Improved the API documentation of sf::View

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1263 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-11-04 16:04:18 +00:00
parent 0f8b8d6c0f
commit 5d778b2bc4
3 changed files with 161 additions and 100 deletions

View File

@ -37,186 +37,236 @@
namespace sf namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// This class defines a 2D view. A view is like a camera, /// \brief 2D camera that defines what region is shown on screen
/// which defines what part of the scene is shown and ///
/// where it is shown.
/// A sf::View is defined by the following components:
/// its source rectangle in the scene, an optional rotation
/// to apply to the source rectangle, and the destination
/// rectangle where it will be displayed, in the render target
/// that it is attached to.
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class SFML_API View class SFML_API View
{ {
public : public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Default constructor /// \brief Default constructor
/// Constructs a default view of (0, 0, 1000, 1000) ///
/// This constructor creates a default view of (0, 0, 1000, 1000)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
View(); View();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Construct the view from a rectangle /// \brief Construct the view from a rectangle
/// ///
/// \param rectangle : Rectangle defining the view /// \param rectangle Rectangle defining the zone to display
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
explicit View(const FloatRect& rectangle); explicit View(const FloatRect& rectangle);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Construct the view from its center and size /// \brief Construct the view from its center and size
/// ///
/// \param center : Center of the view /// \param center Center of the zone to display
/// \param size : Size of the view /// \param size Size of zone to display
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
View(const Vector2f& center, const Vector2f& size); View(const Vector2f& center, const Vector2f& size);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the center of the view /// \brief Set the center of the view
/// ///
/// \param x : X coordinate of the new center /// \param x X coordinate of the new center
/// \param y : Y coordinate of the new center /// \param y Y coordinate of the new center
///
/// \see SetSize, GetCenter
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetCenter(float x, float y); void SetCenter(float x, float y);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the center of the view /// \brief Set the center of the view
/// ///
/// \param center : New center /// \param center New center
///
/// \see SetSize, GetCenter
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetCenter(const Vector2f& center); void SetCenter(const Vector2f& center);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the size of the view /// \brief Set the size of the view
/// ///
/// \param width : New width /// \param width New width of the view
/// \param height : New height /// \param height New height of the view
///
/// \see SetCenter, GetCenter
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetSize(float width, float height); void SetSize(float width, float height);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the size of the view /// \brief Set the size of the view
/// ///
/// \param size : New size /// \param size New size
///
/// \see SetCenter, GetCenter
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetSize(const Vector2f& size); void SetSize(const Vector2f& size);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the angle of rotation of the view /// \brief Set the orientation of the view
/// ///
/// \param angle : New angle, in degrees /// The default rotation of a view is 0 degree.
///
/// \param angle New angle, in degrees
///
/// \see GetRotation
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetRotation(float angle); void SetRotation(float angle);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the target viewport /// \brief Set the target viewport
/// ///
/// The viewport is the rectangle into which the contents of the /// The viewport is the rectangle into which the contents of the
/// view are displayed, expressed as a factor (between 0 and 1) /// view are displayed, expressed as a factor (between 0 and 1)
/// of the size of the RenderTarget to which the view is applied. /// of the size of the RenderTarget to which the view is applied.
///
/// For example, a view which takes the left side of the target would /// For example, a view which takes the left side of the target would
/// be defined with View.SetViewport(sf::FloatRect(0, 0, 0.5, 1)). /// be defined with View.SetViewport(sf::FloatRect(0, 0, 0.5, 1)).
/// By default, a view has a viewport which covers the entire target.
/// ///
/// \param viewport : New viewport /// \param viewport New viewport rectangle
///
/// \see GetViewport
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetViewport(const FloatRect& viewport); void SetViewport(const FloatRect& viewport);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Reset the view to the given rectangle. /// \brief Reset the view to the given rectangle
/// Note: this function resets the rotation angle to 0.
/// ///
/// \param rectangle : Rectangle defining the view /// Note that this function resets the rotation angle to 0.
/// It is a function provided for convenience, equivalent to the
/// following calls:
/// \code
/// view.SetCenter(rectangle.GetCenter());
/// view.SetSize(rectangle.GetSize());
/// view.SetRotation(0);
/// \endcode
///
/// \param rectangle Rectangle defining the zone to display
///
/// \see SetCenter, SetSize, SetRotation
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Reset(const FloatRect& rectangle); void Reset(const FloatRect& rectangle);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the center of the view /// \brief Get the center of the view
/// ///
/// \return Center of the view /// \return Center of the view
/// ///
/// \see GetSize, SetCenter
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Vector2f& GetCenter() const; const Vector2f& GetCenter() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the size of the view /// \brief Get the size of the view
/// ///
/// \return Size of the view /// \return Size of the view
/// ///
/// \see GetCenter, SetSize
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Vector2f& GetSize() const; const Vector2f& GetSize() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the current rotation /// \brief Get the current orientation of the view
/// ///
/// \return Rotation of the view, in degrees /// \return Rotation angle of the view, in degrees
///
/// \see SetRotation
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float GetRotation() const; float GetRotation() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the target viewport /// \brief Get the target viewport rectangle of the view
/// ///
/// \return Viewport rectangle, expressed as a factor of the target size /// \return Viewport rectangle, expressed as a factor of the target size
/// ///
/// \see SetViewport
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const FloatRect& GetViewport() const; const FloatRect& GetViewport() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Move the view /// \brief Move the view relatively to its current position
/// ///
/// \param offsetX : Offset to move the view, on X axis /// \param offsetX X coordinate of the move offset
/// \param offsetY : Offset to move the view, on Y axis /// \param offsetY Y coordinate of the move offset
///
/// \see SetCenter, Rotate, Zoom
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Move(float offsetX, float offsetY); void Move(float offsetX, float offsetY);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Move the view /// \brief Move the view relatively to its current position
/// ///
/// \param offset : Offset to move the view /// \param offset Move offset
///
/// \see SetCenter, Rotate, Zoom
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Move(const Vector2f& offset); void Move(const Vector2f& offset);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Rotate the view /// \brief Rotate the view relatively to its current orientation
/// ///
/// \param angle : Angle to rotate, in degrees /// \param angle Angle to rotate, in degrees
///
/// \see SetRotation, Move, Zoom
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Rotate(float angle); void Rotate(float angle);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Resize the view rectangle to simulate a zoom / unzoom effect /// \brief Resize the view rectangle relatively to its current size
/// ///
/// \param factor : Zoom factor to apply, relative to the current size /// Resizing the view simulates a zoom, as the zone displayed on
/// screen grows or shrinks.
/// \a factor is a multiplier:
/// \li 1 keeps the size unchanged
/// \li > 1 makes the view bigger (objects appear smaller)
/// \li < 1 makes the view smaller (objects appear bigger)
///
/// \param factor Zoom factor to apply
///
/// \see SetSize, Move, Rotate
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Zoom(float factor); void Zoom(float factor);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the projection matrix of the view /// \brief Get the projection matrix of the view
/// ///
/// \return Projection matrix /// This functions is meant for internal use only.
///
/// \return Projection matrix defining the view
///
/// \see GetInverseMatrix
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Matrix3& GetMatrix() const; const Matrix3& GetMatrix() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the inverse projection matrix of the view /// \brief Get the inverse projection matrix of the view
/// ///
/// \return Inverse projection matrix /// This functions is meant for internal use only.
///
/// \return Inverse of the projection matrix defining the view
///
/// \see GetMatrix
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Matrix3& GetInverseMatrix() const; const Matrix3& GetInverseMatrix() const;
@ -240,3 +290,58 @@ private :
#endif // SFML_VIEW_HPP #endif // SFML_VIEW_HPP
////////////////////////////////////////////////////////////
/// \class sf::View
///
/// sf::View defines a camera in the 2D scene. This is a
/// very powerful concept: you can scroll, rotate or zoom
/// the entire scene without altering the way that your
/// drawable objects are drawn.
///
/// A view is composed of a source rectangle, which defines
/// what part of the 2D scene is shown, and a target viewport,
/// which defines where the contents of the source rectangle
/// will be displayed on the render target (window or render-image).
///
/// The viewport allows to map the scene to a custom part
/// of the render target, and can be used for split-screen
/// or for displaying a minimap, for example. If the source
/// rectangle has not the same size as the viewport, its
/// contents will be stretched to fit in.
///
/// To apply a view, you have to assign it to the render target.
/// Then, every objects drawn in this render target will be
/// affected by the view until you use another view.
///
/// Usage example:
/// \code
/// sf::RenderWindow window;
/// sf::View view;
///
/// // Initialize the view to a rectangle going from (100, 100) to (500, 300)
/// view.Reset(sf::FloatRect(100, 100, 500, 300));
///
/// // Rotate it by 45 degrees
/// view.Rotate(45);
///
/// // Set its target viewport to be half of the window
/// view.SetViewport(sf::FloatRect(0.f, 0.f, 0.5f, 1.f));
///
/// // Apply it
/// window.SetView(view);
///
/// // Render stuff
/// window.Draw(someSprite);
///
/// // Set the default view back
/// window.SetView(window.GetDefaultView());
///
/// // Render stuff not affected by the view
/// window.Draw(someText);
/// \endcode
///
/// \see RenderWindow, RenderImage
///
////////////////////////////////////////////////////////////

View File

@ -15,12 +15,9 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
int main() int main()
{ {
// Create the main window and activate it // Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL"); sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
// Activate it as the target for OpenGL calls
window.SetActive();
// Create a sprite for the background // Create a sprite for the background
sf::Image backgroundImage; sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("datas/opengl/background.jpg")) if (!backgroundImage.LoadFromFile("datas/opengl/background.jpg"))
@ -77,10 +74,7 @@ int main()
// Adjust the viewport when the window is resized // Adjust the viewport when the window is resized
if (event.Type == sf::Event::Resized) if (event.Type == sf::Event::Resized)
{
window.SetActive();
glViewport(0, 0, event.Size.Width, event.Size.Height); glViewport(0, 0, event.Size.Width, event.Size.Height);
}
} }
// Draw the background // Draw the background
@ -90,7 +84,9 @@ int main()
// will be rendered on top of the background sprite // will be rendered on top of the background sprite
window.Flush(); window.Flush();
// Activate the window // Activate the window before using OpenGL commands.
// This is useless here because we have only one window which is
// always the active one, but don't forget it if you use multiple windows
window.SetActive(); window.SetActive();
// Clear the depth buffer // Clear the depth buffer

View File

@ -31,9 +31,6 @@
namespace sf namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Default constructor
/// Constructs a default view of (0, 0, 1000, 1000)
////////////////////////////////////////////////////////////
View::View() : View::View() :
myCenter (), myCenter (),
mySize (), mySize (),
@ -46,8 +43,6 @@ myNeedInvUpdate(true)
} }
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
View::View(const FloatRect& rectangle) : View::View(const FloatRect& rectangle) :
myCenter (), myCenter (),
@ -61,8 +56,6 @@ myNeedInvUpdate(true)
} }
////////////////////////////////////////////////////////////
/// Construct the view from its center and size
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
View::View(const Vector2f& center, const Vector2f& size) : View::View(const Vector2f& center, const Vector2f& size) :
myCenter (center), myCenter (center),
@ -75,8 +68,6 @@ myNeedInvUpdate(true)
} }
////////////////////////////////////////////////////////////
/// Change the center of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetCenter(float x, float y) void View::SetCenter(float x, float y)
{ {
@ -87,8 +78,6 @@ void View::SetCenter(float x, float y)
} }
////////////////////////////////////////////////////////////
/// Change the center of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetCenter(const Vector2f& center) void View::SetCenter(const Vector2f& center)
{ {
@ -96,8 +85,6 @@ void View::SetCenter(const Vector2f& center)
} }
////////////////////////////////////////////////////////////
/// Change the size of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetSize(float width, float height) void View::SetSize(float width, float height)
{ {
@ -108,8 +95,6 @@ void View::SetSize(float width, float height)
} }
////////////////////////////////////////////////////////////
/// Change the size of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetSize(const Vector2f& size) void View::SetSize(const Vector2f& size)
{ {
@ -117,8 +102,6 @@ void View::SetSize(const Vector2f& size)
} }
////////////////////////////////////////////////////////////
/// Set the angle of rotation of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetRotation(float angle) void View::SetRotation(float angle)
{ {
@ -130,8 +113,6 @@ void View::SetRotation(float angle)
} }
////////////////////////////////////////////////////////////
/// Set the target viewport
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::SetViewport(const FloatRect& viewport) void View::SetViewport(const FloatRect& viewport)
{ {
@ -139,20 +120,17 @@ void View::SetViewport(const FloatRect& viewport)
} }
////////////////////////////////////////////////////////////
/// Reset the view to the given rectangle
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::Reset(const FloatRect& rectangle) void View::Reset(const FloatRect& rectangle)
{ {
myCenter = rectangle.GetCenter(); myCenter = rectangle.GetCenter();
mySize = rectangle.GetSize(); mySize = rectangle.GetSize();
myRotation = 0;
myNeedUpdate = true; myNeedUpdate = true;
myNeedInvUpdate = true; myNeedInvUpdate = true;
} }
////////////////////////////////////////////////////////////
/// Get the center of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Vector2f& View::GetCenter() const const Vector2f& View::GetCenter() const
{ {
@ -160,8 +138,6 @@ const Vector2f& View::GetCenter() const
} }
////////////////////////////////////////////////////////////
/// Get the size of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Vector2f& View::GetSize() const const Vector2f& View::GetSize() const
{ {
@ -169,8 +145,6 @@ const Vector2f& View::GetSize() const
} }
////////////////////////////////////////////////////////////
/// Get the current rotation
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float View::GetRotation() const float View::GetRotation() const
{ {
@ -178,8 +152,6 @@ float View::GetRotation() const
} }
////////////////////////////////////////////////////////////
/// Get the target viewport
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const FloatRect& View::GetViewport() const const FloatRect& View::GetViewport() const
{ {
@ -187,8 +159,6 @@ const FloatRect& View::GetViewport() const
} }
////////////////////////////////////////////////////////////
/// Move the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::Move(float offsetX, float offsetY) void View::Move(float offsetX, float offsetY)
{ {
@ -196,8 +166,6 @@ void View::Move(float offsetX, float offsetY)
} }
////////////////////////////////////////////////////////////
/// Move the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::Move(const Vector2f& offset) void View::Move(const Vector2f& offset)
{ {
@ -205,8 +173,6 @@ void View::Move(const Vector2f& offset)
} }
////////////////////////////////////////////////////////////
/// Rotate the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::Rotate(float angle) void View::Rotate(float angle)
{ {
@ -214,8 +180,6 @@ void View::Rotate(float angle)
} }
////////////////////////////////////////////////////////////
/// Resize the view rectangle to simulate a zoom / unzoom effect
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void View::Zoom(float factor) void View::Zoom(float factor)
{ {
@ -223,8 +187,6 @@ void View::Zoom(float factor)
} }
////////////////////////////////////////////////////////////
/// Get the projection matrix of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Matrix3& View::GetMatrix() const const Matrix3& View::GetMatrix() const
{ {
@ -239,8 +201,6 @@ const Matrix3& View::GetMatrix() const
} }
////////////////////////////////////////////////////////////
/// Get the inverse projection matrix of the view
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Matrix3& View::GetInverseMatrix() const const Matrix3& View::GetInverseMatrix() const
{ {