Implemented the new graphics API:

- Removed the internal classes sf::Renderer and sf::Matrix3
- Split sf::Drawable into sf::Drawable and sf::Transformable
- Added sf::Transform
- Added sf::Vertex
- Added sf::VertexArray
- Types of shapes are now handled with their own derived class
- Modified the Pong example
This commit is contained in:
Laurent Gomila 2011-12-01 23:24:58 +01:00
parent 541509d2a7
commit 5bae08a2d8
65 changed files with 4756 additions and 3326 deletions

View file

@ -188,15 +188,14 @@ private :
/// classes of the graphics module.
///
/// sf::RenderWindow is derived from sf::Window, thus it inherits
/// all its features: mouse/keyboard/joystick input, events, window
/// handling, OpenGL rendering, etc. See the documentation of
/// sf::Window for a more complete description of all these features
/// and code samples.
/// all its features: events, window management, OpenGL rendering,
/// etc. See the documentation of sf::Window for a more complete
/// description of all these features, as well as code examples.
///
/// On top of that, sf::RenderWindow adds more features related to
/// 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:
/// Here is a typical rendering and event loop with a sf::RenderWindow:
///
/// \code
/// // Declare and create a new render-window
@ -220,10 +219,10 @@ private :
/// // Clear the whole window before rendering a new frame
/// window.Clear();
///
/// // Draw some sprites / shapes / texts
/// window.Draw(sprite); // sprite is a sf::Sprite
/// window.Draw(shape); // shape is a sf::Shape
/// window.Draw(text); // text is a sf::Text
/// // Draw some graphical entities
/// window.Draw(sprite);
/// window.Draw(circle);
/// window.Draw(text);
///
/// // End the current frame and display its contents on screen
/// window.Display();
@ -232,9 +231,7 @@ private :
///
/// 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. When doing so, make sure that
/// OpenGL states are not messed up by calling the SaveGLStates /
/// RestoreGLStates functions.
/// and regular SFML drawing commands.
///
/// \code
/// // Create the render window
@ -256,9 +253,9 @@ private :
/// ...
///
/// // Draw a background sprite
/// window.SaveGLStates();
/// window.PushGLStates();
/// window.Draw(sprite);
/// window.RestoreGLStates();
/// window.PopGLStates();
///
/// // Draw a 3D object using OpenGL
/// glBegin(GL_QUADS);
@ -267,9 +264,9 @@ private :
/// glEnd();
///
/// // Draw text on top of the 3D object
/// window.SaveGLStates();
/// window.PushGLStates();
/// window.Draw(text);
/// window.RestoreGLStates();
/// window.PopGLStates();
///
/// // Finally, display the rendered frame on screen
/// window.Display();