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Modified sf::RenderTarget so that it handles views by value rather than by reference
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1315 4e206d99-4929-0410-ac5d-dfc041789085
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@ -126,12 +126,12 @@ public :
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const View& GetView() const;
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////////////////////////////////////////////////////////////
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/// Get the default view of the window for read / write
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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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View& GetDefaultView();
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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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@ -170,12 +170,6 @@ public :
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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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@ -199,7 +193,7 @@ private :
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////////////////////////////////////////////////////////////
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RenderQueue myRenderQueue; ///< Rendering queue storing render commands
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View myDefaultView; ///< Default view
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const View* myCurrentView; ///< Current active view
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View myCurrentView; ///< Current active view
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};
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} // namespace sf
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@ -60,7 +60,7 @@ private :
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// Adjust the size of the default view when the widget is resized
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if (event.Type == sf::Event::Resized)
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{
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GetDefaultView().Reset(sf::FloatRect(0, 0, event.Size.Width, event.Size.Height));
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SetView(sf::View(sf::FloatRect(0, 0, event.Size.Width, event.Size.Height)));
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}
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}
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@ -33,16 +33,6 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Default constructor
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////////////////////////////////////////////////////////////
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RenderTarget::RenderTarget() :
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myCurrentView(&myDefaultView)
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{
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}
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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@ -79,12 +69,6 @@ void RenderTarget::Draw(const Drawable& object)
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// Save the current render states
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myRenderQueue.PushStates();
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// Setup the viewport
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myRenderQueue.SetViewport(GetViewport(*myCurrentView));
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// Setup the projection matrix
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myRenderQueue.SetProjection(myCurrentView->GetMatrix());
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// Setup the shader
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myRenderQueue.SetShader(NULL);
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@ -104,12 +88,6 @@ void RenderTarget::Draw(const Drawable& object, const Shader& shader)
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// Save the current render states
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myRenderQueue.PushStates();
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// Setup the viewport
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myRenderQueue.SetViewport(GetViewport(*myCurrentView));
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// Setup the projection matrix
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myRenderQueue.SetProjection(myCurrentView->GetMatrix());
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// Setup the shader
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myRenderQueue.SetShader(&shader);
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@ -141,7 +119,12 @@ void RenderTarget::Flush()
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////////////////////////////////////////////////////////////
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void RenderTarget::SetView(const View& view)
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{
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myCurrentView = &view;
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// Save it
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myCurrentView = view;
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// Send the view's viewport and projection matrix to the render queue
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myRenderQueue.SetViewport(GetViewport(view));
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myRenderQueue.SetProjection(view.GetMatrix());
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}
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@ -150,14 +133,14 @@ void RenderTarget::SetView(const View& view)
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////////////////////////////////////////////////////////////
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const View& RenderTarget::GetView() const
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{
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return *myCurrentView;
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return myCurrentView;
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}
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////////////////////////////////////////////////////////////
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/// Get the default view of the window for read / write
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/// Get the default view of the window
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////////////////////////////////////////////////////////////
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View& RenderTarget::GetDefaultView()
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const View& RenderTarget::GetDefaultView() const
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{
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return myDefaultView;
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}
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