Added Window::GetPosition, and renamed some setters in Window for better consistency
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90854907b5
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15e9d999b3
26 changed files with 473 additions and 492 deletions
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@ -87,8 +87,8 @@ const View& RenderTarget::GetDefaultView() const
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////////////////////////////////////////////////////////////
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IntRect RenderTarget::GetViewport(const View& view) const
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{
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float width = static_cast<float>(GetWidth());
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float height = static_cast<float>(GetHeight());
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float width = static_cast<float>(GetSize().x);
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float height = static_cast<float>(GetSize().y);
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const FloatRect& viewport = view.GetViewport();
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return IntRect(static_cast<int>(0.5f + width * viewport.Left),
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@ -284,7 +284,7 @@ void RenderTarget::ResetGLStates()
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void RenderTarget::Initialize()
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{
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// Setup the default and current views
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myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
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myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetSize().x), static_cast<float>(GetSize().y)));
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myView = myDefaultView;
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// Initialize the default OpenGL render-states
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@ -297,7 +297,7 @@ void RenderTarget::ApplyCurrentView()
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{
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// Set the viewport
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IntRect viewport = GetViewport(myView);
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int top = GetHeight() - (viewport.Top + viewport.Height);
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int top = GetSize().y - (viewport.Top + viewport.Height);
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GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height));
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// Set the projection matrix
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