/* 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 #include #include VALUE globalRenderTargetModule; VALUE globalRenderTargetInstanceClass; /* External classes */ extern VALUE globalRenderWindowClass; extern VALUE globalVector2Class; extern VALUE globalRectClass; extern VALUE globalDrawableModule; extern VALUE globalShaderClass; extern VALUE globalViewClass; 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" ); 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" ); }