SFML/bindings/ruby/sfml-graphics/graphics/RenderTarget.cpp

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/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
* 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.
*/
#include "RenderTarget.hpp"
#include "Color.hpp"
#include "main.hpp"
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/RenderImage.hpp>
VALUE globalRenderTargetModule;
VALUE globalRenderTargetInstanceClass;
/* External classes */
extern VALUE globalRenderWindowClass;
extern VALUE globalVector2Class;
extern VALUE globalRectClass;
extern VALUE globalDrawableModule;
extern VALUE globalShaderClass;
extern VALUE globalViewClass;
extern VALUE globalNonCopyableModule;
static VALUE View_Free( sf::View *anObject )
{
delete anObject;
}
/* call-seq:
* render_target.clear( color = SFML::Color::Black )
*
* Clear the entire target with a single color.
*
* This function is usually called once every frame, to clear the previous contents of the target.
*/
static VALUE RenderTarget_Clear( int argc, VALUE *args, VALUE self )
{
sf::Color color = sf::Color::Black;
switch( argc )
{
case 1:
{
VALUE temp = Color_ForceType( args[0] );
color.r = FIX2UINT( Color_GetR( temp ) );
color.g = FIX2UINT( Color_GetG( temp ) );
color.b = FIX2UINT( Color_GetB( temp ) );
color.a = FIX2UINT( Color_GetA( temp ) );
}
case 0:
break;
default:
rb_raise( rb_eArgError, "Expected 0 or 1 arguments but was given %d", argc );
}
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
object->Clear( color );
return Qnil;
}
/* call-seq:
* render_target.draw( drawable )
* render_target.draw( drawable, shader )
*
* Draw an object into the target with a shader.
*
* This function draws anything that inherits from the SFML::Drawable base class (SFML::Sprite, SFML::Shape, SFML::Text,
* or even your own derived classes). The shader alters the way that the pixels are processed right before being written
* to the render target.
*/
static VALUE RenderTarget_Draw( int argc, VALUE *args, VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
VALUE targetWrap = Qnil;
sf::RenderWindow *window = NULL;
sf::RenderImage *image = NULL;
if( CLASS_OF( self ) == globalRenderWindowClass )
{
Data_Get_Struct( self, sf::RenderWindow, window );
}
else
{
Data_Get_Struct( self, sf::RenderImage, image );
}
switch( argc )
{
case 2:
{
VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
VALIDATE_CLASS( args[1], globalShaderClass, "shader" );
sf::Drawable *drawable = NULL;
Data_Get_Struct( args[0], sf::Drawable, drawable );
sf::Shader *shader = NULL;
Data_Get_Struct( args[1], sf::Shader, shader );
( window != NULL ? window->Draw( *drawable, *shader ) : image->Draw( *drawable, *shader ) );
break;
}
case 1:
{
VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
sf::Drawable *drawable = NULL;
Data_Get_Struct( args[0], sf::Drawable, drawable );
( window != NULL ? window->Draw( *drawable ) : image->Draw( *drawable ) );
break;
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
return Qnil;
}
/* call-seq:
* render_target.getWidth() -> fixnum
*
* Return the width of the rendering region of the target.
*/
static VALUE RenderTarget_GetWidth( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
return INT2FIX( object->GetWidth() );
}
/* call-seq:
* render_target.getHeight() -> fixnum
*
* Return the height of the rendering region of the target.
*/
static VALUE RenderTarget_GetHeight( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
return INT2FIX( object->GetHeight() );
}
/* call-seq:
* render_target.setView( view )
*
* Change the current active view.
*
* The new view will affect everything that is drawn, until another view is activated. The render target keeps its own
* copy of the view object, so it is not necessary to keep the original one alive as long as it is in use. To restore
* the original view of the target, you can pass the result of getDefaultView() to this function.
*/
static VALUE RenderTarget_SetView( VALUE self, VALUE aView )
{
VALIDATE_CLASS( aView, globalViewClass, "view" );
sf::View *view = NULL;
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
Data_Get_Struct( aView, sf::View, view );
object->SetView( *view );
return Qnil;
}
/* call-seq:
* render_target.getView() -> view
*
* Retrieve the view currently in use in the render target.
*/
static VALUE RenderTarget_GetView( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
const sf::View &original = object->GetView();
sf::View * view = new sf::View( original );
VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, View_Free, view );
rb_obj_call_init( rbData, 0, 0 );
return rbData;
}
/* call-seq:
* render_target.getDefaultView() -> VIEW
*
* Get the default view of the render target.
*
* The default view has the initial size of the render target, and never changes after the target has been created.
*/
static VALUE RenderTarget_GetDefaultView( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
const sf::View &view = object->GetDefaultView();
VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, 0, const_cast< sf::View * >( &view ) );
rb_obj_call_init( rbData, 0, 0 );
rb_iv_set( rbData, "@__owner_ref", self );
return rbData;
}
/* call-seq:
* render_target.getViewport( view ) -> rectangle
*
* Get the viewport of a view, applied to this render target.
*
* The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions
* of the render target to calculate the pixels rectangle that the viewport actually covers in the target.
*/
static VALUE RenderTarget_GetViewport( VALUE self, VALUE aView )
{
VALIDATE_CLASS( aView, globalViewClass, "view" );
sf::View *view = NULL;
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
Data_Get_Struct( aView, sf::View, view );
sf::IntRect viewport = object->GetViewport( *view );
return rb_funcall( globalRectClass, rb_intern( "new" ), 4,
INT2FIX( viewport.Left ), INT2FIX( viewport.Top ),
INT2FIX( viewport.Width ), INT2FIX( viewport.Height ) );
}
/* call-seq:
* render_target.convertCoords( x, y ) -> vector2
* render_target.convertCoords( x, y, view ) -> vector2
*
* Convert a point from target coordinates to view coordinates.
*
* Initially, a unit of the 2D world matches a pixel of the render target. But if you define a custom view, this
* assertion is not true anymore, ie. a point located at (10, 50) in your render target (for example a window) may
* map to the point (150, 75) in your 2D world -- for example if the view is translated by (140, 25).
*
* For render windows, this function is typically used to find which point (or object) is located below the mouse cursor.
*
*/
static VALUE RenderTarget_ConvertCoords( int argc, VALUE *args, VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
sf::Vector2f result;
switch( argc )
{
case 2:
{
result = object->ConvertCoords( FIX2UINT( args[0] ), FIX2UINT( args[1] ) );
break;
}
case 3:
{
VALIDATE_CLASS( args[2], globalViewClass, "view" );
sf::View *view = NULL;
Data_Get_Struct( args[2], sf::View, view );
result = object->ConvertCoords( FIX2UINT( args[0] ), FIX2UINT( args[1] ), *view );
}
default:
rb_raise( rb_eArgError, "Expected 2 or 3 arguments but was given %d", argc );
}
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( result.x ), rb_float_new( result.y ) );
}
/* call-seq:
* render_target.saveGLStates()
*
* Save the current OpenGL render states and matrices.
*
* This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with RestoreGLStates,
* it ensures that:
*
* - SFML's internal states are not messed up by your OpenGL code
* - your OpenGL states are not modified by a call to a SFML function
*
* More specifically, it must be used around code that calls Draw functions. Example:
*
* # OpenGL code here...
* window.saveGLStates()
* window.draw(...)
* window.draw(...)
* window.restoreGLStates()
* # OpenGL code here...
*
* Note that this function is quite expensive and should be used wisely. It is provided for convenience, and the
* best results will be achieved if you handle OpenGL states yourself (because you really know which states have
* really changed, and need to be saved / restored).
*/
static VALUE RenderTarget_SaveGLStates( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
object->SaveGLStates();
return Qnil;
}
/* call-seq:
* render_target.restoreGLStates()
*
* Restore the previously saved OpenGL render states and matrices.
*
* See the description of saveGLStates to get a detailed description of these functions.
*/
static VALUE RenderTarget_RestoreGLStates( VALUE self )
{
sf::RenderTarget *object = NULL;
Data_Get_Struct( self, sf::RenderTarget, object );
object->RestoreGLStates();
return Qnil;
}
void Init_RenderTarget( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* This is not the same class as the one specified in the C++ library! This class acts as a wrapper around the
* classes that inherits from sf::RenderTarget(sf::RenderWindow, sf::RenderImage) and you will only use it as the
* first argument in the SFML::Drawable#render method.
*/
globalRenderTargetModule = rb_define_module_under( sfml, "RenderTarget" );
rb_include_module( globalRenderTargetModule, globalNonCopyableModule );
globalRenderTargetInstanceClass = rb_define_class_under( globalRenderTargetModule, "Instance", rb_cObject );
rb_include_module( globalRenderTargetInstanceClass, globalRenderTargetModule );
// Instance methods
rb_define_method( globalRenderTargetModule, "clear", RenderTarget_Clear, -1 );
rb_define_method( globalRenderTargetModule, "draw", RenderTarget_Draw, -1 );
rb_define_method( globalRenderTargetModule, "getWidth", RenderTarget_GetWidth, 0 );
rb_define_method( globalRenderTargetModule, "getHeight", RenderTarget_GetHeight, 0 );
rb_define_method( globalRenderTargetModule, "setView", RenderTarget_SetView, 1 );
rb_define_method( globalRenderTargetModule, "getView", RenderTarget_GetView, 0 );
rb_define_method( globalRenderTargetModule, "getDefaultView", RenderTarget_GetDefaultView, 0 );
rb_define_method( globalRenderTargetModule, "getViewport", RenderTarget_GetViewport, 1 );
rb_define_method( globalRenderTargetModule, "convertCoords", RenderTarget_ConvertCoords, -1 );
rb_define_method( globalRenderTargetModule, "saveGLStates", RenderTarget_SaveGLStates, 0 );
rb_define_method( globalRenderTargetModule, "restoreGLStates", RenderTarget_RestoreGLStates, 0 );
// Instance Aliases
rb_define_alias( globalRenderTargetModule, "width", "getWidth" );
rb_define_alias( globalRenderTargetModule, "height", "getHeight" );
rb_define_alias( globalRenderTargetModule, "view=", "setView" );
rb_define_alias( globalRenderTargetModule, "view", "getView" );
rb_define_alias( globalRenderTargetModule, "defaultView", "getDefaultView" );
rb_define_alias( globalRenderTargetModule, "default_view", "getDefaultView" );
rb_define_alias( globalRenderTargetModule, "get_viewport", "getViewport" );
rb_define_alias( globalRenderTargetModule, "convert_cords", "convertCoords" );
rb_define_alias( globalRenderTargetModule, "save_gl_states", "saveGLStates" );
rb_define_alias( globalRenderTargetModule, "restore_gl_states", "restoreGLStates" );
}