SFML/include/SFML/Graphics/RenderTarget.hpp
2010-02-10 11:09:55 +00:00

207 lines
7.6 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_RENDERTARGET_HPP
#define SFML_RENDERTARGET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Renderer.hpp>
#include <SFML/Graphics/View.hpp>
namespace sf
{
class Drawable;
class Shader;
////////////////////////////////////////////////////////////
/// Base class for all render targets (window, image, ...)
////////////////////////////////////////////////////////////
class SFML_API RenderTarget
{
public :
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
virtual ~RenderTarget();
////////////////////////////////////////////////////////////
/// Clear the entire target with a single color
///
/// \param color : Color to use to clear the render target
///
////////////////////////////////////////////////////////////
void Clear(const Color& color = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Draw something into the target
///
/// \param object : Object to draw
///
////////////////////////////////////////////////////////////
void Draw(const Drawable& object);
////////////////////////////////////////////////////////////
/// Draw something into the target with a shader
///
/// \param object : Object to draw
/// \param shader : Shader to apply
///
////////////////////////////////////////////////////////////
void Draw(const Drawable& object, const Shader& shader);
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the target
///
/// \return Width in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetWidth() const = 0;
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the target
///
/// \return Height in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetHeight() const = 0;
////////////////////////////////////////////////////////////
/// Change the current active view.
///
/// \param view : New view to use (pass GetDefaultView() to set the default view)
///
////////////////////////////////////////////////////////////
void SetView(const View& view);
////////////////////////////////////////////////////////////
/// Get the current view
///
/// \return Current view active in the window
///
////////////////////////////////////////////////////////////
const View& GetView() const;
////////////////////////////////////////////////////////////
/// Get the default view of the window
///
/// \return Default view
///
////////////////////////////////////////////////////////////
const View& GetDefaultView() const;
////////////////////////////////////////////////////////////
/// Get the viewport of a view applied to this target
///
/// \param view Target view
///
/// \return Viewport rectangle, expressed in pixels in the current target
///
////////////////////////////////////////////////////////////
IntRect GetViewport(const View& view) const;
////////////////////////////////////////////////////////////
/// Convert a point in target coordinates into view coordinates
/// This version uses the current view of the window
///
/// \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
///
/// \return Converted point
///
////////////////////////////////////////////////////////////
Vector2f ConvertCoords(unsigned int x, unsigned int y) const;
////////////////////////////////////////////////////////////
/// Convert a point in target coordinates into view coordinates
/// This version uses the given view
///
/// \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
///
/// \return Converted point
///
////////////////////////////////////////////////////////////
Vector2f ConvertCoords(unsigned int x, unsigned int y, const View& view) const;
////////////////////////////////////////////////////////////
/// Save the current OpenGL render states and matrices
///
////////////////////////////////////////////////////////////
void SaveGLStates();
////////////////////////////////////////////////////////////
/// Restore the previously saved OpenGL render states and matrices
///
////////////////////////////////////////////////////////////
void RestoreGLStates();
protected :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
RenderTarget();
////////////////////////////////////////////////////////////
/// Called by the derived class when it's ready to be initialized
///
////////////////////////////////////////////////////////////
void Initialize();
private :
////////////////////////////////////////////////////////////
/// Activate the target for rendering
///
/// \param active : True to activate rendering, false to deactivate
///
/// \return True if activation succeeded
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool active) = 0;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Renderer myRenderer; ///< Renderer that will process the rendering commands of the window
View myDefaultView; ///< Default view
View myCurrentView; ///< Current active view
bool myStatesSaved; ///< Are we between a SaveGLStates and a RestoreGLStates?
bool myViewHasChanged; ///< Has the current view changed?
};
} // namespace sf
#endif // SFML_RENDERTARGET_HPP