using System; using System.Runtime.InteropServices; using System.Security; using SFML.Window; namespace SFML { namespace Graphics { //////////////////////////////////////////////////////////// /// /// Abstract base class for render targets (renderwindow, renderimage) /// //////////////////////////////////////////////////////////// public interface RenderTarget { //////////////////////////////////////////////////////////// /// /// Width of the rendering region of the window /// //////////////////////////////////////////////////////////// uint Width {get;} //////////////////////////////////////////////////////////// /// /// Height of the rendering region of the window /// //////////////////////////////////////////////////////////// uint Height {get;} //////////////////////////////////////////////////////////// /// /// Default view of the window /// //////////////////////////////////////////////////////////// View DefaultView {get;} //////////////////////////////////////////////////////////// /// /// Current view active in the window /// //////////////////////////////////////////////////////////// View CurrentView {get;} //////////////////////////////////////////////////////////// /// /// Tell SFML to preserve external OpenGL states, at the expense of /// more CPU charge. Use this function if you don't want SFML /// to mess up your own OpenGL states (if any). /// Don't enable state preservation if not needed, as it will allow /// SFML to do internal optimizations and improve performances. /// This parameter is false by default /// /// True to preserve OpenGL states, false to let SFML optimize //////////////////////////////////////////////////////////// void PreserveOpenGLStates(bool preserve); //////////////////////////////////////////////////////////// /// /// Clear the entire window with black color /// //////////////////////////////////////////////////////////// void Clear(); //////////////////////////////////////////////////////////// /// /// Clear the entire window with a single color /// /// Color to use to clear the window //////////////////////////////////////////////////////////// void Clear(Color color); //////////////////////////////////////////////////////////// /// /// Draw something into the window /// /// Object to draw //////////////////////////////////////////////////////////// void Draw(Drawable objectToDraw); //////////////////////////////////////////////////////////// /// /// Apply a post-fx to the window /// /// PostFx to apply //////////////////////////////////////////////////////////// void Draw(PostFx postFx); } } }