+ IRenderTarget interface

+ RenderTarget.SaveGLStates
+ RenderTarget.RestoreGLStates
- RenderTarget.Flush
* some bugfixes

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1367 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-01-20 21:46:32 +00:00
parent 5a0feadb8f
commit 0d3f9a9f1c
9 changed files with 215 additions and 110 deletions

View file

@ -34,7 +34,8 @@ import dsfml.graphics.color,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.idrawable;
dsfml.graphics.idrawable,
dsfml.graphics.irendertarget;
import dsfml.window.event,
dsfml.window.input,
@ -49,7 +50,7 @@ import dsfml.system.common,
/**
* Simple wrapper for Window that allows easy 2D rendering.
*/
class RenderWindow : Window
class RenderWindow : Window, IRenderTarget
{
private:
View m_view = null;
@ -233,18 +234,49 @@ public:
sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
return vec;
}
/**
* Make sure that what has been drawn so far is rendered
* Use this function if you use OpenGL rendering commands, and you want to make sure that things will appear on top
* of all the SFML objects that have been drawn so far. This is needed because SFML doesn't use immediate rendering,
* it first accumulates drawables into a queue and trigger the actual rendering afterwards.
*
* You don't need to call this function if you're not dealing with OpenGL directly.
* Save the current OpenGL render states and matrices
*/
void flush()
void saveGLStates()
{
sfRenderWindow_Flush(m_ptr);
sfRenderWindow_SaveGLStates(m_ptr);
}
/**
* Restore the previously saved OpenGL render states and matrices
*/
void restoreGLStates()
{
sfRenderWindow_RestoreGLStates(m_ptr);
}
/**
* Return the width of the rendering region of a renderwindow
*
* Returns:
* Width in pixels
*/
uint getWidth()
{
return sfRenderWindow_GetWidth(m_ptr);
}
/**
* Return the height of the rendering region of a renderwindow
*
* Returns:
* Height in pixels
*/
uint getHeight()
{
return sfRenderWindow_GetHeight(m_ptr);
}
IntRect getViewport(View view = null) // TODO: is there a need to accept other Views than the currently assigned one?
{
return sfRenderWindow_GetViewport(m_ptr, view is null ? m_view.getNativePointer : view.getNativePointer);
}
private:
@ -255,7 +287,9 @@ private:
void* function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle;
void function(void*) sfRenderWindow_Destroy;
void* function(void*) sfRenderWindow_GetInput;
// bool function(void*) sfRenderWindow_IsOpened; // also in Window
bool function(void*) sfRenderWindow_IsOpened;
uint function(void*) sfRenderWindow_GetWidth;
uint function(void*) sfRenderWindow_GetHeight;
/*
void function(void*, void*) sfRenderWindow_DrawSprite;
@ -275,40 +309,17 @@ private:
void function(void*, uint, uint, float*, float*, void*) sfRenderWindow_ConvertCoords;
// DSFML2
void function(void*) sfRenderWindow_Flush;
void function(void*) sfRenderWindow_SaveGLStates;
void function(void*) sfRenderWindow_RestoreGLStates;
IntRect function(void*, void*) sfRenderWindow_GetViewport;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-graphics-d");
else
DllLoader dll = DllLoader.load("csfml-graphics");
mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle",
"Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords",
"GetWidth", "GetHeight",
// DSFML2
"SaveGLStates", "RestoreGLStates", "GetViewport"));
mixin(loadFromSharedLib("sfRenderWindow_Create"));
mixin(loadFromSharedLib("sfRenderWindow_CreateFromHandle"));
mixin(loadFromSharedLib("sfRenderWindow_Destroy"));
mixin(loadFromSharedLib("sfRenderWindow_GetInput"));
/*
mixin(loadFromSharedLib("sfRenderWindow_DrawSprite"));
mixin(loadFromSharedLib("sfRenderWindow_DrawShape"));
mixin(loadFromSharedLib("sfRenderWindow_DrawText"));
mixin(loadFromSharedLib("sfRenderWindow_DrawSpriteWithShader"));
mixin(loadFromSharedLib("sfRenderWindow_DrawShapeWithShader"));
mixin(loadFromSharedLib("sfRenderWindow_DrawTextWithShader"));
*/
mixin(loadFromSharedLib("sfRenderWindow_Clear"));
mixin(loadFromSharedLib("sfRenderWindow_SetView"));
mixin(loadFromSharedLib("sfRenderWindow_GetView"));
mixin(loadFromSharedLib("sfRenderWindow_GetDefaultView"));
mixin(loadFromSharedLib("sfRenderWindow_ConvertCoords"));
// DSFML2
mixin(loadFromSharedLib("sfRenderWindow_Flush"));
}
static ~this()
{