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fef70e1280
Also had forgotten two breaks in a switch-statement in View.cpp git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1727 4e206d99-4929-0410-ac5d-dfc041789085
436 lines
14 KiB
C++
436 lines
14 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 "RenderImage.hpp"
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#include "main.hpp"
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#include <SFML/Graphics/RenderImage.hpp>
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VALUE globalRenderImageClass;
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/* External classes */
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extern VALUE globalRenderTargetModule;
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extern VALUE globalImageClass;
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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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static void RenderImage_Free( sf::RenderImage *anObject )
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{
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delete anObject;
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}
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static void 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_image.create( width, height, depthBuffer = false ) -> true or false
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*
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* Create the render-image.
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*
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* Before calling this function, the render-image is in an invalid state, thus it is mandatory to call it before
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* doing anything with the render-image. The last parameter, depthBuffer, is useful if you want to use the render-image
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* for 3D OpenGL rendering that requires a depth-buffer. Otherwise it is unnecessary, and you should leave this
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* parameter to false (which is its default value).
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*/
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static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
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{
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unsigned int width = 0;
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unsigned int height = 0;
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bool depthBuffer = false;
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switch( argc )
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{
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case 3:
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if( args[2] == Qtrue )
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{
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depthBuffer = true;
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}
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else if( args[2] == Qfalse )
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{
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depthBuffer = false;
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}
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else
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{
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VALIDATE_CLASS( args[2], rb_cTrueClass, "depthBuffer" );
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}
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case 2:
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width = FIX2UINT( args[0] );
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height = FIX2UINT( args[1] );
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break;
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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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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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if( object->Create( width, height, depthBuffer ) == true )
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{
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return Qtrue;
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}
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else
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{
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return Qfalse;
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}
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}
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/* call-seq:
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* render_image.draw( drawable )
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* render_image.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 sf::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
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* written to the render target.
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*/
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static VALUE RenderImage_Draw( int argc, VALUE *args, VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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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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object->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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object->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_image.display()
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*
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* Update the contents of the target image.
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*
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* This function updates the target image with what has been drawn so far. Like for windows, calling this function is
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* mandatory at the end of rendering. Not calling it may leave the image in an undefined state.
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*/
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static VALUE RenderImage_Display( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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object->Display();
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return Qnil;
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}
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/* call-seq:
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* render_image.getImage() -> image
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*
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* Get a read-only reference to the target image.
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*
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* After drawing to the render-image and calling display, you can retrieve the updated image using this function, and
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* draw it using a sprite (for example). The internal SFML::Image of a render-image is always the same instance, so that
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* it is possible to call this function once and keep a reference to the image even after is it modified.
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*/
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static VALUE RenderImage_GetImage( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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const sf::Image &image = object->GetImage();
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VALUE rbData = Data_Wrap_Struct( globalImageClass, 0, 0, const_cast< sf::Image * >( &image ) );
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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_image.isSmooth() -> true or false
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*
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* Tell whether the smooth filtering is enabled or not.
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*/
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static VALUE RenderImage_IsSmooth( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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return ( object->IsSmooth() == true ? Qtrue : Qfalse );
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}
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/* call-seq:
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* render_image.setActive( active )
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*
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* Activate of deactivate the render-image for rendering.
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*
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* This function makes the render-image's context current for future OpenGL rendering operations (so you shouldn't
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* care about it if you're not doing direct OpenGL stuff). Only one context can be current on a thread, so if you want
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* to draw OpenGL geometry to another render target (like a RenderWindow) don't forget to activate it again.
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*/
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static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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bool flag = true;
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switch( argc )
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{
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case 1:
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if( args[0] == Qtrue )
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{
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flag = true;
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}
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else if( args[0] == Qfalse )
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{
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flag = false;
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}
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else
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{
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VALIDATE_CLASS( args[0], rb_cTrueClass, "active" );
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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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object->SetActive( flag );
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return Qnil;
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}
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/* call-seq:
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* render_image.setSmooth( smooth )
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*
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* Enable or disable image smoothing.
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*
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* This function is similar to SFML::Image#setSmooth. This parameter is enabled by default.
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*/
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static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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if( aSmoothFlag == Qtrue )
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{
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object->SetSmooth( true );
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}
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else if( aSmoothFlag == Qfalse )
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{
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object->SetSmooth( false );
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}
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else
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{
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VALIDATE_CLASS( aSmoothFlag, rb_cTrueClass, "smooth" );
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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.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 RenderImage_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::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, 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 RenderImage_GetView( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, 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 RenderImage_GetDefaultView( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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const sf::View &original = object->GetDefaultView();
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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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* RenderImage.new() -> render_image
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*
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* Constructs an empty, invalid render-image. You must call create() to have a valid render-image.
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*/
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static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::RenderImage *object = new sf::RenderImage();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, RenderImage_Free, object );
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rb_obj_call_init( rbData, argc, args );
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return rbData;
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}
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/* call-seq:
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* RenderImage.isAvailable() -> true or false
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*
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* Check whether the system supports render images or not.
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*
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* It is very important to always call this function before trying to use the RenderImage class, as the feature may
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* not be supported on all platforms (especially very old ones). If this function returns false, then you won't be
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* able to use the class at all.
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*/
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static VALUE RenderImage_IsAvailable( VALUE aKlass )
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{
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return ( sf::RenderImage::IsAvailable() == true ? Qtrue : Qfalse );
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}
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void Init_RenderImage( 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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/* Target for off-screen 2D rendering into an image.
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*
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* sf::RenderImage is the little brother of sf::RenderWindow.
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*
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* It implements the same 2D drawing and OpenGL-related functions (see their base class sf::RenderTarget for
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* more details), the difference is that the result is stored in an off-screen image rather than being show in a window.
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*
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* Rendering to an image can be useful in a variety of situations:
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*
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* - precomputing a complex static image (like a level's background from multiple tiles)
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* - applying post-effects to the whole scene with shaders
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* - creating a sprite from a 3D object rendered with OpenGL
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* - etc.
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*
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* Usage example:
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*
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* # First of all: make sure that rendering to image is supported
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* if SFML::RenderImage.available? == false
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* # Handle error
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* end
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*
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* # Create a new render-window
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* window = SFML::RenderWindow.new( SFML::VideoMode.new(800, 600), "SFML window" )
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*
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* # Create a new render-image
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* image = SFML::RenderImage.new
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* if image.create( 500, 500 ) == false
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* # Handle error
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* end
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*
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* # The main loop
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* while window.open?
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* # Event processing
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* # ...
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*
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* # Clear the whole image with red color
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* image.clear( SFML::Color::Red )
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*
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* # Draw stuff to the image
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* image.draw( sprite ) # sprite is a SFML::Sprite
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* image.draw( shape ) # shape is a SFML::Shape
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* image.draw( text ) # text is a SFML::Text
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*
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* # We're done drawing to the image
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* image.display()
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*
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* # Now we start rendering to the window, clear it first
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* window.clear()
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*
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* # Draw the image
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* sprite = SFML::Sprite.new( image.getImage() )
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* window.draw( sprite )
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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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* end
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*
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* Like SFML::RenderWindow, SFML::RenderImage is still able to render direct OpenGL stuff. It is even possible to mix
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* together OpenGL calls and regular SFML drawing commands. If you need a depth buffer for 3D rendering, don't
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* forget to request it when calling SFML::RenderImage#create.
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*/
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globalRenderImageClass = rb_define_class_under( sfml, "RenderImage", rb_cObject );
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rb_include_module( globalRenderImageClass, globalRenderTargetModule );
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// Class methods
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rb_define_singleton_method( globalRenderImageClass, "new", RenderImage_New, 0 );
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rb_define_singleton_method( globalRenderImageClass, "isAvailable", RenderImage_IsAvailable, 0 );
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// Instance methods
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rb_define_method( globalRenderImageClass, "draw", RenderImage_Create, -1 );
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rb_define_method( globalRenderImageClass, "create", RenderImage_Create, -1 );
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rb_define_method( globalRenderImageClass, "display", RenderImage_Display, 0 );
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rb_define_method( globalRenderImageClass, "getImage", RenderImage_GetImage, 0 );
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rb_define_method( globalRenderImageClass, "isSmooth", RenderImage_IsSmooth, 0 );
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rb_define_method( globalRenderImageClass, "setActive", RenderImage_SetActive, -1 );
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rb_define_method( globalRenderImageClass, "setSmooth", RenderImage_SetSmooth, 1 );
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rb_define_method( globalRenderImageClass, "getView", RenderImage_GetView, 0 );
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rb_define_method( globalRenderImageClass, "setView", RenderImage_SetView, 1 );
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rb_define_method( globalRenderImageClass, "getDefaultView", RenderImage_GetDefaultView, 0 );
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// Class Aliases
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rb_define_alias( CLASS_OF( globalRenderImageClass ), "is_available", "isAvailable" );
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rb_define_alias( CLASS_OF( globalRenderImageClass ), "available?", "isAvailable" );
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// Instance Aliases
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rb_define_alias( globalRenderImageClass, "image", "getImage" );
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rb_define_alias( globalRenderImageClass, "is_smooth", "isSmooth" );
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rb_define_alias( globalRenderImageClass, "smooth?", "isSmooth" );
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rb_define_alias( globalRenderImageClass, "set_active", "setActive" );
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rb_define_alias( globalRenderImageClass, "activate", "setActive" );
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rb_define_alias( globalRenderImageClass, "active=", "setActive" );
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rb_define_alias( globalRenderImageClass, "smooth=", "setSmooth" );
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rb_define_alias( globalRenderImageClass, "view=", "setView" );
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rb_define_alias( globalRenderImageClass, "view", "getView" );
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rb_define_alias( globalRenderImageClass, "defaultView", "getDefaultView" );
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rb_define_alias( globalRenderImageClass, "default_view", "getDefaultView" );
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}
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