91 lines
3.8 KiB
C#
91 lines
3.8 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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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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/// Abstract base class for render targets (renderwindow, renderimage)
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/// </summary>
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////////////////////////////////////////////////////////////
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public interface RenderTarget
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{
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Width of the rendering region of the window
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/// </summary>
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////////////////////////////////////////////////////////////
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uint Width {get;}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Height of the rendering region of the window
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/// </summary>
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////////////////////////////////////////////////////////////
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uint Height {get;}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Default view of the window
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/// </summary>
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////////////////////////////////////////////////////////////
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View DefaultView {get;}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Current view active in the window
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/// </summary>
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////////////////////////////////////////////////////////////
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View CurrentView {get;}
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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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void PreserveOpenGLStates(bool preserve);
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Clear the entire window with black color
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/// </summary>
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////////////////////////////////////////////////////////////
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void Clear();
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Clear the entire window with a single color
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/// </summary>
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/// <param name="color">Color to use to clear the window</param>
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////////////////////////////////////////////////////////////
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void Clear(Color color);
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Draw something into the window
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/// </summary>
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/// <param name="objectToDraw">Object to draw</param>
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////////////////////////////////////////////////////////////
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void Draw(Drawable objectToDraw);
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Apply a post-fx to the window
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/// </summary>
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/// <param name="postFx">PostFx to apply</param>
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////////////////////////////////////////////////////////////
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void Draw(PostFx postFx);
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}
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}
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}
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