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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
271 lines
9.4 KiB
C++
271 lines
9.4 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 "RenderWindow.hpp"
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#include "main.hpp"
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#include <SFML/Graphics/RenderWindow.hpp>
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VALUE globalRenderWindowClass;
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/* External classes */
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extern VALUE globalRenderTargetModule;
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extern VALUE globalWindowClass;
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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 RenderWindow_Free( sf::RenderWindow *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_window.draw( drawable )
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* render_window.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,
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* SFML::Text, or even your own derived classes). The shader alters the way that the pixels are processed right before
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* being written to the render target.
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*/
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static VALUE RenderWindow_Draw( int argc, VALUE *args, VALUE self )
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{
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sf::RenderWindow *object = NULL;
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Data_Get_Struct( self, sf::RenderWindow, 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_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 RenderWindow_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::RenderWindow *object = NULL;
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Data_Get_Struct( self, sf::RenderWindow, 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 RenderWindow_GetView( VALUE self )
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{
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sf::RenderWindow *object = NULL;
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Data_Get_Struct( self, sf::RenderWindow, 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 RenderWindow_GetDefaultView( VALUE self )
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{
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sf::RenderWindow *object = NULL;
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Data_Get_Struct( self, sf::RenderWindow, 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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* Window.new() -> render_window
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* Window.new( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new ) -> render_window
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*
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* Construct a new window.
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*
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* The first form of new doesn't actually create the visual window, use the other form of new or call
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* SFML::Window#create to do so.
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*
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* The second form of new creates the window with the size and pixel depth defined in mode. An optional style can be passed
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* to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains
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* Style::Fullscreen, then mode must be a valid video mode.
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*
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* The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing,
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* depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
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*/
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static VALUE RenderWindow_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::RenderWindow *object = new sf::RenderWindow();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, RenderWindow_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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void Init_RenderWindow( 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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/* Window that can serve as a target for 2D drawing.
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*
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* SFML::RenderWindow is the main class of the Graphics module.
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*
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* It defines an OS window that can be painted using the other classes of the graphics module.
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*
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* SFML::RenderWindow is derived from SFML::Window, thus it inherits all its features: mouse/keyboard/joystick input,
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* events, window handling, OpenGL rendering, etc. See the documentation of SFML::Window for a more complete description
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* of all these features and code samples.
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*
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* On top of that, SFML::RenderWindow adds more features related to 2D drawing with the graphics module (see its base
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* class SFML::RenderTarget for more details). Here is a typical rendering / event loop with a SFML::RenderWindow:
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*
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* # Declare and 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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* # Limit the framerate to 60 frames per second (this step is optional)
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* window.framerateLimit = 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.open?
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* # Event processing
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* while event = window.getEvent
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* # Request for closing the window
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* if event.type == SFML::Event::Closed)
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* window.close
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* end
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* end
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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 sprites / shapes / texts
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* window.draw( sprite ) # sprite is a SFML::Sprite
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* window.draw( shape ) # shape is a SFML::Shape
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* window.draw( text ) # text is a SFML::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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* end
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*
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* Like SFML::Window, SFML::RenderWindow 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. When doing so, make sure that OpenGL states are not messed
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* up by calling the saveGLStates / restoreGLStates functions.
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*
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* # Create the render window
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* window = SFML::RenderWindow.new( SFML::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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* sprite = SFML::Sprite.new
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* text = SFML::Sprite.new
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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.open?
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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.saveGLStates
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* window.draw( sprite )
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* window.restoreGLStates
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*
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* # Draw a 3D object using OpenGL
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* glBegin( GL_QUADS )
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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.saveGLStates
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* window.draw( text )
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* window.restoreGLStates
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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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* end
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*
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*/
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globalRenderWindowClass = rb_define_class_under( sfml, "RenderWindow", globalWindowClass );
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rb_include_module( globalRenderWindowClass, globalRenderTargetModule );
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// Class methods
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rb_define_singleton_method( globalRenderWindowClass, "new", RenderWindow_New, -1 );
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// Instance methods
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rb_define_method( globalRenderWindowClass, "draw", RenderWindow_Draw, -1 );
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rb_define_method( globalRenderWindowClass, "getView", RenderWindow_GetView, 0 );
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rb_define_method( globalRenderWindowClass, "setView", RenderWindow_SetView, 1 );
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rb_define_method( globalRenderWindowClass, "getDefaultView", RenderWindow_GetDefaultView, 0 );
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// Alias
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rb_define_alias( globalRenderWindowClass, "view=", "setView" );
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rb_define_alias( globalRenderWindowClass, "view", "getView" );
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rb_define_alias( globalRenderWindowClass, "defaultView", "getDefaultView" );
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rb_define_alias( globalRenderWindowClass, "default_view", "getDefaultView" );
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}
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