Added automatic batching to improve performances
Moved the ConvertCoords function from RenderWindow to RenderTarget git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1221 4e206d99-4929-0410-ac5d-dfc041789085
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51 changed files with 2835 additions and 865 deletions
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@ -134,18 +134,28 @@ CSFML_API const sfView* sfRenderImage_GetView(sfRenderImage* renderImage);
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CSFML_API sfView* sfRenderImage_GetDefaultView(sfRenderImage* renderImage);
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////////////////////////////////////////////////////////////
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/// Tell SFML to preserve external OpenGL states, at the expense of
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/// more CPU charge. Use this function if you don't want SFML
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/// to mess up your own OpenGL states (if any).
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/// Don't enable state preservation if not needed, as it will allow
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/// SFML to do internal optimizations and improve performances.
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/// This parameter is false by default
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/// Get the viewport of a view applied to this target
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///
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/// \param renderImage : Target renderimage
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/// \param preserve : True to preserve OpenGL states, false to let SFML optimize
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/// \param renderImage : Renderimage object
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/// \param view : Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderImage_PreserveOpenGLStates(sfRenderImage* renderImage, sfBool preserve);
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CSFML_API sfIntRect sfRenderImage_GetViewport(sfRenderImage* renderImage, sfView* view);
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////////////////////////////////////////////////////////////
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/// Convert a point in image coordinates into view coordinates
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///
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/// \param renderImage : Renderimage object
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/// \param windowX : X coordinate of the point to convert, relative to the image
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/// \param windowY : Y coordinate of the point to convert, relative to the image
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/// \param viewX : Pointer to fill with the X coordinate of the converted point
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/// \param viewY : Pointer to fill with the Y coordinate of the converted point
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/// \param targetView : Target view to convert the point to (pass NULL to use the current view)
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderImage_ConvertCoords(sfRenderImage* renderImage, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, sfView* targetView);
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////////////////////////////////////////////////////////////
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/// Get the target image
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@ -320,6 +320,17 @@ CSFML_API const sfView* sfRenderWindow_GetView(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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CSFML_API sfView* sfRenderWindow_GetDefaultView(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// Get the viewport of a view applied to this target
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///
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/// \param renderWindow : Renderwindow
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/// \param view : Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfIntRect sfRenderWindow_GetViewport(sfRenderWindow* renderWindow, sfView* view);
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////////////////////////////////////////////////////////////
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/// Convert a point in window coordinates into view coordinates
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///
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@ -333,19 +344,5 @@ CSFML_API sfView* sfRenderWindow_GetDefaultView(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_ConvertCoords(sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, sfView* targetView);
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////////////////////////////////////////////////////////////
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/// Tell SFML to preserve external OpenGL states, at the expense of
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/// more CPU charge. Use this function if you don't want SFML
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/// to mess up your own OpenGL states (if any).
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/// Don't enable state preservation if not needed, as it will allow
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/// SFML to do internal optimizations and improve performances.
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/// This parameter is false by default
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///
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/// \param renderWindow : Target Renderwindow
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/// \param preserve : True to preserve OpenGL states, false to let SFML optimize
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///
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_PreserveOpenGLStates(sfRenderWindow* renderWindow, sfBool preserve);
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#endif // SFML_RENDERWINDOW_H
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