Updated the API documentation of RenderTarget, RenderImage and RenderWindow
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1413 4e206d99-4929-0410-ac5d-dfc041789085
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@ -149,9 +149,9 @@ private :
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////////////////////////////////////////////////////////////
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/// \brief Activate the target for rendering
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///
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/// \param active True to activate rendering, false to deactivate
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/// \param active True to make the target active, false to deactivate it
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///
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/// \return True if activation succeeded
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/// \return True if the function succeeded
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///
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////////////////////////////////////////////////////////////
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virtual bool Activate(bool active);
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@ -177,10 +177,9 @@ private :
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/// and code samples.
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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, so that you don't need
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/// to use OpenGL to draw things. You can clear the window, and draw
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/// sprites, shapes or text. Here is a typical rendering / event loop
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/// with a sf::RenderWindow:
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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 / 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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@ -214,21 +213,11 @@ private :
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/// }
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/// \endcode
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///
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/// A sf::RenderWindow is also able to use views (sf::View),
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/// which are a kind of 2D cameras. With views you can scroll,
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/// rotate or zoom everything that is drawn to the window globally,
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/// without having to transform every single entity. See the
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/// documentation of sf::View for more details and sample pieces of
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/// code about this class.
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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. No particular setup is required,
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/// all you have to do is to call Flush() whenever you want to make
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/// sure that your SFML entities (sprites, shapes or texts) are
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/// actually drawn to the window, so that your OpenGL commands will draw
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/// on top of them (otherwise the rendering may be delayed internally by SFML,
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/// and probably happen *after* your OpenGL calls).
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/// and regular SFML drawing commands. When doing so, make sure that
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/// OpenGL states are not messed up by calling the SaveGLStates /
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/// RestoreGLStates functions.
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///
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/// \code
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/// // Create the render window
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@ -250,11 +239,9 @@ private :
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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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///
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/// // Flush the window, to make sure that the OpenGL object
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/// // will be rendered on top of the background sprite
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/// window.Flush();
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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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@ -263,7 +250,9 @@ private :
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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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