL states (if any).
/// Don't enable state preservation if not needed, as it will allow
/// SFML to do internal optimizations and improve performances.
/// This parameter is false by default
/// </summary>
/// <param name="preserve">True to preserve OpenGL states, false to let SFML optimize</param>
////////////////////////////////////////////////////////////
public void PreserveOpenGLStates(bool preserve)
{
sfRenderImage_PreserveOpenGLStates(This, preserve);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Clear the entire render image with black color
/// </summary>
////////////////////////////////////////////////////////////
public void Clear()
{
sfRenderImage_Clear(This, Color.Black);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Clear the entire render image with a single color
/// </summary>
/// <param name="color">Color to use to clear the image</param>
////////////////////////////////////////////////////////////
public void Clear(Color color)
{
sfRenderImage_Clear(This, color);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Draw something into the render image
/// </summary>
/// <param name="objectToDraw">Object to draw</param>
////////////////////////////////////////////////////////////
public void Draw(Drawable objectToDraw)
{
objectToDraw.Render(this);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Apply a post-fx to the render image
/// </summary>
/// <param name="postFx">PostFx to apply</param>
////////////////////////////////////////////////////////////
public void Draw(PostFx postFx)
{
sfRenderImage_DrawPostFX(This, postFx != null ? postFx.This : IntPtr.Zero);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Target image of the render image
/// </summary>
////////////////////////////////////////////////////////////
public Image Image
{
get {return myImage;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the system supports render images
/// </summary>
////////////////////////////////////////////////////////////
public static bool CanUseRenderImage
{
get {return sfRenderImage_CanUseRenderImage();}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
if (!disposing)
Context.Global.SetActive(true);
sfRenderImage_Destroy(This);
if (disposing)
{
myDefaultView.Dispose();
myImage.Dispose();
}
if (!disposing)
Context.Global.SetActive(false);
}
private View myCurrentView = null;
private View myDefaultView = null;
private Image myImage = null;
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderImage_Create(uint Width, uint Height, bool DepthBuffer);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderImage_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderImage_Clear(IntPtr This, Color ClearColor);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfRenderImage_GetWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfRenderImage_GetHeight(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfRenderImage_SetActive(IntPtr This, bool Active);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderImage_SetView(IntPtr This, IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderImage_GetView(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderImage_GetDefaultView(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderImage_PreserveOpenGLStates(IntPtr This, bool Preserve);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderImage_DrawPostFX(IntPtr This, IntPtr PostFx);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderImage_GetImage(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfRenderImage_CanUseRenderImage();
#endregion
}
}
}