Finished to write the API documentation of the graphics classes
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1524 4e206d99-4929-0410-ac5d-dfc041789085
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@ -416,6 +416,20 @@ private :
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/// with sf::Shape is even more limited, as shapes don't use
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/// any texture.
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///
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/// Shaders can also be used to apply global post-effects to the
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/// current contents of the target (like the old sf::PostFx class
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/// in SFML 1). This can be done in two different ways:
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/// \li draw everything to a sf::RenderImage, then draw it to
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/// the main target using the shader
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/// \li draw everything directly to the main target, then use
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/// sf::Image::CopyScreen to copy its contents to an image and
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/// draw it to the main target using the shader
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///
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/// The first technique is more optimized because it doesn't involve
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/// retrieving the target's pixels to system memory, but the
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/// second one doesn't impact the rendering process and can be
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/// easily inserted anywhere.
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///
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/// Like sf::Image that can be used as a raw OpenGL texture,
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/// sf::Shader can also be used directly as a raw fragment
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/// shader for custom OpenGL geometry.
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@ -429,3 +429,80 @@ private :
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#endif // SFML_SHAPE_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Shape
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///
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/// sf::Shape is a drawable class that allows to define and
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/// display a custom convex shape on a render target.
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///
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/// It is important to keep in mind that shapes must always be
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/// convex, otherwise they may not be drawn correctly. Moreover,
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/// the points must be added in the right order; using a random
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/// order would also result in an incorrect shape.
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///
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/// A shape is made of points that have their own individual
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/// attributes:
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/// \li position (relative to the origin of the shape)
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/// \li color
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/// \li outline color
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///
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/// Shapes have an outline that can be enabled or not. You can
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/// control the thickness of the outline with the SetOutlineWidth
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/// function.
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///
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/// They also inherits all the functions from sf::Drawable:
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/// position, rotation, scale, origin, global color and blend
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/// mode.
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///
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/// Some static functions are provided to directly create common
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/// shapes such as lines, rectangles and circles:
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/// \code
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/// sf::Shape line = sf::Shape::Line(start, end, thickness, color);
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/// sf::Shape rectangle = sf::Shape::Rectangle(rect, thickness);
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/// sf::Shape circle = sf::Shape::Circle(center, radius, color);
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/// \endcode
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///
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/// A common mistake is to mix the individual points
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/// positions / colors and the global position / color of the shape.
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/// They are completely separate attributes that are combined
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/// when the shape is drawn (positions are added, colors are multiplied).
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/// \code
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/// sf::Shape line = sf::Shape::Line(sf::Vector2f(100, 100), sf::Vector2f(200, 200), 10, sf::Color::Red);
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///
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/// // --> line.GetPosition() is (0, 0), *not* (100, 100)
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/// // --> line.GetColor() is white, *not* red
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/// \endcode
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/// So if you plan to change the position / color of your shape
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/// after it is created, you'd better create the points around
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/// the origin and with white color, and use only the global
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/// position / color (SetPosition, SetColor).
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///
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/// Usage example:
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/// \code
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/// // Create a shape
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/// sf::Shape shape;
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///
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/// // Define its points
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/// shape.AddPoint(10, 10, sf::Color::White, sf::Color::Red);
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/// shape.AddPoint(50, 10, sf::Color::White, sf::Color::Green);
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/// shape.AddPoint(10, 50, sf::Color::White, sf::Color::Blue);
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///
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/// // Enable outline only
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/// shape.EnableFill(false);
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/// shape.EnableOutline(true);
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/// shape.SetOutlineWidth(10);
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///
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/// // Display it
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/// window.Draw(shape); // window is a sf::RenderWindow
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///
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/// // Display static shapes
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/// window.Draw(sf::Shape::Line(0, 0, 10, 20, sf::Color::Red));
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/// window.Draw(sf::Shape::Rectangle(100, 1000, 50, 20, sf::Color::Green));
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/// window.Draw(sf::Shape::Circle(500, 500, 20, sf::Color::Blue, 5, sf::Color::Black));
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/// \endcode
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///
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/// \see sf::Image
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///
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////////////////////////////////////////////////////////////
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@ -244,7 +244,30 @@ private :
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////////////////////////////////////////////////////////////
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/// \class sf::Sprite
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///
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/// ...
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/// sf::Sprite is a drawable class that allows to easily display
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/// an image (or a part of it) on a render target.
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///
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/// It inherits all the functions from sf::Drawable:
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/// position, rotation, scale, origin, global color and blend
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/// mode. It also adds sprite-specific properties such as the
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/// image to use, the part of it to display, and some convenience
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/// functions to flip or resize the sprite.
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///
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/// sf::Sprite works in combination with the sf::Image class, which
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/// loads and provides the pixel data of a given image.
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///
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/// The separation of sf::Sprite and sf::Image allows more flexibility
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/// and better performances: indeed a sf::Image is a heavy resource,
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/// and any operation on it is slow (often too slow for real-time
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/// applications). On the other side, a sf::Sprite is a lightweight
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/// object which can use the pixel data of a sf::Image and draw
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/// it with its own transformation / color / blending attributes.
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///
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/// It is important to note that the sf::Sprite instance doesn't
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/// copy the image that it uses, it only keeps a reference to it.
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/// Thus, a sf::Image must not be destructed while it is
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/// used by a sf::Sprite (i.e. never write a function that
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/// uses a local sf::Image instance for creating a sprite).
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///
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/// Usage example:
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/// \code
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/// std::size_t received = 0;
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/// socket.Receive(buffer, sizeof(buffer), received);
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/// std::cout << "The server said: " << buffer << std::endl;
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/// }
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///
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/// // ----- The server -----
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///
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@ -263,7 +262,6 @@ public :
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/// // Send an answer
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/// std::string message = "Welcome, client";
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/// socket.Send(message.c_str(), message.size() + 1);
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/// }
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/// \endcode
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///
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/// \see sf::Socket, sf::UdpSocket, sf::Packet
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/// unsigned short port;
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/// socket.Receive(buffer, sizeof(buffer), received, sender, port);
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/// std::cout << sender.ToString() << " said: " << buffer << std::endl;
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/// }
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///
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/// // ----- The server -----
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///
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@ -257,7 +256,6 @@ public :
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/// // Send an answer
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/// std::string message = "Welcome " + sender.ToString();
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/// socket.Send(message.c_str(), message.size() + 1, sender, port);
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/// }
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/// \endcode
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///
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/// \see sf::Socket, sf::TcpSocket, sf::Packet
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////////////////////////////////////////////////////////////
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/// \brief Change the joystick threshold
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///
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/// Ths joystick threshold is the value below which
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/// The joystick threshold is the value below which
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/// no JoyMoved event will be generated.
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///
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/// The threshold value is 0.1 by default.
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