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289 lines
10 KiB
C++
289 lines
10 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held 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 it freely,
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// 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 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 source distribution.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Window/Window.hpp>
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namespace sf
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{
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class Image;
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////////////////////////////////////////////////////////////
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/// \brief Window that can serve as a target for 2D drawing
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API RenderWindow : public Window, public RenderTarget
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor doesn't actually create the window,
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/// use the other constructors or call create() to do so.
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///
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////////////////////////////////////////////////////////////
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RenderWindow();
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window
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///
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/// This constructor creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behavior of the window (borders,
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/// title bar, resizable, closable, ...).
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///
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/// The fourth parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc. You shouldn't care about these
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/// parameters for a regular usage of the graphics module.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window
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/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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RenderWindow(VideoMode mode,
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const String& title,
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std::uint32_t style = Style::Default,
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const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Construct the window from an existing control
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///
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/// Use this constructor if you want to create an SFML
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/// rendering area into an already existing control.
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///
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/// The second parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc. You shouldn't care about these
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/// parameters for a regular usage of the graphics module.
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///
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/// \param handle Platform-specific handle of the control (\a HWND on
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/// Windows, \a %Window on Linux/FreeBSD, \a NSWindow on OS X)
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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explicit RenderWindow(WindowHandle handle, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// Closes the window and frees all the resources attached to it.
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///
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////////////////////////////////////////////////////////////
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~RenderWindow() override;
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of the window
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///
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/// The size doesn't include the titlebar and borders
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/// of the window.
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///
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/// \return Size in pixels
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///
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////////////////////////////////////////////////////////////
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Vector2u getSize() const override;
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////////////////////////////////////////////////////////////
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/// \brief Change the window's icon
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///
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/// The OS default icon is used by default.
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///
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/// \param icon Image to use as the icon. The image is copied,
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/// so you need not keep the source alive after
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/// calling this function.
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///
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////////////////////////////////////////////////////////////
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void setIcon(const Image& icon);
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using Window::setIcon;
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////////////////////////////////////////////////////////////
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/// \brief Tell if the window will use sRGB encoding when drawing on it
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///
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/// You can request sRGB encoding for a window by having the sRgbCapable flag set in the ContextSettings
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///
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/// \return True if the window use sRGB encoding, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool isSrgb() const override;
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate the window as the current target
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/// for OpenGL rendering
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///
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/// A window is active only on the current thread, if you want to
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/// make it active on another thread you have to deactivate it
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/// on the previous thread first if it was active.
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/// Only one window can be active on a thread at a time, thus
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/// the window previously active (if any) automatically gets deactivated.
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/// This is not to be confused with requestFocus().
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///
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/// \param active True to activate, false to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] bool setActive(bool active = true) override;
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Function called after the window has been created
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///
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/// This function is called so that derived classes can
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/// perform their own specific initialization as soon as
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/// the window is created.
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///
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////////////////////////////////////////////////////////////
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void onCreate() override;
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////////////////////////////////////////////////////////////
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/// \brief Function called after the window has been resized
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///
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/// This function is called so that derived classes can
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/// perform custom actions when the size of the window changes.
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///
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////////////////////////////////////////////////////////////
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void onResize() override;
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_defaultFrameBuffer{}; //!< Framebuffer to bind when targeting this window
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::RenderWindow
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/// \ingroup graphics
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///
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/// sf::RenderWindow is the main class of the Graphics module.
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/// It defines an OS window that can be painted using the other
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/// classes of the graphics module.
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///
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/// sf::RenderWindow is derived from sf::Window, thus it inherits
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/// all its features: events, window management, OpenGL rendering,
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/// etc. See the documentation of sf::Window for a more complete
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/// description of all these features, as well as code examples.
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///
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/// On top of that, sf::RenderWindow adds more features related to
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/// 2D drawing with the graphics module (see its base class
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/// sf::RenderTarget for more details).
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/// Here is a typical rendering and event loop with a sf::RenderWindow:
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///
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/// \code
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/// // Declare and create a new render-window
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/// sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML window");
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///
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/// // Limit the framerate to 60 frames per second (this step is optional)
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/// window.setFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.isOpen())
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/// {
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/// // Event processing
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/// for (sf::Event event; window.pollEvent(event);)
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/// {
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/// // Request for closing the window
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/// if (event.type == sf::Event::Closed)
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/// window.close();
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/// }
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///
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/// // Clear the whole window before rendering a new frame
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/// window.clear();
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///
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/// // Draw some graphical entities
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/// window.draw(sprite);
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/// window.draw(circle);
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/// window.draw(text);
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///
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/// // End the current frame and display its contents on screen
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/// window.display();
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/// }
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/// \endcode
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///
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/// Like sf::Window, sf::RenderWindow is still able to render direct
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/// OpenGL stuff. It is even possible to mix together OpenGL calls
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/// and regular SFML drawing commands.
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///
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/// \code
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/// // Create the render window
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/// sf::RenderWindow window(sf::VideoMode({800, 600}), "SFML OpenGL");
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///
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/// // Create a sprite and a text to display
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/// sf::Sprite sprite;
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/// sf::Font font;
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/// if (!font.loadFromFile("arial.ttf"))
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/// {
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/// // error...
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/// }
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/// sf::Text text(font);
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/// ...
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///
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/// // Perform OpenGL initializations
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/// glMatrixMode(GL_PROJECTION);
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/// ...
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///
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/// // Start the rendering loop
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/// while (window.isOpen())
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/// {
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/// // Process events
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/// ...
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///
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/// // Draw a background sprite
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/// window.pushGLStates();
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/// window.draw(sprite);
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/// window.popGLStates();
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///
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/// // Draw a 3D object using OpenGL
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/// glBegin(GL_TRIANGLES);
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/// glVertex3f(...);
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/// ...
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/// glEnd();
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///
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/// // Draw text on top of the 3D object
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/// window.pushGLStates();
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/// window.draw(text);
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/// window.popGLStates();
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///
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/// // Finally, display the rendered frame on screen
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/// window.display();
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/// }
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/// \endcode
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///
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/// \see sf::Window, sf::RenderTarget, sf::RenderTexture, sf::View
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///
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////////////////////////////////////////////////////////////
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