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
This commit is contained in:
LaurentGom 2010-02-19 14:34:34 +00:00
parent fd10d2abfe
commit 0aaebddc7b
5 changed files with 331 additions and 139 deletions

View file

@ -149,9 +149,9 @@ private :
////////////////////////////////////////////////////////////
/// \brief Activate the target for rendering
///
/// \param active True to activate rendering, false to deactivate
/// \param active True to make the target active, false to deactivate it
///
/// \return True if activation succeeded
/// \return True if the function succeeded
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool active);
@ -177,10 +177,9 @@ private :
/// and code samples.
///
/// On top of that, sf::RenderWindow adds more features related to
/// 2D drawing with the graphics module, so that you don't need
/// to use OpenGL to draw things. You can clear the window, and draw
/// sprites, shapes or text. Here is a typical rendering / event loop
/// with a sf::RenderWindow:
/// 2D drawing with the graphics module (see its base class
/// sf::RenderTarget for more details).
/// Here is a typical rendering / event loop with a sf::RenderWindow:
///
/// \code
/// // Declare and create a new render-window
@ -214,21 +213,11 @@ private :
/// }
/// \endcode
///
/// A sf::RenderWindow is also able to use views (sf::View),
/// which are a kind of 2D cameras. With views you can scroll,
/// rotate or zoom everything that is drawn to the window globally,
/// without having to transform every single entity. See the
/// documentation of sf::View for more details and sample pieces of
/// code about this class.
///
/// Like sf::Window, sf::RenderWindow is still able to render direct
/// OpenGL stuff. It is even possible to mix together OpenGL calls
/// and regular SFML drawing commands. No particular setup is required,
/// all you have to do is to call Flush() whenever you want to make
/// sure that your SFML entities (sprites, shapes or texts) are
/// actually drawn to the window, so that your OpenGL commands will draw
/// on top of them (otherwise the rendering may be delayed internally by SFML,
/// and probably happen *after* your OpenGL calls).
/// and regular SFML drawing commands. When doing so, make sure that
/// OpenGL states are not messed up by calling the SaveGLStates /
/// RestoreGLStates functions.
///
/// \code
/// // Create the render window
@ -250,11 +239,9 @@ private :
/// ...
///
/// // Draw a background sprite
/// window.SaveGLStates();
/// window.Draw(sprite);
///
/// // Flush the window, to make sure that the OpenGL object
/// // will be rendered on top of the background sprite
/// window.Flush();
/// window.RestoreGLStates();
///
/// // Draw a 3D object using OpenGL
/// glBegin(GL_QUADS);
@ -263,7 +250,9 @@ private :
/// glEnd();
///
/// // Draw text on top of the 3D object
/// window.SaveGLStates();
/// window.Draw(text);
/// window.RestoreGLStates();
///
/// // Finally, display the rendered frame on screen
/// window.Display();