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