SFML/include/SFML/Graphics/View.hpp
2009-11-04 16:04:18 +00:00

348 lines
12 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_VIEW_HPP
#define SFML_VIEW_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Matrix3.hpp>
#include <SFML/System/Vector2.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief 2D camera that defines what region is shown on screen
///
////////////////////////////////////////////////////////////
class SFML_API View
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor creates a default view of (0, 0, 1000, 1000)
///
////////////////////////////////////////////////////////////
View();
////////////////////////////////////////////////////////////
/// \brief Construct the view from a rectangle
///
/// \param rectangle Rectangle defining the zone to display
///
////////////////////////////////////////////////////////////
explicit View(const FloatRect& rectangle);
////////////////////////////////////////////////////////////
/// \brief Construct the view from its center and size
///
/// \param center Center of the zone to display
/// \param size Size of zone to display
///
////////////////////////////////////////////////////////////
View(const Vector2f& center, const Vector2f& size);
////////////////////////////////////////////////////////////
/// \brief Set the center of the view
///
/// \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);
////////////////////////////////////////////////////////////
/// \brief Set the center of the view
///
/// \param center New center
///
/// \see SetSize, GetCenter
///
////////////////////////////////////////////////////////////
void SetCenter(const Vector2f& center);
////////////////////////////////////////////////////////////
/// \brief Set the size of the view
///
/// \param width New width of the view
/// \param height New height of the view
///
/// \see SetCenter, GetCenter
///
////////////////////////////////////////////////////////////
void SetSize(float width, float height);
////////////////////////////////////////////////////////////
/// \brief Set the size of the view
///
/// \param size New size
///
/// \see SetCenter, GetCenter
///
////////////////////////////////////////////////////////////
void SetSize(const Vector2f& size);
////////////////////////////////////////////////////////////
/// \brief Set the orientation of the view
///
/// The default rotation of a view is 0 degree.
///
/// \param angle New angle, in degrees
///
/// \see GetRotation
///
////////////////////////////////////////////////////////////
void SetRotation(float angle);
////////////////////////////////////////////////////////////
/// \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 rectangle
///
/// \see GetViewport
///
////////////////////////////////////////////////////////////
void SetViewport(const FloatRect& viewport);
////////////////////////////////////////////////////////////
/// \brief Reset the view to the given rectangle
///
/// 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);
////////////////////////////////////////////////////////////
/// \brief Get the center of the view
///
/// \return Center of the view
///
/// \see GetSize, SetCenter
///
////////////////////////////////////////////////////////////
const Vector2f& GetCenter() const;
////////////////////////////////////////////////////////////
/// \brief Get the size of the view
///
/// \return Size of the view
///
/// \see GetCenter, SetSize
///
////////////////////////////////////////////////////////////
const Vector2f& GetSize() const;
////////////////////////////////////////////////////////////
/// \brief Get the current orientation of the view
///
/// \return Rotation angle of the view, in degrees
///
/// \see SetRotation
///
////////////////////////////////////////////////////////////
float GetRotation() const;
////////////////////////////////////////////////////////////
/// \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;
////////////////////////////////////////////////////////////
/// \brief Move the view relatively to its current position
///
/// \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);
////////////////////////////////////////////////////////////
/// \brief Move the view relatively to its current position
///
/// \param offset Move offset
///
/// \see SetCenter, Rotate, Zoom
///
////////////////////////////////////////////////////////////
void Move(const Vector2f& offset);
////////////////////////////////////////////////////////////
/// \brief Rotate the view relatively to its current orientation
///
/// \param angle Angle to rotate, in degrees
///
/// \see SetRotation, Move, Zoom
///
////////////////////////////////////////////////////////////
void Rotate(float angle);
////////////////////////////////////////////////////////////
/// \brief Resize the view rectangle relatively to its 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);
////////////////////////////////////////////////////////////
/// \brief Get the projection matrix of the view
///
/// This functions is meant for internal use only.
///
/// \return Projection matrix defining the view
///
/// \see GetInverseMatrix
///
////////////////////////////////////////////////////////////
const Matrix3& GetMatrix() const;
////////////////////////////////////////////////////////////
/// \brief Get the inverse projection matrix of the view
///
/// This functions is meant for internal use only.
///
/// \return Inverse of the projection matrix defining the view
///
/// \see GetMatrix
///
////////////////////////////////////////////////////////////
const Matrix3& GetInverseMatrix() const;
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vector2f myCenter; ///< Center of the view, in scene coordinates
Vector2f mySize; ///< Size of the view, in scene coordinates
float myRotation; ///< Angle of rotation of the view rectangle, in degrees
FloatRect myViewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
mutable Matrix3 myMatrix; ///< Precomputed projection matrix corresponding to the view
mutable Matrix3 myInverseMatrix; ///< Precomputed inverse projection matrix corresponding to the view
mutable bool myNeedUpdate; ///< Internal state telling if the matrix needs to be updated
mutable bool myNeedInvUpdate; ///< Internal state telling if the matrix needs to be updated
};
} // namespace sf
#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
///
////////////////////////////////////////////////////////////