b7b876eb26
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1397 4e206d99-4929-0410-ac5d-dfc041789085
207 lines
7.6 KiB
C++
207 lines
7.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_RENDERTARGET_HPP
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#define SFML_RENDERTARGET_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Renderer.hpp>
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#include <SFML/Graphics/View.hpp>
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namespace sf
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{
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class Drawable;
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class Shader;
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////////////////////////////////////////////////////////////
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/// Base class for all render targets (window, image, ...)
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////////////////////////////////////////////////////////////
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class SFML_API RenderTarget
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{
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public :
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~RenderTarget();
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////////////////////////////////////////////////////////////
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/// Clear the entire target with a single color
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///
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/// \param color : Color to use to clear the render target
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///
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////////////////////////////////////////////////////////////
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void Clear(const Color& color = Color(0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Draw something into the target
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///
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/// \param object : Object to draw
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///
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////////////////////////////////////////////////////////////
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void Draw(const Drawable& object);
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////////////////////////////////////////////////////////////
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/// Draw something into the target with a shader
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///
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/// \param object : Object to draw
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/// \param shader : Shader to apply
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///
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////////////////////////////////////////////////////////////
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void Draw(const Drawable& object, const Shader& shader);
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////////////////////////////////////////////////////////////
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/// Get the width of the rendering region of the target
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///
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/// \return Width in pixels
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///
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////////////////////////////////////////////////////////////
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virtual unsigned int GetWidth() const = 0;
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////////////////////////////////////////////////////////////
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/// Get the height of the rendering region of the target
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///
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/// \return Height in pixels
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///
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////////////////////////////////////////////////////////////
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virtual unsigned int GetHeight() const = 0;
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////////////////////////////////////////////////////////////
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/// Change the current active view.
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///
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/// \param view : New view to use (pass GetDefaultView() to set the default view)
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///
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////////////////////////////////////////////////////////////
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void SetView(const View& view);
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////////////////////////////////////////////////////////////
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/// Get the current view
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///
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/// \return Current view active in the window
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///
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////////////////////////////////////////////////////////////
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const View& GetView() const;
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////////////////////////////////////////////////////////////
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/// Get the default view of the window
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///
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/// \return Default view
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///
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////////////////////////////////////////////////////////////
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const View& GetDefaultView() const;
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////////////////////////////////////////////////////////////
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/// Get the viewport of a view applied to this target
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///
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/// \param view Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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IntRect GetViewport(const View& view) const;
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////////////////////////////////////////////////////////////
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/// Convert a point in target coordinates into view coordinates
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/// This version uses the current view of the window
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///
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/// \param x : X coordinate of the point to convert, relative to the target
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/// \param y : Y coordinate of the point to convert, relative to the target
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///
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/// \return Converted point
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///
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////////////////////////////////////////////////////////////
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Vector2f ConvertCoords(unsigned int x, unsigned int y) const;
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////////////////////////////////////////////////////////////
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/// Convert a point in target coordinates into view coordinates
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/// This version uses the given view
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///
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/// \param x : X coordinate of the point to convert, relative to the target
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/// \param y : Y coordinate of the point to convert, relative to the target
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/// \param view : Target view to convert the point to
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///
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/// \return Converted point
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///
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////////////////////////////////////////////////////////////
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Vector2f ConvertCoords(unsigned int x, unsigned int y, const View& view) const;
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////////////////////////////////////////////////////////////
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/// Save the current OpenGL render states and matrices
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///
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////////////////////////////////////////////////////////////
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void SaveGLStates();
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////////////////////////////////////////////////////////////
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/// Restore the previously saved OpenGL render states and matrices
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///
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////////////////////////////////////////////////////////////
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void RestoreGLStates();
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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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RenderTarget();
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////////////////////////////////////////////////////////////
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/// Called by the derived class when it's ready to be initialized
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///
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////////////////////////////////////////////////////////////
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void Initialize();
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private :
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////////////////////////////////////////////////////////////
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/// Activate the target for rendering
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///
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/// \param active : True to activate rendering, false to deactivate
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///
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/// \return True if activation succeeded
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///
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////////////////////////////////////////////////////////////
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virtual bool Activate(bool active) = 0;
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Renderer myRenderer; ///< Renderer that will process the rendering commands of the window
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View myDefaultView; ///< Default view
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View myCurrentView; ///< Current active view
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bool myStatesSaved; ///< Are we between a SaveGLStates and a RestoreGLStates?
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bool myViewHasChanged; ///< Has the current view changed?
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};
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} // namespace sf
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#endif // SFML_RENDERTARGET_HPP
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