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
This commit is contained in:
LaurentGom 2010-02-19 14:34:34 +00:00
parent fd10d2abfe
commit 0aaebddc7b
5 changed files with 331 additions and 139 deletions

View File

@ -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
///
////////////////////////////////////////////////////////////

View File

@ -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
///
////////////////////////////////////////////////////////////

View File

@ -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();

View File

@ -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)
{

View File

@ -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()
{