Graphics module is now complete. Added rdoc documentation to every class and method.

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1700 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
groogy 2010-11-24 05:49:36 +00:00
parent bc24802219
commit a8a1c98a41
13 changed files with 1139 additions and 217 deletions

View File

@ -115,7 +115,11 @@ static void Color_internal_CopyFrom( VALUE self, VALUE aSource )
Color_SetA( self, a );
}
/* */
/* call-seq:
* color1 + color2 -> color
*
* This operator returns the component-wise sum of two colors. Components that exceed 255 are clamped to 255.
*/
static VALUE Color_Add( VALUE self, VALUE aRightOperand )
{
VALUE right = Color_ForceType( aRightOperand );
@ -138,7 +142,12 @@ static VALUE Color_Add( VALUE self, VALUE aRightOperand )
return rb_funcall( globalColorClass, rb_intern( "new" ), 4, newR, newG, newB, newA );
}
/* */
/* call-seq:
* color1 * color2 -> color
*
* This operator returns the component-wise multiplication (also called "modulation") of two colors. Components are
* then divided by 255 so that the result is still in the range [0, 255].
*/
static VALUE Color_Multiply( VALUE self, VALUE aRightOperand )
{
VALUE right = Color_ForceType( aRightOperand );
@ -161,7 +170,11 @@ static VALUE Color_Multiply( VALUE self, VALUE aRightOperand )
return rb_funcall( globalColorClass, rb_intern( "new" ), 4, newR, newG, newB, newA );
}
/* */
/* call-seq:
* color1 == color2 -> true or false
*
* This operator compares two colors and check if they are equal.
*/
static VALUE Color_Equal( VALUE self, VALUE anArgument )
{
VALUE right = Color_ForceType( anArgument );
@ -227,11 +240,37 @@ void Init_Color( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Utility class for manipulating time.
/* Utility class for manpulating RGBA colors.
*
* sf::Clock is a lightweight class for measuring time.
* SFML::Color is a simple color class composed of 4 components:
*
* Its resolution depends on the underlying OS, but you can generally expect a 1 ms resolution.
* - Red
* - Green
* - Blue
* - Alpha (opacity)
*
* Each component is a public member, an unsigned integer in the range [0, 255]. Thus, colors can be constructed and manipulated very easily:
*
* c1 = SFML::Color.new(255, 0, 0) # red
* c1.red = 0 # make it black
* c1.blue = 128 # make it dark blue
*
* The fourth component of colors, named "alpha", represents the opacity of the color. A color with an alpha value of
* 255 will be fully opaque, while an alpha value of 0 will make a color fully transparent, whatever the value of the
* other components.
*
* The most common colors are already defined as class constants:
*
* black = SFML::Color::Black
* white = SFML::Color::White
* red = SFML::Color::Red
* green = SFML::Color::Green
* blue = SFML::Color::Blue
* yellow = SFML::Color::Yellow
* magenta = SFML::Color::Magenta
* cyan = SFML::Color::Cyan
*
* Colors can also be added and modulated (multiplied) using the overloaded operators + and *.
*/
globalColorClass = rb_define_class_under( sfml, "Color", rb_cObject );
@ -256,4 +295,13 @@ void Init_Color( void )
rb_define_const( globalColorClass, "Yellow", rb_funcall( globalColorClass, rb_intern( "new" ), 3, INT2FIX( 255 ), INT2FIX( 255 ), INT2FIX( 0 ) ) );
rb_define_const( globalColorClass, "Magneta", rb_funcall( globalColorClass, rb_intern( "new" ), 3, INT2FIX( 255 ), INT2FIX( 0 ), INT2FIX( 255 ) ) );
rb_define_const( globalColorClass, "Cyan", rb_funcall( globalColorClass, rb_intern( "new" ), 3, INT2FIX( 0 ), INT2FIX( 255 ), INT2FIX( 255 ) ) );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Black" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "White" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Red" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Green" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Blue" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Yellow" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Magneta" ) ), rb_intern( "freeze" ), 0 );
rb_funcall( rb_cvar( globalColorClass, rb_intern( "Cyan" ) ), rb_intern( "freeze" ), 0 );
}

View File

@ -60,6 +60,15 @@ static void Drawable_Free( rbDrawable *object )
delete object;
}
/* call-seq:
* drawable.setPosition( x, y )
* drawable.setPosition( vector2 )
*
* Set the position of the object.
*
* This function completely overwrites the previous position. See Move to apply an offset based on the previous
* position instead. The default position of a drawable object is (0, 0).
*/
static VALUE Drawable_SetPosition( int argc, VALUE *args, VALUE self )
{
rbDrawable *object = NULL;
@ -87,6 +96,11 @@ static VALUE Drawable_SetPosition( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* drawable.setX( x )
*
* Set the X position of the object.
*/
static VALUE Drawable_SetX( VALUE self, VALUE aX )
{
rbDrawable *object = NULL;
@ -95,6 +109,11 @@ static VALUE Drawable_SetX( VALUE self, VALUE aX )
return Qnil;
}
/* call-seq:
* drawable.setY( y )
*
* Set the Y position of the object.
*/
static VALUE Drawable_SetY( VALUE self, VALUE aY )
{
rbDrawable *object = NULL;
@ -103,6 +122,16 @@ static VALUE Drawable_SetY( VALUE self, VALUE aY )
return Qnil;
}
/* call-seq:
* drawable.setScale( x, y )
* drawable.setScale( vector2 )
*
* Set the scale factors of the object.
*
* scale.x and scale.y must be strictly positive, otherwise they are ignored. This function completely overwrites
* the previous scale. See Scale to add a factor based on the previous scale instead. The default scale of a drawable
* object is (1, 1).
*/
static VALUE Drawable_SetScale( int argc, VALUE *args, VALUE self )
{
rbDrawable *object = NULL;
@ -130,6 +159,13 @@ static VALUE Drawable_SetScale( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* drawable.setScaleX( factor )
*
* Set the X scale factor of the object.
*
* factor must be strictly positive, otherwise it is ignored.
*/
static VALUE Drawable_SetScaleX( VALUE self, VALUE aX )
{
rbDrawable *object = NULL;
@ -138,6 +174,13 @@ static VALUE Drawable_SetScaleX( VALUE self, VALUE aX )
return Qnil;
}
/* call-seq:
* drawable.setScaleY( factor )
*
* Set the Y scale factor of the object.
*
* factor must be strictly positive, otherwise it is ignored.
*/
static VALUE Drawable_SetScaleY( VALUE self, VALUE aY )
{
rbDrawable *object = NULL;
@ -146,6 +189,16 @@ static VALUE Drawable_SetScaleY( VALUE self, VALUE aY )
return Qnil;
}
/* call-seq:
* drawable.setOrigin( x, y )
* drawable.setOrigin( vector2 )
*
* Set the local origin of the object.
*
* The origin of an object defines the center point for all transformations (position, scale, rotation). The
* coordinates of this point must be relative to the top-left corner of the object, and ignore all transformations
* (position, scale, rotation). The default origin of a drawable object is (0, 0).
*/
static VALUE Drawable_SetOrigin( int argc, VALUE *args, VALUE self )
{
rbDrawable *object = NULL;
@ -173,6 +226,14 @@ static VALUE Drawable_SetOrigin( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* drawable.setRotation( angle )
*
* Set the orientation of the object.
*
* This function completely overwrites the previous rotation. See Rotate to add an angle based on the previous
* rotation instead. The default rotation of a drawable object is 0.
*/
static VALUE Drawable_SetRotation( VALUE self, VALUE aRotation )
{
rbDrawable *object = NULL;
@ -181,6 +242,14 @@ static VALUE Drawable_SetRotation( VALUE self, VALUE aRotation )
return Qnil;
}
/* call-seq:
* drawable.setColor( color )
*
* Set the global color of the object.
*
* This global color affects the entire object, and modulates (multiplies) its original pixels.
* The default color is white.
*/
static VALUE Drawable_SetColor( VALUE self, VALUE aColor )
{
VALUE color = Color_ForceType( aColor );
@ -190,6 +259,15 @@ static VALUE Drawable_SetColor( VALUE self, VALUE aColor )
return Qnil;
}
/* call-seq:
* drawable.setBlendMode( mode )
*
* Set the blending mode of the object.
*
* This property defines how the pixels of an object are blended with the pixels of the render target to which it is
* drawn. To know more about the blending modes available, see the SFML::Blend module. The default blend mode is
* SFML::Blend::Alpha.
*/
static VALUE Drawable_SetBlendMode( VALUE self, VALUE aMode )
{
rbDrawable *object = NULL;
@ -198,6 +276,11 @@ static VALUE Drawable_SetBlendMode( VALUE self, VALUE aMode )
return Qnil;
}
/* call-seq:
* drawable.getPosition() -> vector2
*
* Get the position of the object.
*/
static VALUE Drawable_GetPosition( VALUE self )
{
rbDrawable *object = NULL;
@ -206,6 +289,11 @@ static VALUE Drawable_GetPosition( VALUE self )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( vector.x ), rb_float_new( vector.y ) );
}
/* call-seq:
* drawable.getScale() -> vector2
*
* Get the current scale of the object.
*/
static VALUE Drawable_GetScale( VALUE self )
{
rbDrawable *object = NULL;
@ -214,6 +302,11 @@ static VALUE Drawable_GetScale( VALUE self )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( vector.x ), rb_float_new( vector.y ) );
}
/* call-seq:
* drawable.getOrigin() -> vector2
*
* Get the local origin of the object.
*/
static VALUE Drawable_GetOrigin( VALUE self )
{
rbDrawable *object = NULL;
@ -222,6 +315,13 @@ static VALUE Drawable_GetOrigin( VALUE self )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( vector.x ), rb_float_new( vector.y ) );
}
/* call-seq:
* drawable.getRotation() -> float
*
* Get the orientation of the object.
*
* The rotation is always in the range [0, 360].
*/
static VALUE Drawable_GetRotation( VALUE self )
{
rbDrawable *object = NULL;
@ -229,6 +329,11 @@ static VALUE Drawable_GetRotation( VALUE self )
return rb_float_new( object->GetRotation() );
}
/* call-seq:
* drawable.getColor() -> color
*
* Get the color of the object.
*/
static VALUE Drawable_GetColor( VALUE self )
{
rbDrawable *object = NULL;
@ -238,6 +343,11 @@ static VALUE Drawable_GetColor( VALUE self )
INT2FIX( color.b ), INT2FIX( color.a ) );
}
/* call-seq:
* drawable.getBlendMode() -> mode
*
* Get the blend mode of the object.
*/
static VALUE Drawable_GetBlendMode( VALUE self )
{
rbDrawable *object = NULL;
@ -245,6 +355,14 @@ static VALUE Drawable_GetBlendMode( VALUE self )
return INT2FIX( object->GetBlendMode() );
}
/* call-seq:
* drawable.move( x, y )
* drawable.move( vector2 )
*
* Move the object by a given offset.
*
* This function adds to the current position of the object, unlike setPosition which overwrites it.
*/
static VALUE Drawable_Move( int argc, VALUE *args, VALUE self )
{
rbDrawable *object = NULL;
@ -272,6 +390,14 @@ static VALUE Drawable_Move( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* drawable.scale( x, y )
* drawable.scale( vector2 )
*
* Scale the object.
*
* This function multiplies the current scale of the object, unlike setScale which overwrites it.
*/
static VALUE Drawable_Scale( int argc, VALUE *args, VALUE self )
{
rbDrawable *object = NULL;
@ -299,6 +425,13 @@ static VALUE Drawable_Scale( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* drawable.rotate( angle )
*
* Rotate the object.
*
* This function ads to the current rotation of the object, unlike setRotation which overwrites it
*/
static VALUE Drawable_Rotate( VALUE self, VALUE aRotation )
{
rbDrawable *object = NULL;
@ -307,6 +440,15 @@ static VALUE Drawable_Rotate( VALUE self, VALUE aRotation )
return Qnil;
}
/* call-seq:
* drawable.transformToLocal( vector2 ) -> vector2
*
* Transform a point in object local coordinates.
*
* This function takes a point in global coordinates, and transforms it in coordinates local to the object. In other
* words, it applies the inverse of all the transformations applied to the object (origin, translation, rotation
* and scale).
*/
static VALUE Drawable_TransformToLocal( VALUE self, VALUE aPoint )
{
VALUE point = Vector2_ForceType( point );
@ -318,6 +460,14 @@ static VALUE Drawable_TransformToLocal( VALUE self, VALUE aPoint )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( newPoint.x ), rb_float_new( newPoint.y ) );
}
/* call-seq:
* drawable.transformToGlobal( vector2 ) -> vector2
*
* Transform a local point in global coordinates.
*
* This function takes a point in local coordinates, and transforms it in global coordinates. In other words, it
* applies the same transformations that are applied to the object (origin, translation, rotation and scale).
*/
static VALUE Drawable_TransformToGlobal( VALUE self, VALUE aPoint )
{
VALUE point = Vector2_ForceType( point );

View File

@ -130,6 +130,11 @@ static VALUE Font_GetImage( VALUE self, VALUE aCharacterSize )
return rbImage;
}
/* call-seq:
* Font.new() -> font
*
* Creates an empty font
*/
static VALUE Font_New( int argc, VALUE *args, VALUE aKlass )
{
sf::Font *object = new sf::Font();
@ -138,10 +143,19 @@ static VALUE Font_New( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* Font.getDefaultFont() -> font
*
* Return the default built-in font.
*
* This font is provided for convenience, it is used by SFML::Text instances by default. It is provided so that users
* don't have to provide and load a font file in order to display text on screen. The font used is Arial.
*/
static VALUE Font_GetDefaultFont( VALUE aKlass )
{
const sf::Font& font = sf::Font::GetDefaultFont();
VALUE rbFont = Data_Wrap_Struct( globalFontClass, 0, 0, const_cast<sf::Font *>( &font ) );
rb_obj_call_init( rbFont, 0, 0 );
return rbFont;
}
@ -215,6 +229,7 @@ void Init_Font( void )
rb_define_alias( CLASS_OF( globalFontClass ), "get_default_font", "getDefaultFont" );
rb_define_alias( CLASS_OF( globalFontClass ), "defaultFont", "getDefaultFont" );
rb_define_alias( CLASS_OF( globalFontClass ), "default_font", "getDefaultFont" );
rb_define_alias( CLASS_OF( globalFontClass ), "DefaultFont", "getDefaultFont" );
// Instance Aliases
rb_define_alias( globalFontClass , "load_from_file", "loadFromFile" );

View File

@ -128,9 +128,10 @@ static void Rect_internal_ValidateTypes( VALUE aFirst, VALUE aSecond, VALUE aThi
}
/* call-seq:
* Rect.new( x, y ) -> true or false
* Rect.new( vector2 ) -> true or false
* rect.contains( x, y ) -> true or false
* rect.contains( vector2 ) -> true or false
*
* Check if a point is inside the rectangle's area.
*/
static VALUE Rect_Contains( int argc, VALUE * args, VALUE self )
{
@ -172,7 +173,14 @@ static VALUE Rect_Contains( int argc, VALUE * args, VALUE self )
}
}
static VALUE Rect_Intersect( VALUE self, VALUE aRect )
/* call-seq:
* rect.intersects( rectangle ) -> intersection rectangel or nil
*
* Check the intersection between two rectangles.
*
* This method returns the overlapped rectangle if intersecting otherwise nil.
*/
static VALUE Rect_Intersects( VALUE self, VALUE aRect )
{
VALUE selfLeft = rb_funcall( self, rb_intern( "left" ), 0 );
VALUE selfTop = rb_funcall( self, rb_intern( "top" ), 0 );
@ -332,7 +340,7 @@ void Init_Rect( void )
// Instance methods
rb_define_method( globalRectClass, "initialize", Rect_Initialize, -1 );
rb_define_method( globalRectClass, "contains", Rect_Contains, -1 );
rb_define_method( globalRectClass, "intersects", Rect_Contains, 1 );
rb_define_method( globalRectClass, "intersects", Rect_Intersects, 1 );
// Instance operators

View File

@ -37,6 +37,16 @@ static void RenderImage_Free( sf::RenderImage *anObject )
delete anObject;
}
/* call-seq:
* render_image.create( width, height, depthBuffer = false ) -> true or false
*
* Create the render-image.
*
* Before calling this function, the render-image is in an invalid state, thus it is mandatory to call it before
* doing anything with the render-image. The last parameter, depthBuffer, is useful if you want to use the render-image
* for 3D OpenGL rendering that requires a depth-buffer. Otherwise it is unnecessary, and you should leave this
* parameter to false (which is its default value).
*/
static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
{
unsigned int width = 0;
@ -77,6 +87,16 @@ static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
}
}
/* call-seq:
* render_image.draw( drawable )
* render_image.draw( drawable, shader )
*
* Draw an object into the target with a shader.
*
* This function draws anything that inherits from the sf::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 RenderImage_Draw( int argc, VALUE *args, VALUE self )
{
sf::RenderImage *object = NULL;
@ -108,13 +128,31 @@ static VALUE RenderImage_Draw( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* render_image.display()
*
* Update the contents of the target image.
*
* This function updates the target image with what has been drawn so far. Like for windows, calling this function is
* mandatory at the end of rendering. Not calling it may leave the image in an undefined state.
*/
static VALUE RenderImage_Display( VALUE self )
{
sf::RenderImage *object = NULL;
Data_Get_Struct( self, sf::RenderImage, object );
object->Display();
return Qnil;
}
/* call-seq:
* render_image.getImage() -> image
*
* Get a read-only reference to the target image.
*
* After drawing to the render-image and calling display, you can retrieve the updated image using this function, and
* draw it using a sprite (for example). The internal SFML::Image of a render-image is always the same instance, so that
* it is possible to call this function once and keep a reference to the image even after is it modified.
*/
static VALUE RenderImage_GetImage( VALUE self )
{
sf::RenderImage *object = NULL;
@ -125,6 +163,11 @@ static VALUE RenderImage_GetImage( VALUE self )
return rbData;
}
/* call-seq:
* render_image.isSmooth() -> true or false
*
* Tell whether the smooth filtering is enabled or not.
*/
static VALUE RenderImage_IsSmooth( VALUE self )
{
sf::RenderImage *object = NULL;
@ -132,6 +175,15 @@ static VALUE RenderImage_IsSmooth( VALUE self )
return ( object->IsSmooth() == true ? Qtrue : Qfalse );
}
/* call-seq:
* render_image.setActive( active )
*
* Activate of deactivate the render-image for rendering.
*
* This function makes the render-image's context current for future OpenGL rendering operations (so you shouldn't
* care about it if you're not doing direct OpenGL stuff). Only one context can be current on a thread, so if you want
* to draw OpenGL geometry to another render target (like a RenderWindow) don't forget to activate it again.
*/
static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
{
sf::RenderImage *object = NULL;
@ -161,6 +213,13 @@ static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* render_image.setSmooth( smooth )
*
* Enable or disable image smoothing.
*
* This function is similar to SFML::Image#setSmooth. This parameter is enabled by default.
*/
static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
{
sf::RenderImage *object = NULL;
@ -180,6 +239,11 @@ static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
return Qnil;
}
/* call-seq:
* RenderImage.new() -> render_image
*
* Constructs an empty, invalid render-image. You must call create() to have a valid render-image.
*/
static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
{
sf::RenderImage *object = new sf::RenderImage();
@ -188,6 +252,15 @@ static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* RenderImage.isAvailable() -> true or false
*
* Check whether the system supports render images or not.
*
* It is very important to always call this function before trying to use the RenderImage class, as the feature may
* not be supported on all platforms (especially very old ones). If this function returns false, then you won't be
* able to use the class at all.
*/
static VALUE RenderImage_IsAvailable( VALUE aKlass )
{
return ( sf::RenderImage::IsAvailable() == true ? Qtrue : Qfalse );

View File

@ -37,6 +37,13 @@ extern VALUE globalDrawableModule;
extern VALUE globalShaderClass;
extern VALUE globalViewClass;
/* 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;
@ -62,6 +69,16 @@ static VALUE RenderTarget_Clear( int argc, VALUE *args, VALUE self )
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;
@ -94,6 +111,11 @@ static VALUE RenderTarget_Draw( int argc, VALUE *args, VALUE self )
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;
@ -101,6 +123,11 @@ static VALUE RenderTarget_GetWidth( VALUE self )
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;
@ -108,6 +135,15 @@ static VALUE RenderTarget_GetHeight( VALUE self )
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" );
@ -119,6 +155,11 @@ static VALUE RenderTarget_SetView( VALUE self, VALUE aView )
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;
@ -129,6 +170,13 @@ static VALUE RenderTarget_GetView( VALUE self )
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;
@ -139,6 +187,14 @@ static VALUE RenderTarget_GetDefaultView( VALUE 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" );
@ -152,6 +208,19 @@ static VALUE RenderTarget_GetViewport( VALUE self, VALUE aView )
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;
@ -177,6 +246,30 @@ static VALUE RenderTarget_ConvertCoords( int argc, VALUE *args, VALUE self )
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;
@ -185,6 +278,13 @@ static VALUE RenderTarget_SaveGLStates( VALUE self )
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;

View File

@ -37,6 +37,16 @@ static void RenderWindow_Free( sf::RenderWindow *anObject )
delete anObject;
}
/* call-seq:
* render_window.draw( drawable )
* render_window.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 RenderWindow_Draw( int argc, VALUE *args, VALUE self )
{
sf::RenderWindow *object = NULL;
@ -68,13 +78,22 @@ static VALUE RenderWindow_Draw( int argc, VALUE *args, VALUE self )
return Qnil;
}
static VALUE RenderWindow_Display( VALUE self )
{
sf::RenderWindow *object = NULL;
Data_Get_Struct( self, sf::RenderWindow, object );
object->Display();
}
/* call-seq:
* Window.new() -> render_window
* Window.new( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new ) -> render_window
*
* Construct a new window.
*
* The first form of new doesn't actually create the visual window, use the other form of new or call
* SFML::Window#create to do so.
*
* The second form of new creates the window with the size and pixel depth defined in mode. An optional style can be passed
* to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains
* Style::Fullscreen, then mode must be a valid video mode.
*
* The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing,
* depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
*/
static VALUE RenderWindow_New( int argc, VALUE *args, VALUE aKlass )
{
sf::RenderWindow *object = new sf::RenderWindow();

View File

@ -27,13 +27,17 @@
#include <SFML/Graphics/Renderer.hpp>
VALUE globalRendererClass;
VALUE globalPrimitiveTypesNamespace;
/* External classes */
extern VALUE globalColorClass;
extern VALUE globalImageClass;
extern VALUE globalShaderClass;
/* call-seq:
* renderer.saveGLStates()
*
* Save the current OpenGL render states and matrices.
*/
static VALUE Renderer_SaveGLStates( VALUE self )
{
sf::Renderer *object = NULL;
@ -42,6 +46,11 @@ static VALUE Renderer_SaveGLStates( VALUE self )
return Qnil;
}
/* call-seq:
* renderer.restoreGLStates()
*
* Restore the previously saved OpenGL render states and matrices.
*/
static VALUE Renderer_RestoreGLStates( VALUE self )
{
sf::Renderer *object = NULL;
@ -50,6 +59,11 @@ static VALUE Renderer_RestoreGLStates( VALUE self )
return Qnil;
}
/* call-seq:
* renderer.clear()
*
* Clear the color buffer.
*/
static VALUE Renderer_Clear( VALUE self, VALUE aColor )
{
VALUE temp = Color_ForceType( aColor );
@ -64,6 +78,11 @@ static VALUE Renderer_Clear( VALUE self, VALUE aColor )
return Qnil;
}
/* call-seq:
* renderer.pushStates()
*
* Save the current render states.
*/
static VALUE Renderer_PushStates( VALUE self )
{
sf::Renderer *object = NULL;
@ -72,6 +91,11 @@ static VALUE Renderer_PushStates( VALUE self )
return Qnil;
}
/* call-seq:
* renderer.popStates()
*
* Restore the previously saved render states.
*/
static VALUE Renderer_PopStates( VALUE self )
{
sf::Renderer *object = NULL;
@ -80,6 +104,14 @@ static VALUE Renderer_PopStates( VALUE self )
return Qnil;
}
/* call-seq:
* renderer.setColor( color )
*
* Set the current global color.
*
* This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch
* will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_SetColor( VALUE self, VALUE aColor )
{
VALUE temp = Color_ForceType( aColor );
@ -94,6 +126,14 @@ static VALUE Renderer_SetColor( VALUE self, VALUE aColor )
return Qnil;
}
/* call-seq:
* renderer.applyColor( color )
*
* Modulate the current global color with a new one.
*
* This color will be modulated with each vertex's color. Note: any call to this function after a call to BeginBatch
* will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_ApplyColor( VALUE self, VALUE aColor )
{
VALUE temp = Color_ForceType( aColor );
@ -108,6 +148,13 @@ static VALUE Renderer_ApplyColor( VALUE self, VALUE aColor )
return Qnil;
}
/* call-seq:
* renderer.setViewport( rectangle )
*
* Set the current viewport.
*
* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_SetViewport( VALUE self, VALUE aRect )
{
VALUE temp = Rect_ForceType( aRect );
@ -122,6 +169,13 @@ static VALUE Renderer_SetViewport( VALUE self, VALUE aRect )
return Qnil;
}
/* call-seq:
* renderer.setBlendMode( mode )
*
* Set the current alpha-blending mode.
*
* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_SetBlendMode( VALUE self, VALUE aMode )
{
sf::Renderer *object = NULL;
@ -130,6 +184,13 @@ static VALUE Renderer_SetBlendMode( VALUE self, VALUE aMode )
return Qnil;
}
/* call-seq:
* renderer.setTexture( texture )
*
* Set the current texture.
*
* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_SetTexture( VALUE self, VALUE aTexture )
{
VALIDATE_CLASS( aTexture, globalImageClass, "texture" );
@ -141,6 +202,13 @@ static VALUE Renderer_SetTexture( VALUE self, VALUE aTexture )
return Qnil;
}
/* call-seq:
* renderer.setShader( shader )
*
* Set the current shader.
*
* Note: any call to this function after a call to BeginBatch will be ignored, and delayed until BeginBatch is called again.
*/
static VALUE Renderer_SetShader( VALUE self, VALUE aShader )
{
VALIDATE_CLASS( aShader, globalShaderClass, "shader" );
@ -152,6 +220,23 @@ static VALUE Renderer_SetShader( VALUE self, VALUE aShader )
return Qnil;
}
/* call-seq:
* renderer.begin( type )
*
* Begin rendering a new geometry batch.
*
* You need to call SFML::Renderer#end to complete the batch and trigger the actual rendering of the geometry that you
* passed between begin() and end().
*
* Usage:
*
* renderer.begin( SFML::Renderer::TriangleList )
* renderer.addVertex(...)
* renderer.addVertex(...)
* renderer.addVertex(...)
* renderer.end()
*
*/
static VALUE Renderer_Begin( VALUE self, VALUE aType )
{
sf::Renderer *object = NULL;
@ -160,6 +245,11 @@ static VALUE Renderer_Begin( VALUE self, VALUE aType )
return Qnil;
}
/* call-seq:
* renderer.end()
*
* End the current geometry batch and render it.
*/
static VALUE Renderer_End( VALUE self )
{
sf::Renderer *object = NULL;
@ -168,6 +258,14 @@ static VALUE Renderer_End( VALUE self )
return Qnil;
}
/* call-seq:
* renderer.addVertex( x, y )
* renderer.addVertex( x, y, u, v )
* renderer.addVertex( x, y color )
* renderer.addVertex( x, y, u, v, color )
*
* This function adds a new vertex to the current batch.
*/
static VALUE Renderer_AddVertex( int argc, VALUE *args, VALUE self )
{
sf::Renderer *object = NULL;
@ -214,11 +312,10 @@ static VALUE Renderer_AddVertex( int argc, VALUE *args, VALUE self )
static void DefinePrimitiveTypesEnum( void )
{
globalPrimitiveTypesNamespace = rb_define_module_under( globalRendererClass, "PrimitiveTypes" );
rb_define_const( globalPrimitiveTypesNamespace, "TriangleList", INT2FIX( sf::Renderer::TriangleList ) );
rb_define_const( globalPrimitiveTypesNamespace, "TriangleStrip", INT2FIX( sf::Renderer::TriangleStrip ) );
rb_define_const( globalPrimitiveTypesNamespace, "TriangleFan", INT2FIX( sf::Renderer::TriangleFan ) );
rb_define_const( globalPrimitiveTypesNamespace, "QuadList", INT2FIX( sf::Renderer::QuadList ) );
rb_define_const( globalRendererClass, "TriangleList", INT2FIX( sf::Renderer::TriangleList ) );
rb_define_const( globalRendererClass, "TriangleStrip", INT2FIX( sf::Renderer::TriangleStrip ) );
rb_define_const( globalRendererClass, "TriangleFan", INT2FIX( sf::Renderer::TriangleFan ) );
rb_define_const( globalRendererClass, "QuadList", INT2FIX( sf::Renderer::QuadList ) );
}
void Init_Renderer( void )

View File

@ -38,6 +38,14 @@ static void Shader_Free( sf::Shader *anObject )
delete anObject;
}
/* call-seq:
* shader.loadFromFile( filename ) -> true or false
*
* Load the shader from a file.
*
* The source must be a text file containing a valid fragment shader in GLSL language. GLSL is a C-like language
* dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
*/
static VALUE Shader_LoadFromFile( VALUE self, VALUE aFileName )
{
sf::Shader *object = NULL;
@ -52,6 +60,14 @@ static VALUE Shader_LoadFromFile( VALUE self, VALUE aFileName )
}
}
/* call-seq:
* shader.loadFromMemory( filename ) -> true or false
*
* Load the shader from a source code in memory.
*
* The source code must be a valid fragment shader in GLSL language. GLSL is a C-like language dedicated to OpenGL
* shaders; you'll probably need to read a good documentation for it before writing your own shaders.
*/
static VALUE Shader_LoadFromMemory( VALUE self, VALUE aShader )
{
sf::Shader *object = NULL;
@ -66,6 +82,16 @@ static VALUE Shader_LoadFromMemory( VALUE self, VALUE aShader )
}
}
/* call-seq:
* shader.setParameter( name, x )
* shader.setParameter( name, x, y )
* shader.setParameter( name, x, y, z )
* shader.setParameter( name, x, y, z, w )
* shader.setParameter( name, vector2 )
* shader.setParameter( name, vector3 )
*
* Change a vector parameter of the shader.
*/
static VALUE Shader_SetParameter( int argc, VALUE *args, VALUE self )
{
sf::Shader *object = NULL;
@ -125,6 +151,25 @@ static VALUE Shader_SetParameter( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* shader.setParameter( name, texture )
*
* Change a texture parameter of the shader.
*
* name is the name of the texture to change in the shader. To tell the shader to use the current texture of the object
* being drawn, pass Shader::CurrentTexture. Example:
*
* # These are the variables in the pixel shader
* uniform sampler2D current;
* uniform sampler2D other;
*
* image = SFML::Image.new
* ...
* shader.setParameter( "current", SFML::Shader::CurrentTexture )
* shader.setParameter( "other", image )
*
* It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.
*/
static VALUE Shader_SetTexture( VALUE self, VALUE aName, VALUE aTexture )
{
VALIDATE_CLASS( aName, rb_cString, "name" );
@ -138,6 +183,14 @@ static VALUE Shader_SetTexture( VALUE self, VALUE aName, VALUE aTexture )
return Qnil;
}
/* call-seq:
* shader.bind()
*
* Bind the shader for rendering (activate it).
*
* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
* instead of a SFML drawable.
*/
static VALUE Shader_Bind( VALUE self )
{
sf::Shader *object = NULL;
@ -146,6 +199,14 @@ static VALUE Shader_Bind( VALUE self )
return Qnil;
}
/* call-seq:
* shader.unbind()
*
* Unbind the shader (deactivate it).
*
* This function is normally for internal use only, unless you want to use the shader with a custom OpenGL rendering
* instead of a SFML drawable.
*/
static VALUE Shader_Unbind( VALUE self )
{
sf::Shader *object = NULL;
@ -154,6 +215,11 @@ static VALUE Shader_Unbind( VALUE self )
return Qnil;
}
/* call-seq:
* Shader.new()
*
* Create a new shader.
*/
static VALUE Shader_New( int argc, VALUE *args, VALUE aKlass )
{
sf::Shader *object = new sf::Shader();
@ -162,6 +228,14 @@ static VALUE Shader_New( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* Shader.isAvailable()
*
* Tell whether or not the system supports shaders.
*
* This function should always be called before using the shader features. If it returns false, then any attempt to
* use SFML::Shader will fail.
*/
static VALUE Shader_IsAvailable( VALUE aKlass )
{
return ( sf::Shader::IsAvailable() == true ? Qtrue : Qfalse );

View File

@ -38,6 +38,14 @@ static void Shape_Free( sf::Shape *anObject )
delete anObject;
}
/* call-seq:
* shape.addPoint( x, y, color, outlineColor )
* shape.addPoint( position, color, outlineColor )
*
* Add a new point to the shape.
*
* The new point is inserted at the end of the shape.
*/
static VALUE Shape_AddPoint( int argc, VALUE *args, VALUE self )
{
VALUE temp = Qnil;
@ -102,6 +110,11 @@ static VALUE Shape_AddPoint( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* shape.getPointsCount() -> fixnum
*
* Get the number of points composing the shape.
*/
static VALUE Shape_GetPointsCount( VALUE self )
{
sf::Shape *object = NULL;
@ -109,6 +122,13 @@ static VALUE Shape_GetPointsCount( VALUE self )
return INT2FIX( object->GetPointsCount() );
}
/* call-seq:
* shape.enableFill( enable )
*
* Enable or disable the shape's filling.
*
* This option is enabled by default.
*/
static VALUE Shape_EnableFill( VALUE self, VALUE anEnableFlag )
{
sf::Shape *object = NULL;
@ -128,6 +148,13 @@ static VALUE Shape_EnableFill( VALUE self, VALUE anEnableFlag )
return Qnil;
}
/* call-seq:
* shape.enableOutline( enable )
*
* Enable or disable the shape's outline.
*
* This option is enabled by default.
*/
static VALUE Shape_EnableOutline( VALUE self, VALUE anEnableFlag )
{
sf::Shape *object = NULL;
@ -147,6 +174,15 @@ static VALUE Shape_EnableOutline( VALUE self, VALUE anEnableFlag )
return Qnil;
}
/* call-seq:
* shape.setPointPosition( index, position )
* shape.setPointPosition( index, x, y )
*
* Change the position of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_SetPointPosition( int argc, VALUE *args, VALUE self )
{
VALUE temp = Qnil;
@ -173,6 +209,14 @@ static VALUE Shape_SetPointPosition( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* shape.setPointColor( index, color )
*
* Change the color of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_SetPointColor( VALUE self, VALUE anIndex, VALUE aColor )
{
sf::Shape *object = NULL;
@ -187,6 +231,14 @@ static VALUE Shape_SetPointColor( VALUE self, VALUE anIndex, VALUE aColor )
return Qnil;
}
/* call-seq:
* shape.setPointOutlineColor( index, color )
*
* Change the outline color of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_SetPointOutlineColor( VALUE self, VALUE anIndex, VALUE aColor )
{
sf::Shape *object = NULL;
@ -201,6 +253,11 @@ static VALUE Shape_SetPointOutlineColor( VALUE self, VALUE anIndex, VALUE aColor
return Qnil;
}
/* call-seq:
* shape.setOutlineWidth( width )
*
* Change the thickness of the shape outline.
*/
static VALUE Shape_SetOutlineWidth( VALUE self, VALUE aWidth )
{
sf::Shape *object = NULL;
@ -209,6 +266,14 @@ static VALUE Shape_SetOutlineWidth( VALUE self, VALUE aWidth )
return Qnil;
}
/* call-seq:
* shape.getPointPosition( index ) -> vector2
*
* Get the position of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_GetPointPosition( VALUE self, VALUE anIndex )
{
sf::Shape *object = NULL;
@ -217,6 +282,14 @@ static VALUE Shape_GetPointPosition( VALUE self, VALUE anIndex )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( vector.x ), rb_float_new( vector.y ) );
}
/* call-seq:
* shape.getPointColor( index ) -> color
*
* Get the color of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_GetPointColor( VALUE self, VALUE anIndex )
{
sf::Shape *object = NULL;
@ -227,6 +300,14 @@ static VALUE Shape_GetPointColor( VALUE self, VALUE anIndex )
INT2FIX( color.b ), INT2FIX( color.a ) );
}
/* call-seq:
* shape.getPointOutlineColor( index ) -> color
*
* Get the outline color of a point.
*
* Warning: this function doesn't check the validity of index, if it is out of bounds (ie. in the range
* [0, GetPointscount() - 1]) the behaviour is undefined.
*/
static VALUE Shape_GetPointOutlineColor( VALUE self, VALUE anIndex )
{
sf::Shape *object = NULL;
@ -237,6 +318,11 @@ static VALUE Shape_GetPointOutlineColor( VALUE self, VALUE anIndex )
INT2FIX( color.b ), INT2FIX( color.a ) );
}
/* call-seq:
* shape.getOutlineWidth() -> float
*
* Get the thickness of the shape outline.
*/
static VALUE Shape_GetOutlineWidth( VALUE self )
{
sf::Shape *object = NULL;
@ -244,6 +330,11 @@ static VALUE Shape_GetOutlineWidth( VALUE self )
return rb_float_new( object->GetOutlineWidth() );
}
/* call-seq:
* Shape.new() -> shape
*
* Create an empty shape.
*/
static VALUE Shape_New( int argc, VALUE *args, VALUE aKlass )
{
sf::Shape *object = new sf::Shape();
@ -252,6 +343,12 @@ static VALUE Shape_New( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* Shape.line( p1x, p1y, p2x, p2y, thickness, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
* Shape.line( start, end, thickness, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
*
* Create a new line.
*/
static VALUE Shape_Line( int argc, VALUE *args, VALUE aKlass )
{
VALUE temp = Qnil;
@ -323,6 +420,12 @@ static VALUE Shape_Line( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* Shape.rectangle( left, top, width, height, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
* Shape.rectangle( rectangle, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
*
* Create a new rectangular shape.
*/
static VALUE Shape_Rectangle( int argc, VALUE *args, VALUE aKlass )
{
VALUE temp = Qnil;
@ -390,6 +493,12 @@ static VALUE Shape_Rectangle( int argc, VALUE *args, VALUE aKlass )
return rbData;
}
/* call-seq:
* Shape.circle( x, y, radius, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
* Shape.circle( center, radius, color, outline = 0.0, outlineColor = SFML::Color::Black) -> shape
*
* Create a new circular shape.
*/
static VALUE Shape_Circle( int argc, VALUE *args, VALUE aKlass )
{
VALUE temp = Qnil;

View File

@ -40,6 +40,12 @@ static void Sprite_Free( sf::Sprite *anObject )
delete anObject;
}
/* call-seq:
* Sprite.new() -> sprite
* Sprite.new( image, position = [0, 0], scale = [1, 1], rotation = 0.0, color = SFML::Color::White ) -> sprite
*
* Construct the sprite from a source image.
*/
static VALUE Sprite_Initialize( int argc, VALUE *args, VALUE self )
{
VALUE temp = Qnil;
@ -82,6 +88,17 @@ static VALUE Sprite_Initialize( int argc, VALUE *args, VALUE self )
return self;
}
/* call-seq:
* sprite.setImage( image, adjustToNewSize = false)
*
* Change the source image of the sprite.
*
* The image argument refers to an image that must exist as long as the sprite uses it. Indeed, the sprite doesn't
* store its own copy of the image, but rather keeps a pointer to the one that you passed to this function. If the
* source image is destroyed and the sprite tries to use it, it may appear as a white rectangle. If adjustToNewSize is
* true, the SubRect property of the sprite is adjusted to the size of the new image. If it is false, the SubRect
* is unchanged.
*/
static VALUE Sprite_SetImage( int argc, VALUE *args, VALUE self )
{
sf::Image *image = NULL;
@ -89,6 +106,7 @@ static VALUE Sprite_SetImage( int argc, VALUE *args, VALUE self )
sf::Sprite *object = NULL;
Data_Get_Struct( self, sf::Sprite, object );
rb_iv_set( self, "@__image_ref", Qnil );
switch( argc )
{
case 2:
@ -116,6 +134,14 @@ static VALUE Sprite_SetImage( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* sprite.setSubRect( rectangle )
*
* Set the part of the image that the sprite will display.
*
* The sub-rectangle is useful when you don't want to display the whole image, but rather a part of it. By default,
* the sub-rectangle covers the entire image.
*/
static VALUE Sprite_SetSubRect( VALUE self, VALUE aRectangle )
{
VALUE temp = Rect_ForceType( aRectangle );
@ -127,6 +153,15 @@ static VALUE Sprite_SetSubRect( VALUE self, VALUE aRectangle )
return Qnil;
}
/* call-seq:
* sprite.resize( width, height )
* sprite.resize( vector2 )
*
* Change the size of the sprite.
*
* This function is just a shortcut that calls SetScale with the proper values, calculated from the size of the current
* subrect. If width or height is not strictly positive, this functions does nothing.
*/
static VALUE Sprite_Resize( int argc, VALUE *args, VALUE self )
{
VALUE arg0 = Qnil;
@ -152,6 +187,11 @@ static VALUE Sprite_Resize( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* sprite.flipX( flipped )
*
* Flip the sprite horizontally.
*/
static VALUE Sprite_FlipX( VALUE self, VALUE aFlippedFlag )
{
sf::Sprite *object = NULL;
@ -171,6 +211,11 @@ static VALUE Sprite_FlipX( VALUE self, VALUE aFlippedFlag )
return Qnil;
}
/* call-seq:
* sprite.flipY( flipped )
*
* Flip the sprite vertically.
*/
static VALUE Sprite_FlipY( VALUE self, VALUE aFlippedFlag )
{
sf::Sprite *object = NULL;
@ -190,11 +235,23 @@ static VALUE Sprite_FlipY( VALUE self, VALUE aFlippedFlag )
return Qnil;
}
/* call-seq:
* sprite.getImage() -> image or nil
*
* Get the source image of the sprite.
*
* If the sprite has no source image, or if the image doesn't exist anymore, nil is returned.
*/
static VALUE Sprite_GetImage( VALUE self )
{
return rb_iv_get( self, "@__image_ref" );
}
/* call-seq:
* sprite.getSubRect() -> rectangle
*
* Get the region of the image displayed by the sprite.
*/
static VALUE Sprite_GetSubRect( VALUE self )
{
sf::Sprite *object = NULL;
@ -205,6 +262,13 @@ static VALUE Sprite_GetSubRect( VALUE self )
INT2FIX( rect.Width ), INT2FIX( rect.Height ) );
}
/* call-seq:
* sprite.getSize() -> vector2
*
* Get the global size of the sprite.
*
* This function is a shortcut that multiplies the size of the subrect by the scale factors.
*/
static VALUE Sprite_GetSize( VALUE self )
{
sf::Sprite *object = NULL;
@ -213,6 +277,15 @@ static VALUE Sprite_GetSize( VALUE self )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( size.x ), rb_float_new( size.y ) );
}
/* call-seq:
* sprite.getPixel( x, y ) -> color
*
* Get the color of a given pixel in the sprite.
*
* This function returns the source image pixel, multiplied by the global color of the sprite. The input point must
* be in local coordinates. If you have a global point, you can use the TransformToLocal function to make it local.
* This function doesn't perform any check, you must ensure that the x and y coordinates are not out of bounds.
*/
static VALUE Sprite_GetPixel( VALUE self, VALUE aX, VALUE aY )
{
sf::Sprite *object = NULL;

View File

@ -40,6 +40,12 @@ static void Text_Free( sf::Text *anObject )
delete anObject;
}
/* call-seq:
* Text.new() -> text
* Text.new( string, font = SFML::Font::DefaultFont, characterSize = 30 ) -> text
*
* Create a text instance
*/
static VALUE Text_Initialize( int argc, VALUE *args, VALUE self )
{
VALUE temp = Qnil;
@ -68,6 +74,11 @@ static VALUE Text_Initialize( int argc, VALUE *args, VALUE self )
return self;
}
/* call-seq:
* text.setString( string )
*
* Set the text's string.
*/
static VALUE Text_SetString( VALUE self, VALUE aString )
{
sf::Text *object = NULL;
@ -76,6 +87,13 @@ static VALUE Text_SetString( VALUE self, VALUE aString )
return Qnil;
}
/* call-seq:
* text.setFont( font )
*
* Set the text's font.
*
* Texts have a valid font by default, which the built-in SFML::Font::DefaultFont.
*/
static VALUE Text_SetFont( VALUE self, VALUE aFont )
{
VALIDATE_CLASS( aFont, globalFontClass, "font" );
@ -88,6 +106,13 @@ static VALUE Text_SetFont( VALUE self, VALUE aFont )
return Qnil;
}
/* call-seq:
* text.setCharacterSize( size )
*
* Set the character size.
*
* The default size is 30.
*/
static VALUE Text_SetCharacterSize( VALUE self, VALUE aSize )
{
sf::Text *object = NULL;
@ -96,6 +121,14 @@ static VALUE Text_SetCharacterSize( VALUE self, VALUE aSize )
return Qnil;
}
/* call-seq:
* text.setStyle( style )
*
* Set the text's style.
*
* You can pass a combination of one or more styles, for example sf::Text::Bold | sf::Text::Italic. The default style
* is sf::Text::Regular.
*/
static VALUE Text_SetStyle( VALUE self, VALUE aStyle )
{
sf::Text *object = NULL;
@ -104,6 +137,11 @@ static VALUE Text_SetStyle( VALUE self, VALUE aStyle )
return Qnil;
}
/* call-seq:
* text.getString() -> string
*
* Get the text's string.
*/
static VALUE Text_GetString( VALUE self )
{
sf::Text *object = NULL;
@ -111,11 +149,21 @@ static VALUE Text_GetString( VALUE self )
return rb_str_new2( object->GetString().ToAnsiString().c_str() );
}
/* call-seq:
* text.getFont() -> font
*
* Get the text's font.
*/
static VALUE Text_GetFont( VALUE self )
{
return rb_iv_get( self, "@__font_ref" );
}
/* call-seq:
* text.getCharacterSize() -> fixnum
*
* Get the character size
*/
static VALUE Text_GetCharacterSize( VALUE self )
{
sf::Text *object = NULL;
@ -123,6 +171,11 @@ static VALUE Text_GetCharacterSize( VALUE self )
return INT2FIX( object->GetCharacterSize() );
}
/* call-seq:
* text.getStyle() -> fixnum
*
* Get the text's style.
*/
static VALUE Text_GetStyle( VALUE self )
{
sf::Text *object = NULL;
@ -130,6 +183,16 @@ static VALUE Text_GetStyle( VALUE self )
return INT2FIX( object->GetStyle() );
}
/* call-seq:
* text.getCharacterPos( index ) -> vector2
*
* Return the position of the index-th character.
*
* This function computes the visual position of a character from its index in the string. The returned position is in
* local coordinates (translation, rotation, scale and origin are not applied). You can easily get the corresponding
* global position with the TransformToGlobal function. If index is out of range, the position of the end of the
* string is returned.
*/
static VALUE Text_GetCharacterPos( VALUE self, VALUE anIndex )
{
sf::Text *object = NULL;
@ -138,6 +201,13 @@ static VALUE Text_GetCharacterPos( VALUE self, VALUE anIndex )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( pos.x ), rb_float_new( pos.y ) );
}
/* call-seq:
* text.getRect() -> rectangle
*
* Get the bounding rectangle of the text.
*
* The returned rectangle is in global coordinates.
*/
static VALUE Text_GetRect( VALUE self )
{
sf::Text *object = NULL;
@ -168,44 +238,44 @@ void Init_Text( void )
{
/* SFML namespace which contains the classes of this module. */
VALUE sfml = rb_define_module( "SFML" );
/* Drawable representation of an image, with its own transformations, color, blend mode, etc.
/* Graphical text that can be drawn to a render target.
*
* SFML::Sprite is a drawable class that allows to easily display an image (or a part of it) on a render target.
* SFML::Text is a drawable class that allows to easily display some text with custom style and color on a render target.
*
* It inherits all the functions from SFML::Drawable: position, rotation, scale, origin, global color and blend mode.
* It also adds sprite-specific properties such as the image to use, the part of it to display, and some convenience
* functions to flip or resize the sprite.
* It also adds text-specific properties such as the font to use, the character size, the font style (bold, italic,
* underlined), and the text to display of course. It also provides convenience functions to calculate the graphical
* size of the text, or to get the visual position of a given character.
*
* SFML::Sprite works in combination with the SFML::Image class, which loads and provides the pixel data of a
* given image.
* SFML::Text works in combination with the sf::Font class, which loads and provides the glyphs (visual characters) of
* a given font.
*
* The separation of SFML::Sprite and SFML::Image allows more flexibility and better performances: indeed a SFML::Image
* is a heavy resource, and any operation on it is slow (often too slow for real-time applications). On the other side,
* a SFML::Sprite is a lightweight object which can use the pixel data of a SFML::Image and draw it with its own
* transformation / color / blending attributes.
* The separation of SFML::Font and SFML::Text allows more flexibility and better performances: indeed a SFML::Font is a
* heavy resource, and any operation on it is slow (often too slow for real-time applications). On the other side, a
* SFML::Text is a lightweight object which can combine the glyphs data and metrics of a SFML::Font to display any
* text on a render target.
*
* It is important to note that the SFML::Sprite instance doesn't copy the image that it uses, it only keeps a reference
* to it. Thus, a SFML::Image must not be destructed while it is used by a SFML::Sprite (i.e. never write a function that
* uses a local SFML::Image instance for creating a sprite).
* It is important to note that the SFML::Text instance doesn't copy the font that it uses, it only keeps a
* reference to it. Thus, a SFML::Font must not be destructed while it is used by a SFML::Text (i.e. never write a
* function that uses a local SFML::Font instance for creating a text).
*
* NOTE: This is the ruby bindings so the images will be managed by the ruby garbage collector and thus the image won't
* NOTE: This is the ruby bindings so the fonts will be managed by the ruby garbage collector and thus the font won't
* be destructed until all sprites referencing it is destructed. But it's still a good practice to keep in mind.
*
* Usage example:
*
* # Declare and load an image
* image = SFML::Image.new
* image.loadFromFile( "image.png" )
* # Declare and load a font
* font = SFML::Font.new
* font.loadFromFile( "arial.ttf" )
*
* # Create a sprite
* sprite = SFML::Sprite.new
* sprite.image = image
* sprite.subRect = [10, 10, 50, 30]
* sprite.resize( 100, 60 )
* # Create a text
* text SFML::Text.new( "hello" )
* text.setFont( font )
* text.SetCharacterSize( 30 )
* text.setStyle( SFML::Text::Regular )
*
* # Display it
* window.draw( sprite ) # window is a SFML::RenderWindow
*
* window.draw( text ) # window is a SFML::RenderWindow
*/
globalTextClass = rb_define_class_under( sfml, "Text", rb_cObject );
rb_include_module( globalTextClass, globalDrawableModule );

View File

@ -36,175 +36,13 @@ static void View_Free( sf::View *anObject )
delete anObject;
}
static VALUE View_GetCenter( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::Vector2f& center = object->GetCenter();
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( center.x ), rb_float_new( center.y ) );
}
static VALUE View_GetRotation( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
return rb_float_new( object->GetRotation() );
}
static VALUE View_GetSize( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::Vector2f& size = object->GetSize();
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( size.x ), rb_float_new( size.y ) );
}
static VALUE View_GetViewport( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::FloatRect& viewport = object->GetViewport();
return rb_funcall( globalRectClass, rb_intern( "new" ), 4,
rb_float_new( viewport.Left ), rb_float_new( viewport.Top ),
rb_float_new( viewport.Width ), rb_float_new( viewport.Height ) );
}
static VALUE View_Move( int argc, VALUE * args, VALUE self )
{
float offsetX = 0;
float offsetY = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
offsetX = NUM2DBL( Vector2_GetX( temp ) );
offsetY = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
offsetX = NUM2DBL( args[0] );
offsetY = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Move( offsetX, offsetY );
return Qnil;
}
static VALUE View_Reset( VALUE self, VALUE aRectangle )
{
VALUE temp = Rect_ForceType( aRectangle );
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
sf::FloatRect rectangle;
rectangle.Left = NUM2DBL( Rect_GetLeft( temp ) );
rectangle.Top = NUM2DBL( Rect_GetTop( temp ) );
rectangle.Width = NUM2DBL( Rect_GetWidth( temp ) );
rectangle.Height = NUM2DBL( Rect_GetHeight( temp ) );
object->Reset( rectangle );
return Qnil;
}
static VALUE View_Rotate( VALUE self, VALUE anAngle )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Rotate( NUM2DBL( anAngle ) );
return Qnil;
}
static VALUE View_SetCenter( int argc, VALUE * args, VALUE self )
{
float x = 0;
float y = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
x = NUM2DBL( Vector2_GetX( temp ) );
y = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
x = NUM2DBL( args[0] );
y = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetCenter( x, y );
return Qnil;
}
static VALUE View_SetRotation( VALUE self, VALUE anAngle )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetRotation( NUM2DBL( anAngle ) );
return Qnil;
}
static VALUE View_SetSize( int argc, VALUE * args, VALUE self )
{
float x = 0;
float y = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
x = NUM2DBL( Vector2_GetX( temp ) );
y = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
x = NUM2DBL( args[0] );
y = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetSize( x, y );
return Qnil;
}
static VALUE View_SetViewport( VALUE self, VALUE aRectangle )
{
VALUE temp = Rect_ForceType( aRectangle );
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
sf::FloatRect viewport;
viewport.Left = NUM2DBL( Rect_GetLeft( temp ) );
viewport.Top = NUM2DBL( Rect_GetTop( temp ) );
viewport.Width = NUM2DBL( Rect_GetWidth( temp ) );
viewport.Height = NUM2DBL( Rect_GetHeight( temp ) );
object->SetViewport( viewport );
return Qnil;
}
static VALUE View_Zoom( VALUE self, VALUE aFactor )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Zoom( NUM2DBL( aFactor ) );
return Qnil;
}
/* call-seq:
* View.new() -> view
* View.new( rectangle ) -> view
* View.new( center, size ) -> view
*
* Construct a view.
*/
static VALUE View_Initialize( int argc, VALUE *args, VALUE self )
{
VALUE temp = Qnil;
@ -248,6 +86,254 @@ static VALUE View_Initialize( int argc, VALUE *args, VALUE self )
return self;
}
/* call-seq:
* view.getCenter() -> vector2
*
* Get the center of the view.
*/
static VALUE View_GetCenter( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::Vector2f& center = object->GetCenter();
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( center.x ), rb_float_new( center.y ) );
}
/* call-seq:
* view.getRotation() -> float
*
* Get the current orientation of the view.
*/
static VALUE View_GetRotation( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
return rb_float_new( object->GetRotation() );
}
/* call-seq:
* view.getSize() -> vector2
*
* Get the size of the view.
*/
static VALUE View_GetSize( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::Vector2f& size = object->GetSize();
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( size.x ), rb_float_new( size.y ) );
}
/* call-seq:
* view.getViewport() -> rectangle
*
* Get the target viewport rectangle of the view.
*/
static VALUE View_GetViewport( VALUE self )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
const sf::FloatRect& viewport = object->GetViewport();
return rb_funcall( globalRectClass, rb_intern( "new" ), 4,
rb_float_new( viewport.Left ), rb_float_new( viewport.Top ),
rb_float_new( viewport.Width ), rb_float_new( viewport.Height ) );
}
/* call-seq:
* view.move( x, y )
* view.move( offset )
*
* Move the view relatively to its current position.
*/
static VALUE View_Move( int argc, VALUE * args, VALUE self )
{
float offsetX = 0;
float offsetY = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
offsetX = NUM2DBL( Vector2_GetX( temp ) );
offsetY = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
offsetX = NUM2DBL( args[0] );
offsetY = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Move( offsetX, offsetY );
return Qnil;
}
/* call-seq:
* view.reset( rectangle )
*
* Reset the view to the given rectangle.
*
* Note that this function resets the rotation angle to 0.
*/
static VALUE View_Reset( VALUE self, VALUE aRectangle )
{
VALUE temp = Rect_ForceType( aRectangle );
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
sf::FloatRect rectangle;
rectangle.Left = NUM2DBL( Rect_GetLeft( temp ) );
rectangle.Top = NUM2DBL( Rect_GetTop( temp ) );
rectangle.Width = NUM2DBL( Rect_GetWidth( temp ) );
rectangle.Height = NUM2DBL( Rect_GetHeight( temp ) );
object->Reset( rectangle );
return Qnil;
}
/* call-seq:
* view.rotate( angle )
*
* Rotate the view relatively to its current orientation.
*/
static VALUE View_Rotate( VALUE self, VALUE anAngle )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Rotate( NUM2DBL( anAngle ) );
return Qnil;
}
/* call-seq:
* view.setCenter( center )
* view.setCenter( x, y )
*
* Set the center of the view.
*/
static VALUE View_SetCenter( int argc, VALUE * args, VALUE self )
{
float x = 0;
float y = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
x = NUM2DBL( Vector2_GetX( temp ) );
y = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
x = NUM2DBL( args[0] );
y = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetCenter( x, y );
return Qnil;
}
/* call-seq:
* view.setRotation( angle )
*
* Set the orientation of the view.
*
* The default rotation of a view is 0 degree.
*/
static VALUE View_SetRotation( VALUE self, VALUE anAngle )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetRotation( NUM2DBL( anAngle ) );
return Qnil;
}
/* call-seq:
* view.setSize( size )
* view.setSize( width, height )
*
* Set the center of the view.
*/
static VALUE View_SetSize( int argc, VALUE * args, VALUE self )
{
float x = 0;
float y = 0;
switch( argc )
{
case 1:
{
VALUE temp = Vector2_ForceType( args[0] );
x = NUM2DBL( Vector2_GetX( temp ) );
y = NUM2DBL( Vector2_GetY( temp ) );
}
case 2:
{
x = NUM2DBL( args[0] );
y = NUM2DBL( args[1] );
}
default:
rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
}
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->SetSize( x, y );
return Qnil;
}
/* call-seq:
* view.setViewport( rectangle )
*
* 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 SFML::View.setViewport( [0.0, 0.0, 0.5, 1.0] ). By default, a view has
* a viewport which covers the entire target.
*/
static VALUE View_SetViewport( VALUE self, VALUE aRectangle )
{
VALUE temp = Rect_ForceType( aRectangle );
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
sf::FloatRect viewport;
viewport.Left = NUM2DBL( Rect_GetLeft( temp ) );
viewport.Top = NUM2DBL( Rect_GetTop( temp ) );
viewport.Width = NUM2DBL( Rect_GetWidth( temp ) );
viewport.Height = NUM2DBL( Rect_GetHeight( temp ) );
object->SetViewport( viewport );
return Qnil;
}
/* call-seq:
* view.zoom( factor )
*
* Resize the view rectangle relatively to its current size.
*
* Resizing the view simulates a zoom, as the zone displayed on screen grows or shrinks. factor is a multiplier:
*
* - 1 keeps the size unchanged
* - > 1 makes the view bigger (objects appear smaller)
* - < 1 makes the view smaller (objects appear bigger)
*
*/
static VALUE View_Zoom( VALUE self, VALUE aFactor )
{
sf::View *object = NULL;
Data_Get_Struct( self, sf::View, object );
object->Zoom( NUM2DBL( aFactor ) );
return Qnil;
}
static VALUE View_New( int argc, VALUE *args, VALUE aKlass )
{
sf::View *object = new sf::View();