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
{
////////////////////////////////////////////////////////////
/// This class defines a 2D view. A view is like a camera,
/// 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.
/// \brief 2D camera that defines what region is shown on screen
///
////////////////////////////////////////////////////////////
class SFML_API View
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// Constructs a default view of (0, 0, 1000, 1000)
/// \brief Default constructor
///
/// This constructor creates a default view of (0, 0, 1000, 1000)
///
////////////////////////////////////////////////////////////
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);
////////////////////////////////////////////////////////////
/// Construct the view from its center and size
/// \brief Construct the view from its center and size
///
/// \param center : Center of the view
/// \param size : Size of the view
/// \param center Center of the zone to display
/// \param size Size of zone to display
///
////////////////////////////////////////////////////////////
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 y : Y coordinate of the new center
/// \param x X coordinate of the new center
/// \param y Y coordinate of the new center
///
/// \see SetSize, GetCenter
///
////////////////////////////////////////////////////////////
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);
////////////////////////////////////////////////////////////
/// Change the size of the view
/// \brief Set the size of the view
///
/// \param width : New width
/// \param height : New height
/// \param width New width of the view
/// \param height New height of the view
///
/// \see SetCenter, GetCenter
///
////////////////////////////////////////////////////////////
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);
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// Set the target viewport
/// \brief Set the target viewport
///
/// The viewport is the rectangle into which the contents of the
/// view are displayed, expressed as a factor (between 0 and 1)
/// 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
/// 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);
////////////////////////////////////////////////////////////
/// Reset the view to the given rectangle.
/// Note: this function resets the rotation angle to 0.
/// \brief Reset the view to the given rectangle
///
/// \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);
////////////////////////////////////////////////////////////
/// Get the center of the view
/// \brief Get the center of the view
///
/// \return Center of the view
///
/// \see GetSize, SetCenter
///
////////////////////////////////////////////////////////////
const Vector2f& GetCenter() const;
////////////////////////////////////////////////////////////
/// Get the size of the view
/// \brief Get the size of the view
///
/// \return Size of the view
///
/// \see GetCenter, SetSize
///
////////////////////////////////////////////////////////////
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;
////////////////////////////////////////////////////////////
/// Get the target viewport
/// \brief Get the target viewport rectangle of the view
///
/// \return Viewport rectangle, expressed as a factor of the target size
///
/// \see SetViewport
///
////////////////////////////////////////////////////////////
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 offsetY : Offset to move the view, on Y axis
/// \param offsetX X coordinate of the move offset
/// \param offsetY Y coordinate of the move offset
///
/// \see SetCenter, Rotate, Zoom
///
////////////////////////////////////////////////////////////
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);
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// 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;
////////////////////////////////////////////////////////////
/// 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;
@ -240,3 +290,58 @@ private :
#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()
{
// Create the main window and activate it
// Create the main window
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
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("datas/opengl/background.jpg"))
@ -77,10 +74,7 @@ int main()
// Adjust the viewport when the window is resized
if (event.Type == sf::Event::Resized)
{
window.SetActive();
glViewport(0, 0, event.Size.Width, event.Size.Height);
}
}
// Draw the background
@ -90,7 +84,9 @@ int main()
// will be rendered on top of the background sprite
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();
// Clear the depth buffer

View File

@ -31,9 +31,6 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Default constructor
/// Constructs a default view of (0, 0, 1000, 1000)
////////////////////////////////////////////////////////////
View::View() :
myCenter (),
mySize (),
@ -46,8 +43,6 @@ myNeedInvUpdate(true)
}
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
////////////////////////////////////////////////////////////
View::View(const FloatRect& rectangle) :
myCenter (),
@ -61,8 +56,6 @@ myNeedInvUpdate(true)
}
////////////////////////////////////////////////////////////
/// Construct the view from its center and size
////////////////////////////////////////////////////////////
View::View(const Vector2f& center, const Vector2f& size) :
myCenter (center),
@ -75,8 +68,6 @@ myNeedInvUpdate(true)
}
////////////////////////////////////////////////////////////
/// Change the center of the view
////////////////////////////////////////////////////////////
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)
{
@ -96,8 +85,6 @@ void View::SetCenter(const Vector2f& center)
}
////////////////////////////////////////////////////////////
/// Change the size of the view
////////////////////////////////////////////////////////////
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)
{
@ -117,8 +102,6 @@ void View::SetSize(const Vector2f& size)
}
////////////////////////////////////////////////////////////
/// Set the angle of rotation of the view
////////////////////////////////////////////////////////////
void View::SetRotation(float angle)
{
@ -130,8 +113,6 @@ void View::SetRotation(float angle)
}
////////////////////////////////////////////////////////////
/// Set the target 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)
{
myCenter = rectangle.GetCenter();
mySize = rectangle.GetSize();
myRotation = 0;
myNeedUpdate = true;
myNeedInvUpdate = true;
}
////////////////////////////////////////////////////////////
/// Get the center of the view
////////////////////////////////////////////////////////////
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
{
@ -169,8 +145,6 @@ const Vector2f& View::GetSize() const
}
////////////////////////////////////////////////////////////
/// Get the current rotation
////////////////////////////////////////////////////////////
float View::GetRotation() const
{
@ -178,8 +152,6 @@ float View::GetRotation() const
}
////////////////////////////////////////////////////////////
/// Get the target viewport
////////////////////////////////////////////////////////////
const FloatRect& View::GetViewport() const
{
@ -187,8 +159,6 @@ const FloatRect& View::GetViewport() const
}
////////////////////////////////////////////////////////////
/// Move the view
////////////////////////////////////////////////////////////
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)
{
@ -205,8 +173,6 @@ void View::Move(const Vector2f& offset)
}
////////////////////////////////////////////////////////////
/// Rotate the view
////////////////////////////////////////////////////////////
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)
{
@ -223,8 +187,6 @@ void View::Zoom(float factor)
}
////////////////////////////////////////////////////////////
/// Get the projection matrix of the view
////////////////////////////////////////////////////////////
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
{