mirror of
https://github.com/SFML/SFML.git
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30865b6ef9
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1738 4e206d99-4929-0410-ac5d-dfc041789085
357 lines
12 KiB
C++
357 lines
12 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "RenderTarget.hpp"
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#include "Color.hpp"
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#include "main.hpp"
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/RenderImage.hpp>
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VALUE globalRenderTargetModule;
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VALUE globalRenderTargetInstanceClass;
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/* External classes */
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extern VALUE globalRenderWindowClass;
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extern VALUE globalVector2Class;
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extern VALUE globalRectClass;
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extern VALUE globalDrawableModule;
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extern VALUE globalShaderClass;
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extern VALUE globalViewClass;
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extern VALUE globalNonCopyableModule;
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static VALUE View_Free( sf::View *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* render_target.clear( color = SFML::Color::Black )
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*
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* Clear the entire target with a single color.
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*
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* This function is usually called once every frame, to clear the previous contents of the target.
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*/
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static VALUE RenderTarget_Clear( int argc, VALUE *args, VALUE self )
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{
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sf::Color color = sf::Color::Black;
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switch( argc )
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{
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case 1:
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{
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VALUE temp = Color_ForceType( args[0] );
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color.r = FIX2UINT( Color_GetR( temp ) );
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color.g = FIX2UINT( Color_GetG( temp ) );
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color.b = FIX2UINT( Color_GetB( temp ) );
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color.a = FIX2UINT( Color_GetA( temp ) );
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}
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case 0:
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break;
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default:
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rb_raise( rb_eArgError, "Expected 0 or 1 arguments but was given %d", argc );
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}
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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object->Clear( color );
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return Qnil;
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}
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/* call-seq:
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* render_target.draw( drawable )
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* render_target.draw( drawable, shader )
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*
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* Draw an object into the target with a shader.
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*
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* This function draws anything that inherits from the SFML::Drawable base class (SFML::Sprite, SFML::Shape, SFML::Text,
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* or even your own derived classes). The shader alters the way that the pixels are processed right before being written
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* to the render target.
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*/
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static VALUE RenderTarget_Draw( int argc, VALUE *args, VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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VALUE targetWrap = Qnil;
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sf::RenderWindow *window = NULL;
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sf::RenderImage *image = NULL;
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if( CLASS_OF( self ) == globalRenderWindowClass )
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{
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Data_Get_Struct( self, sf::RenderWindow, window );
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}
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else
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{
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Data_Get_Struct( self, sf::RenderImage, image );
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}
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switch( argc )
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{
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case 2:
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{
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VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
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VALIDATE_CLASS( args[1], globalShaderClass, "shader" );
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sf::Drawable *drawable = NULL;
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Data_Get_Struct( args[0], sf::Drawable, drawable );
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sf::Shader *shader = NULL;
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Data_Get_Struct( args[1], sf::Shader, shader );
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( window != NULL ? window->Draw( *drawable, *shader ) : image->Draw( *drawable, *shader ) );
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break;
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}
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case 1:
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{
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VALIDATE_CLASS( args[0], globalDrawableModule, "object" );
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sf::Drawable *drawable = NULL;
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Data_Get_Struct( args[0], sf::Drawable, drawable );
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( window != NULL ? window->Draw( *drawable ) : image->Draw( *drawable ) );
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break;
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}
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default:
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rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
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}
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return Qnil;
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}
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/* call-seq:
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* render_target.getWidth() -> fixnum
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*
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* Return the width of the rendering region of the target.
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*/
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static VALUE RenderTarget_GetWidth( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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return INT2FIX( object->GetWidth() );
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}
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/* call-seq:
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* render_target.getHeight() -> fixnum
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*
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* Return the height of the rendering region of the target.
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*/
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static VALUE RenderTarget_GetHeight( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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return INT2FIX( object->GetHeight() );
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}
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/* call-seq:
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* render_target.setView( view )
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*
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* Change the current active view.
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*
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* The new view will affect everything that is drawn, until another view is activated. The render target keeps its own
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* 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
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* the original view of the target, you can pass the result of getDefaultView() to this function.
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*/
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static VALUE RenderTarget_SetView( VALUE self, VALUE aView )
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{
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VALIDATE_CLASS( aView, globalViewClass, "view" );
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sf::View *view = NULL;
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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Data_Get_Struct( aView, sf::View, view );
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object->SetView( *view );
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return Qnil;
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}
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/* call-seq:
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* render_target.getView() -> view
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*
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* Retrieve the view currently in use in the render target.
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*/
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static VALUE RenderTarget_GetView( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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const sf::View &original = object->GetView();
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sf::View * view = new sf::View( original );
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VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, View_Free, view );
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rb_obj_call_init( rbData, 0, 0 );
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return rbData;
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}
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/* call-seq:
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* render_target.getDefaultView() -> VIEW
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*
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* Get the default view of the render target.
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*
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* The default view has the initial size of the render target, and never changes after the target has been created.
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*/
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static VALUE RenderTarget_GetDefaultView( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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const sf::View &view = object->GetDefaultView();
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VALUE rbData = Data_Wrap_Struct( globalViewClass, 0, 0, const_cast< sf::View * >( &view ) );
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rb_obj_call_init( rbData, 0, 0 );
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rb_iv_set( rbData, "@__owner_ref", self );
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return rbData;
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}
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/* call-seq:
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* render_target.getViewport( view ) -> rectangle
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*
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* Get the viewport of a view, applied to this render target.
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*
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* The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions
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* of the render target to calculate the pixels rectangle that the viewport actually covers in the target.
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*/
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static VALUE RenderTarget_GetViewport( VALUE self, VALUE aView )
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{
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VALIDATE_CLASS( aView, globalViewClass, "view" );
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sf::View *view = NULL;
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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Data_Get_Struct( aView, sf::View, view );
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sf::IntRect viewport = object->GetViewport( *view );
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return rb_funcall( globalRectClass, rb_intern( "new" ), 4,
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INT2FIX( viewport.Left ), INT2FIX( viewport.Top ),
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INT2FIX( viewport.Width ), INT2FIX( viewport.Height ) );
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}
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/* call-seq:
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* render_target.convertCoords( x, y ) -> vector2
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* render_target.convertCoords( x, y, view ) -> vector2
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*
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* Convert a point from target coordinates to view coordinates.
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*
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* Initially, a unit of the 2D world matches a pixel of the render target. But if you define a custom view, this
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* assertion is not true anymore, ie. a point located at (10, 50) in your render target (for example a window) may
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* map to the point (150, 75) in your 2D world -- for example if the view is translated by (140, 25).
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*
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* For render windows, this function is typically used to find which point (or object) is located below the mouse cursor.
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*
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*/
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static VALUE RenderTarget_ConvertCoords( int argc, VALUE *args, VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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sf::Vector2f result;
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switch( argc )
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{
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case 2:
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{
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result = object->ConvertCoords( FIX2UINT( args[0] ), FIX2UINT( args[1] ) );
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break;
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}
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case 3:
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{
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VALIDATE_CLASS( args[2], globalViewClass, "view" );
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sf::View *view = NULL;
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Data_Get_Struct( args[2], sf::View, view );
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result = object->ConvertCoords( FIX2UINT( args[0] ), FIX2UINT( args[1] ), *view );
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}
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default:
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rb_raise( rb_eArgError, "Expected 2 or 3 arguments but was given %d", argc );
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}
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return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( result.x ), rb_float_new( result.y ) );
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}
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/* call-seq:
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* render_target.saveGLStates()
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*
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* Save the current OpenGL render states and matrices.
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*
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* This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with RestoreGLStates,
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* it ensures that:
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*
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* - SFML's internal states are not messed up by your OpenGL code
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* - your OpenGL states are not modified by a call to a SFML function
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*
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* More specifically, it must be used around code that calls Draw functions. Example:
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*
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* # OpenGL code here...
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* window.saveGLStates()
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* window.draw(...)
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* window.draw(...)
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* window.restoreGLStates()
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* # OpenGL code here...
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*
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* Note that this function is quite expensive and should be used wisely. It is provided for convenience, and the
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* best results will be achieved if you handle OpenGL states yourself (because you really know which states have
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* really changed, and need to be saved / restored).
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*/
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static VALUE RenderTarget_SaveGLStates( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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object->SaveGLStates();
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return Qnil;
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}
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/* call-seq:
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* render_target.restoreGLStates()
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*
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* Restore the previously saved OpenGL render states and matrices.
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*
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* See the description of saveGLStates to get a detailed description of these functions.
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*/
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static VALUE RenderTarget_RestoreGLStates( VALUE self )
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{
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sf::RenderTarget *object = NULL;
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Data_Get_Struct( self, sf::RenderTarget, object );
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object->RestoreGLStates();
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return Qnil;
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}
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void Init_RenderTarget( void )
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{
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/* SFML namespace which contains the classes of this module. */
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VALUE sfml = rb_define_module( "SFML" );
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/* This is not the same class as the one specified in the C++ library! This class acts as a wrapper around the
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* classes that inherits from sf::RenderTarget(sf::RenderWindow, sf::RenderImage) and you will only use it as the
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* first argument in the SFML::Drawable#render method.
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*/
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globalRenderTargetModule = rb_define_module_under( sfml, "RenderTarget" );
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rb_include_module( globalRenderTargetModule, globalNonCopyableModule );
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globalRenderTargetInstanceClass = rb_define_class_under( globalRenderTargetModule, "Instance", rb_cObject );
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rb_include_module( globalRenderTargetInstanceClass, globalRenderTargetModule );
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// Instance methods
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rb_define_method( globalRenderTargetModule, "clear", RenderTarget_Clear, -1 );
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rb_define_method( globalRenderTargetModule, "draw", RenderTarget_Draw, -1 );
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rb_define_method( globalRenderTargetModule, "getWidth", RenderTarget_GetWidth, 0 );
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rb_define_method( globalRenderTargetModule, "getHeight", RenderTarget_GetHeight, 0 );
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rb_define_method( globalRenderTargetModule, "setView", RenderTarget_SetView, 1 );
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rb_define_method( globalRenderTargetModule, "getView", RenderTarget_GetView, 0 );
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rb_define_method( globalRenderTargetModule, "getDefaultView", RenderTarget_GetDefaultView, 0 );
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rb_define_method( globalRenderTargetModule, "getViewport", RenderTarget_GetViewport, 1 );
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rb_define_method( globalRenderTargetModule, "convertCoords", RenderTarget_ConvertCoords, -1 );
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rb_define_method( globalRenderTargetModule, "saveGLStates", RenderTarget_SaveGLStates, 0 );
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rb_define_method( globalRenderTargetModule, "restoreGLStates", RenderTarget_RestoreGLStates, 0 );
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// Instance Aliases
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rb_define_alias( globalRenderTargetModule, "width", "getWidth" );
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rb_define_alias( globalRenderTargetModule, "height", "getHeight" );
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rb_define_alias( globalRenderTargetModule, "view=", "setView" );
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rb_define_alias( globalRenderTargetModule, "view", "getView" );
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rb_define_alias( globalRenderTargetModule, "defaultView", "getDefaultView" );
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rb_define_alias( globalRenderTargetModule, "default_view", "getDefaultView" );
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rb_define_alias( globalRenderTargetModule, "get_viewport", "getViewport" );
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rb_define_alias( globalRenderTargetModule, "convert_cords", "convertCoords" );
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rb_define_alias( globalRenderTargetModule, "save_gl_states", "saveGLStates" );
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rb_define_alias( globalRenderTargetModule, "restore_gl_states", "restoreGLStates" );
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}
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