From 0aaebddc7be5fabed402c3f454002fca3afb420b Mon Sep 17 00:00:00 2001 From: LaurentGom Date: Fri, 19 Feb 2010 14:34:34 +0000 Subject: [PATCH] Updated the API documentation of RenderTarget, RenderImage and RenderWindow git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1413 4e206d99-4929-0410-ac5d-dfc041789085 --- include/SFML/Graphics/RenderImage.hpp | 174 ++++++++++++++++++--- include/SFML/Graphics/RenderTarget.hpp | 204 ++++++++++++++++++++----- include/SFML/Graphics/RenderWindow.hpp | 35 ++--- src/SFML/Graphics/RenderImage.cpp | 25 --- src/SFML/Graphics/RenderTarget.cpp | 32 +--- 5 files changed, 331 insertions(+), 139 deletions(-) diff --git a/include/SFML/Graphics/RenderImage.hpp b/include/SFML/Graphics/RenderImage.hpp index 1224c7a0..a1cbedd5 100644 --- a/include/SFML/Graphics/RenderImage.hpp +++ b/include/SFML/Graphics/RenderImage.hpp @@ -40,31 +40,44 @@ namespace priv } //////////////////////////////////////////////////////////// -/// Target for 2D rendering into an image that can be reused -/// in a sprite +/// \brief Target for off-screen 2D rendering into an image +/// //////////////////////////////////////////////////////////// class SFML_API RenderImage : public RenderTarget { public : //////////////////////////////////////////////////////////// - /// Default constructor + /// \brief Default constructor + /// + /// Constructs an empty, invalid render-image. You must + /// call Create to have a valid render-image. + /// + /// \see Create /// //////////////////////////////////////////////////////////// RenderImage(); //////////////////////////////////////////////////////////// - /// Destructor + /// \brief Destructor /// //////////////////////////////////////////////////////////// virtual ~RenderImage(); //////////////////////////////////////////////////////////// - /// Create the render image from its dimensions + /// \brief Create the render-image /// - /// \param width : Width of the render image - /// \param height : Height of the render image - /// \param depthBuffer : Do you want this render image to have a depth buffer? + /// Before calling this function, the render-image is in + /// an invalid state, thus it is mandatory to call it before + /// doing anything with the render-image. + /// The last parameter, \a depthBuffer, is useful if you want + /// to use the render-image for 3D OpenGL rendering that requires + /// a depth-buffer. Otherwise it is unnecessary, and you should + /// leave this parameter to false (which is its default value). + /// + /// \param width Width of the render-image + /// \param height Height of the render-image + /// \param depthBuffer Do you want this render-image to have a depth buffer? /// /// \return True if creation has been successful /// @@ -72,27 +85,39 @@ public : bool Create(unsigned int width, unsigned int height, bool depthBuffer = false); //////////////////////////////////////////////////////////// - /// Enable or disable image smooth filter. - /// This parameter is enabled by default + /// \brief Enable or disable image smoothing /// - /// \param smooth : True to enable smoothing filter, false to disable it + /// This function is similar to Image::SetSmooth. + /// This parameter is enabled by default. + /// + /// \param smooth True to enable smoothing, false to disable it + /// + /// \see IsSmooth /// //////////////////////////////////////////////////////////// void SetSmooth(bool smooth); //////////////////////////////////////////////////////////// - /// Tells whether the smooth filtering is enabled or not + /// \brief Tell whether the smooth filtering is enabled or not /// /// \return True if image smoothing is enabled /// + /// \see SetSmooth + /// //////////////////////////////////////////////////////////// bool IsSmooth() const; //////////////////////////////////////////////////////////// - /// Activate of deactivate the render-image as the current target - /// for rendering + /// \brief Activate of deactivate the render-image for rendering /// - /// \param active : True to activate, false to deactivate + /// This function makes the render-image's context current for + /// future OpenGL rendering operations (so you shouldn't care + /// about it if you're not doing direct OpenGL stuff). + /// Only one context can be current on a thread, so if you + /// want to draw OpenGL geometry to another render target + /// (like a RenderWindow) don't forget to activate it again. + /// + /// \param active True to activate, false to deactivate /// /// \return True if operation was successful, false otherwise /// @@ -100,37 +125,66 @@ public : bool SetActive(bool active = true); //////////////////////////////////////////////////////////// - /// Update the contents of the target image + /// \brief Update the contents of the target image + /// + /// This function updates the target image with what + /// has been drawn so far. Like for windows, calling this + /// function is mandatory at the end of rendering. Not calling + /// it may leave the image in an undefined state. /// //////////////////////////////////////////////////////////// void Display(); //////////////////////////////////////////////////////////// - /// Get the width of the rendering region of the image + /// \brief Return the width of the rendering region of the image + /// + /// The returned value is the size that you passed to + /// the Create function. /// /// \return Width in pixels /// + /// \return GetHeight + /// //////////////////////////////////////////////////////////// virtual unsigned int GetWidth() const; //////////////////////////////////////////////////////////// - /// Get the height of the rendering region of the image + /// \brief Return the height of the rendering region of the image + /// + /// The returned value is the size that you passed to + /// the Create function. /// /// \return Height in pixels /// + /// \return GetWidth + /// //////////////////////////////////////////////////////////// virtual unsigned int GetHeight() const; //////////////////////////////////////////////////////////// - /// Get the target image + /// \brief Get a read-only reference to the target image /// - /// \return Target image + /// After drawing to the render-image and calling Display, + /// you can retrieve the updated image using this function, + /// and draw it using a sprite (for example). + /// The internal sf::Image of a render-image is always the + /// same instance, so that it is possible to call this function + /// once and keep a reference to the image even after is it + /// modified. + /// + /// \return Const reference to the image /// //////////////////////////////////////////////////////////// const Image& GetImage() const; //////////////////////////////////////////////////////////// - /// Check whether the system supports render images or not + /// \brief Check whether the system supports render images or not + /// + /// It is very important to always call this function before + /// trying to use the RenderImage class, as the feature may not + /// be supported on all platforms (especially very old ones). + /// If this function returns false, then you won't be able + /// to use the class at all. /// /// \return True if the RenderImage class can be used /// @@ -140,7 +194,14 @@ public : private : //////////////////////////////////////////////////////////// - /// /see RenderTarget::Activate + /// \brief Activate the targt efor rendering + /// + /// This function is called by the base class + /// everytime it's going to use OpenGL calls. + /// + /// \param active True to make the target active, false to deactivate it + /// + /// \return True if the function succeeded /// //////////////////////////////////////////////////////////// virtual bool Activate(bool active); @@ -156,3 +217,72 @@ private : #endif // SFML_RENDERIMAGE_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::RenderImage +/// +/// sf::RenderImage is the little brother of sf::RenderWindow. +/// It implements the same 2D drawing and OpenGL-related functions +/// (see their base class sf::RenderTarget for more details), +/// the difference is that the result is stored in an off-screen +/// image rather than being show in a window. +/// +/// Rendering to an image can be useful in a variety of situations: +/// \li precomputing a complex static image (like a level's background from multiple tiles) +/// \li applying post-effects to the whole scene with shaders +/// \li creating a sprite from a 3D object rendered with OpenGL +/// \li etc. +/// +/// Usage example: +/// +/// \code +/// // First of all: make sure that rendering to image is supported +/// if (!sf::RenderImage::IsAvailable()) +/// return -1; +/// +/// // Create a new render-window +/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window"); +/// +/// // Create a new render-image +/// sf::RenderImage image; +/// if (!image.Create(500, 500)) +/// return -1 +/// +/// // The main loop +/// while (window.IsOpened()) +/// { +/// // Event processing +/// // ... +/// +/// // Clear the whole image with red color +/// image.Clear(sf::Color::Red); +/// +/// // Draw stuff to the image +/// image.Draw(sprite); // sprite is a sf::Sprite +/// image.Draw(shape); // shape is a sf::Shape +/// image.Draw(text); // text is a sf::Text +/// +/// // We're done drawing to the image +/// image.Display(); +/// +/// // Now we start rendering to the window, clear it first +/// window.Clear(); +/// +/// // Draw the image +/// sf::Sprite sprite(image.GetImage()); +/// window.Draw(sprite); +/// +/// // End the current frame and display its contents on screen +/// window.Display(); +/// } +/// \endcode +/// +/// Like sf::RenderWindow, sf::RenderImage is still able to render direct +/// OpenGL stuff. It is even possible to mix together OpenGL calls +/// and regular SFML drawing commands. If you need a depth buffer for +/// 3D rendering, don't forget to request it when calling RenderImage::Create. +/// +/// \see sf::RenderTarget, sf::RenderWindow, sf::View +/// +//////////////////////////////////////////////////////////// diff --git a/include/SFML/Graphics/RenderTarget.hpp b/include/SFML/Graphics/RenderTarget.hpp index 9c6092af..65c283ee 100644 --- a/include/SFML/Graphics/RenderTarget.hpp +++ b/include/SFML/Graphics/RenderTarget.hpp @@ -41,126 +41,221 @@ class Drawable; class Shader; //////////////////////////////////////////////////////////// -/// Base class for all render targets (window, image, ...) +/// \brief Base class for all render targets (window, image, ...) +/// //////////////////////////////////////////////////////////// class SFML_API RenderTarget : NonCopyable { public : //////////////////////////////////////////////////////////// - /// Destructor + /// \brief Destructor /// //////////////////////////////////////////////////////////// virtual ~RenderTarget(); //////////////////////////////////////////////////////////// - /// Clear the entire target with a single color + /// \brief Clear the entire target with a single color /// - /// \param color : Color to use to clear the render target + /// This function is usually called once every frame, + /// to clear the previous contents of the target. + /// + /// \param color Fill color to use to clear the render target /// //////////////////////////////////////////////////////////// void Clear(const Color& color = Color(0, 0, 0)); //////////////////////////////////////////////////////////// - /// Draw something into the target + /// \brief Draw an object into the target /// - /// \param object : Object to draw + /// This function draws anything that inherits from the + /// sf::Drawable base class (sf::Sprite, sf::Shape, sf::Text, + /// or even your own derived classes). + /// + /// \param object Object to draw /// //////////////////////////////////////////////////////////// void Draw(const Drawable& object); //////////////////////////////////////////////////////////// - /// Draw something into the target with a shader + /// \brief Draw an object into the target with a shader /// - /// \param object : Object to draw - /// \param shader : Shader to apply + /// This function draws anything that inherits from the + /// sf::Drawable base class (sf::Sprite, sf::Shape, sf::Text, + /// or even your own derived classes). + /// The shader alters the way that the pixels are processed + /// right before being written to the render target. + /// + /// \param object Object to draw + /// \param shader Shader to use for drawing the object /// //////////////////////////////////////////////////////////// void Draw(const Drawable& object, const Shader& shader); //////////////////////////////////////////////////////////// - /// Get the width of the rendering region of the target + /// \brief Return the width of the rendering region of the target /// /// \return Width in pixels /// + /// \see GetHeight + /// //////////////////////////////////////////////////////////// virtual unsigned int GetWidth() const = 0; //////////////////////////////////////////////////////////// - /// Get the height of the rendering region of the target + /// \brief Return the height of the rendering region of the target /// /// \return Height in pixels /// + /// \see GetWidth + /// //////////////////////////////////////////////////////////// virtual unsigned int GetHeight() const = 0; //////////////////////////////////////////////////////////// - /// Change the current active view. + /// \brief Change the current active view /// - /// \param view : New view to use (pass GetDefaultView() to set the default view) + /// The new view will affect everything that is drawn, until + /// another view is activated. + /// The render target keeps its own copy of the view object, + /// so it is not necessary to keep the original one alive + /// as long as it is in use. + /// To restore the original view of the target, you can pass + /// the result of GetDefaultView() to this function. + /// + /// \param view New view to use + /// + /// \see GetView, GetDefaultView /// //////////////////////////////////////////////////////////// void SetView(const View& view); //////////////////////////////////////////////////////////// - /// Get the current view + /// \brief Retrieve the view currently in use in the render target /// - /// \return Current view active in the window + /// \return The view object that is currently used + /// + /// \see SetView, GetDefaultView /// //////////////////////////////////////////////////////////// const View& GetView() const; //////////////////////////////////////////////////////////// - /// Get the default view of the window + /// \brief Get the default view of the render target /// - /// \return Default view + /// The default view has the initial size of the render target, + /// and never changes after the target has been created. + /// + /// \return The default view of the render target + /// + /// \see SetView, GetView /// //////////////////////////////////////////////////////////// const View& GetDefaultView() const; //////////////////////////////////////////////////////////// - /// Get the viewport of a view applied to this target + /// \brief Get the viewport of a view, applied to this render target /// - /// \param view Target view + /// The viewport is defined in the view as a ratio, this function + /// simply applies this ratio to the current dimensions of the + /// render target to calculate the pixels rectangle that the viewport + /// actually covers in the target. /// - /// \return Viewport rectangle, expressed in pixels in the current target + /// \param view The view for which we want to compute the viewport + /// + /// \return Viewport rectangle, expressed in pixels /// //////////////////////////////////////////////////////////// IntRect GetViewport(const View& view) const; //////////////////////////////////////////////////////////// - /// Convert a point in target coordinates into view coordinates - /// This version uses the current view of the window + /// \brief Convert a point from target coordinates to view coordinates /// - /// \param x : X coordinate of the point to convert, relative to the target - /// \param y : Y coordinate of the point to convert, relative to the target + /// Initially, a unit of the 2D world matches a pixel of the + /// render target. But if you define a custom view, this + /// assertion is not true anymore, ie. a point located at + /// (10, 50) in your render target (for example a window) may + /// map to the point (150, 75) in your 2D world -- for example + /// if the view is translated by (140, 25). /// - /// \return Converted point + /// For render windows, this function is typically used to find + /// which point (or object) is located below the mouse cursor. + /// + /// This version uses the current view of the render target. + /// See the other overload to specify a custom view. + /// + /// \param x X coordinate of the point to convert, relative to the render target + /// \param y Y coordinate of the point to convert, relative to the render target + /// + /// \return The converted point, in "world" units /// //////////////////////////////////////////////////////////// Vector2f ConvertCoords(unsigned int x, unsigned int y) const; //////////////////////////////////////////////////////////// - /// Convert a point in target coordinates into view coordinates - /// This version uses the given view + /// \brief Convert a point from target coordinates to view coordinates /// - /// \param x : X coordinate of the point to convert, relative to the target - /// \param y : Y coordinate of the point to convert, relative to the target - /// \param view : Target view to convert the point to + /// Initially, a unit of the 2D world matches a pixel of the + /// render target. But if you define a custom view, this + /// assertion is not true anymore, ie. a point located at + /// (10, 50) in your render target (for example a window) may + /// map to the point (150, 75) in your 2D world -- for example + /// if the view is translated by (140, 25). /// - /// \return Converted point + /// For render windows, this function is typically used to find + /// which point (or object) is located below the mouse cursor. + /// + /// This version uses a custom view for calculations, see the other + /// overload of the function to use the current view of the render + /// target. + /// + /// \param x X coordinate of the point to convert, relative to the render target + /// \param y Y coordinate of the point to convert, relative to the render target + /// \param view The view to use for converting the point + /// + /// \return The converted point, in "world" units /// //////////////////////////////////////////////////////////// Vector2f ConvertCoords(unsigned int x, unsigned int y, const View& view) const; //////////////////////////////////////////////////////////// - /// Save the current OpenGL render states and matrices + /// \brief Save the current OpenGL render states and matrices + /// + /// This function can be used when you mix SFML drawing + /// and direct OpenGL rendering. Combined with RestoreGLStates, + /// it ensures that: + /// \li SFML's internal states are not messed up by your OpenGL code + /// \li your OpenGL states are not modified by a call to a SFML function + /// + /// More specifically, it must be used around code that + /// calls Draw functions. Example: + /// \begincode + /// // OpenGL code here... + /// window.SaveGLStates(); + /// window.Draw(...); + /// window.Draw(...); + /// window.RestoreGLStates(); + /// // OpenGL code here... + /// \endcode + /// + /// Note that this function is quite expensive and should be + /// used wisely. It is provided for convenience, and the best + /// results will be achieved if you handle OpenGL states + /// yourself (because you really know which states have really + /// changed, and need to be saved / restored). + /// + /// \see RestoreGLStates /// //////////////////////////////////////////////////////////// void SaveGLStates(); //////////////////////////////////////////////////////////// - /// Restore the previously saved OpenGL render states and matrices + /// \brief Restore the previously saved OpenGL render states and matrices + /// + /// See the description of SaveGLStates to get a detailed + /// description of these functions. + /// + /// \see SaveGLStates /// //////////////////////////////////////////////////////////// void RestoreGLStates(); @@ -168,13 +263,16 @@ public : protected : //////////////////////////////////////////////////////////// - /// Default constructor + /// \brief Default constructor /// //////////////////////////////////////////////////////////// RenderTarget(); //////////////////////////////////////////////////////////// - /// Called by the derived class when it's ready to be initialized + /// \brief Performs the common initialization step after creation + /// + /// The derived classes must call this function after the + /// target is created and ready for drawing. /// //////////////////////////////////////////////////////////// void Initialize(); @@ -182,11 +280,15 @@ protected : private : //////////////////////////////////////////////////////////// - /// Activate the target for rendering + /// \brief Activate the target for rendering /// - /// \param active : True to activate rendering, false to deactivate + /// This function must be implemented by derived classes to make + /// their OpenGL context current; it is called by the base class + /// everytime it's going to use OpenGL calls. /// - /// \return True if activation succeeded + /// \param active True to make the target active, false to deactivate it + /// + /// \return True if the function succeeded /// //////////////////////////////////////////////////////////// virtual bool Activate(bool active) = 0; @@ -205,3 +307,29 @@ private : #endif // SFML_RENDERTARGET_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::RenderTarget +/// +/// sf::RenderTarget defines the common behaviour of all the +/// 2D render targets usable in the graphics module. It makes +/// it possible to draw 2D entities like sprites, shapes, text +/// without using any OpenGL command directly. +/// +/// A sf::RenderTarget is also able to use views (sf::View), +/// which are a kind of 2D cameras. With views you can globally +/// scroll, rotate or zoom everything that is drawn, +/// without having to transform every single entity. See the +/// documentation of sf::View for more details and sample pieces of +/// code about this class. +/// +/// On top of that, render targets are still able to render direct +/// OpenGL stuff. It is even possible to mix together OpenGL calls +/// and regular SFML drawing commands. When doing so, make sure that +/// OpenGL states are not messed up by calling the SaveGLStates / +/// RestoreGLStates functions. +/// +/// \see sf::RenderWindow, sf::RenderImage, sf::View +/// +//////////////////////////////////////////////////////////// diff --git a/include/SFML/Graphics/RenderWindow.hpp b/include/SFML/Graphics/RenderWindow.hpp index 5dc114db..bb2f8e81 100644 --- a/include/SFML/Graphics/RenderWindow.hpp +++ b/include/SFML/Graphics/RenderWindow.hpp @@ -149,9 +149,9 @@ private : //////////////////////////////////////////////////////////// /// \brief Activate the target for rendering /// - /// \param active True to activate rendering, false to deactivate + /// \param active True to make the target active, false to deactivate it /// - /// \return True if activation succeeded + /// \return True if the function succeeded /// //////////////////////////////////////////////////////////// virtual bool Activate(bool active); @@ -177,10 +177,9 @@ private : /// and code samples. /// /// On top of that, sf::RenderWindow adds more features related to -/// 2D drawing with the graphics module, so that you don't need -/// to use OpenGL to draw things. You can clear the window, and draw -/// sprites, shapes or text. Here is a typical rendering / event loop -/// with a sf::RenderWindow: +/// 2D drawing with the graphics module (see its base class +/// sf::RenderTarget for more details). +/// Here is a typical rendering / event loop with a sf::RenderWindow: /// /// \code /// // Declare and create a new render-window @@ -214,21 +213,11 @@ private : /// } /// \endcode /// -/// A sf::RenderWindow is also able to use views (sf::View), -/// which are a kind of 2D cameras. With views you can scroll, -/// rotate or zoom everything that is drawn to the window globally, -/// without having to transform every single entity. See the -/// documentation of sf::View for more details and sample pieces of -/// code about this class. -/// /// Like sf::Window, sf::RenderWindow is still able to render direct /// OpenGL stuff. It is even possible to mix together OpenGL calls -/// and regular SFML drawing commands. No particular setup is required, -/// all you have to do is to call Flush() whenever you want to make -/// sure that your SFML entities (sprites, shapes or texts) are -/// actually drawn to the window, so that your OpenGL commands will draw -/// on top of them (otherwise the rendering may be delayed internally by SFML, -/// and probably happen *after* your OpenGL calls). +/// and regular SFML drawing commands. When doing so, make sure that +/// OpenGL states are not messed up by calling the SaveGLStates / +/// RestoreGLStates functions. /// /// \code /// // Create the render window @@ -250,11 +239,9 @@ private : /// ... /// /// // Draw a background sprite +/// window.SaveGLStates(); /// window.Draw(sprite); -/// -/// // Flush the window, to make sure that the OpenGL object -/// // will be rendered on top of the background sprite -/// window.Flush(); +/// window.RestoreGLStates(); /// /// // Draw a 3D object using OpenGL /// glBegin(GL_QUADS); @@ -263,7 +250,9 @@ private : /// glEnd(); /// /// // Draw text on top of the 3D object +/// window.SaveGLStates(); /// window.Draw(text); +/// window.RestoreGLStates(); /// /// // Finally, display the rendered frame on screen /// window.Display(); diff --git a/src/SFML/Graphics/RenderImage.cpp b/src/SFML/Graphics/RenderImage.cpp index 030185ff..997c83bf 100644 --- a/src/SFML/Graphics/RenderImage.cpp +++ b/src/SFML/Graphics/RenderImage.cpp @@ -34,8 +34,6 @@ namespace sf { //////////////////////////////////////////////////////////// -/// Default constructor -//////////////////////////////////////////////////////////// RenderImage::RenderImage() : myRenderImage(NULL) { @@ -43,8 +41,6 @@ myRenderImage(NULL) } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// RenderImage::~RenderImage() { @@ -52,8 +48,6 @@ RenderImage::~RenderImage() } -//////////////////////////////////////////////////////////// -/// Create the render image from its dimensions //////////////////////////////////////////////////////////// bool RenderImage::Create(unsigned int width, unsigned int height, bool depthBuffer) { @@ -98,8 +92,6 @@ bool RenderImage::Create(unsigned int width, unsigned int height, bool depthBuff } -//////////////////////////////////////////////////////////// -/// Enable or disable image smoothing filter //////////////////////////////////////////////////////////// void RenderImage::SetSmooth(bool smooth) { @@ -107,8 +99,6 @@ void RenderImage::SetSmooth(bool smooth) } -//////////////////////////////////////////////////////////// -/// Tells whether the smooth filtering is enabled or not //////////////////////////////////////////////////////////// bool RenderImage::IsSmooth() const { @@ -116,9 +106,6 @@ bool RenderImage::IsSmooth() const } -//////////////////////////////////////////////////////////// -/// Activate of deactivate the render-image as the current target -/// for rendering //////////////////////////////////////////////////////////// bool RenderImage::SetActive(bool active) { @@ -126,8 +113,6 @@ bool RenderImage::SetActive(bool active) } -//////////////////////////////////////////////////////////// -/// Update the contents of the target //////////////////////////////////////////////////////////// void RenderImage::Display() { @@ -143,8 +128,6 @@ void RenderImage::Display() } -//////////////////////////////////////////////////////////// -/// Get the width of the rendering region of the image //////////////////////////////////////////////////////////// unsigned int RenderImage::GetWidth() const { @@ -152,8 +135,6 @@ unsigned int RenderImage::GetWidth() const } -//////////////////////////////////////////////////////////// -/// Get the height of the rendering region of the image //////////////////////////////////////////////////////////// unsigned int RenderImage::GetHeight() const { @@ -161,8 +142,6 @@ unsigned int RenderImage::GetHeight() const } -//////////////////////////////////////////////////////////// -/// Get the target image //////////////////////////////////////////////////////////// const Image& RenderImage::GetImage() const { @@ -170,8 +149,6 @@ const Image& RenderImage::GetImage() const } -//////////////////////////////////////////////////////////// -/// Check whether the system supports render images or not //////////////////////////////////////////////////////////// bool RenderImage::IsAvailable() { @@ -180,8 +157,6 @@ bool RenderImage::IsAvailable() } -//////////////////////////////////////////////////////////// -/// Activate / deactivate the render image for rendering //////////////////////////////////////////////////////////// bool RenderImage::Activate(bool active) { diff --git a/src/SFML/Graphics/RenderTarget.cpp b/src/SFML/Graphics/RenderTarget.cpp index 17404232..4f3ee418 100644 --- a/src/SFML/Graphics/RenderTarget.cpp +++ b/src/SFML/Graphics/RenderTarget.cpp @@ -37,8 +37,6 @@ namespace sf { //////////////////////////////////////////////////////////// -/// Default constructor -//////////////////////////////////////////////////////////// RenderTarget::RenderTarget() : myRenderer (*this), myStatesSaved (false), @@ -48,8 +46,6 @@ myViewHasChanged(false) } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// RenderTarget::~RenderTarget() { @@ -57,8 +53,6 @@ RenderTarget::~RenderTarget() } -//////////////////////////////////////////////////////////// -/// Clear the entire target with a single color //////////////////////////////////////////////////////////// void RenderTarget::Clear(const Color& color) { @@ -67,8 +61,6 @@ void RenderTarget::Clear(const Color& color) } -//////////////////////////////////////////////////////////// -/// Draw something on the window //////////////////////////////////////////////////////////// void RenderTarget::Draw(const Drawable& object) { @@ -99,8 +91,6 @@ void RenderTarget::Draw(const Drawable& object) } -//////////////////////////////////////////////////////////// -/// Draw something into the target with a shader //////////////////////////////////////////////////////////// void RenderTarget::Draw(const Drawable& object, const Shader& shader) { @@ -131,19 +121,15 @@ void RenderTarget::Draw(const Drawable& object, const Shader& shader) } -//////////////////////////////////////////////////////////// -/// Change the current active view //////////////////////////////////////////////////////////// void RenderTarget::SetView(const View& view) { - // Save it + // Save it for later use myCurrentView = view; myViewHasChanged = true; } -//////////////////////////////////////////////////////////// -/// Get the current view //////////////////////////////////////////////////////////// const View& RenderTarget::GetView() const { @@ -151,8 +137,6 @@ const View& RenderTarget::GetView() const } -//////////////////////////////////////////////////////////// -/// Get the default view of the window //////////////////////////////////////////////////////////// const View& RenderTarget::GetDefaultView() const { @@ -160,8 +144,6 @@ const View& RenderTarget::GetDefaultView() const } -//////////////////////////////////////////////////////////// -/// Get the viewport of a view applied to this target //////////////////////////////////////////////////////////// IntRect RenderTarget::GetViewport(const View& view) const { @@ -176,9 +158,6 @@ IntRect RenderTarget::GetViewport(const View& view) const } -//////////////////////////////////////////////////////////// -/// Convert a point in window coordinates into view coordinates -/// This version uses the current view of the window //////////////////////////////////////////////////////////// Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y) const { @@ -186,9 +165,6 @@ Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y) const } -//////////////////////////////////////////////////////////// -/// Convert a point in window coordinates into view coordinates -/// This version uses the given view //////////////////////////////////////////////////////////// Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y, const View& view) const { @@ -203,8 +179,6 @@ Vector2f RenderTarget::ConvertCoords(unsigned int x, unsigned int y, const View& } -//////////////////////////////////////////////////////////// -/// Save the current OpenGL render states and matrices //////////////////////////////////////////////////////////// void RenderTarget::SaveGLStates() { @@ -220,8 +194,6 @@ void RenderTarget::SaveGLStates() } -//////////////////////////////////////////////////////////// -/// Restore the previously saved OpenGL render states and matrices //////////////////////////////////////////////////////////// void RenderTarget::RestoreGLStates() { @@ -236,8 +208,6 @@ void RenderTarget::RestoreGLStates() } -//////////////////////////////////////////////////////////// -/// Called by the derived class when it's ready to be initialized //////////////////////////////////////////////////////////// void RenderTarget::Initialize() {