Graphics module is now complete. Added rdoc documentation to every class and method.
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1700 4e206d99-4929-0410-ac5d-dfc041789085
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13 changed files with 1139 additions and 217 deletions
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@ -37,6 +37,16 @@ static void RenderImage_Free( sf::RenderImage *anObject )
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delete anObject;
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}
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/* call-seq:
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* render_image.create( width, height, depthBuffer = false ) -> true or false
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*
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* Create the render-image.
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*
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* Before calling this function, the render-image is in an invalid state, thus it is mandatory to call it before
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* doing anything with the render-image. The last parameter, depthBuffer, is useful if you want to use the render-image
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* for 3D OpenGL rendering that requires a depth-buffer. Otherwise it is unnecessary, and you should leave this
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* parameter to false (which is its default value).
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*/
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static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
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{
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unsigned int width = 0;
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@ -77,6 +87,16 @@ static VALUE RenderImage_Create( int argc, VALUE *args, VALUE self )
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}
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}
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/* call-seq:
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* render_image.draw( drawable )
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* render_image.draw( drawable, shader )
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*
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* Draw an object into the target with a shader.
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*
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* This function draws anything that inherits from the sf::Drawable base class (SFML::Sprite, SFML::Shape, SFML::Text,
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* or even your own derived classes). The shader alters the way that the pixels are processed right before being
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* written to the render target.
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*/
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static VALUE RenderImage_Draw( int argc, VALUE *args, VALUE self )
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{
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sf::RenderImage *object = NULL;
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@ -108,13 +128,31 @@ static VALUE RenderImage_Draw( int argc, VALUE *args, VALUE self )
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return Qnil;
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}
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/* call-seq:
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* render_image.display()
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*
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* Update the contents of the target image.
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*
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* This function updates the target image with what has been drawn so far. Like for windows, calling this function is
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* mandatory at the end of rendering. Not calling it may leave the image in an undefined state.
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*/
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static VALUE RenderImage_Display( VALUE self )
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{
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sf::RenderImage *object = NULL;
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Data_Get_Struct( self, sf::RenderImage, object );
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object->Display();
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return Qnil;
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}
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/* call-seq:
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* render_image.getImage() -> image
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*
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* Get a read-only reference to the target image.
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*
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* After drawing to the render-image and calling display, you can retrieve the updated image using this function, and
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* draw it using a sprite (for example). The internal SFML::Image of a render-image is always the same instance, so that
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* it is possible to call this function once and keep a reference to the image even after is it modified.
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*/
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static VALUE RenderImage_GetImage( VALUE self )
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{
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sf::RenderImage *object = NULL;
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@ -125,6 +163,11 @@ static VALUE RenderImage_GetImage( VALUE self )
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return rbData;
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}
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/* call-seq:
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* render_image.isSmooth() -> true or false
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*
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* Tell whether the smooth filtering is enabled or not.
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*/
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static VALUE RenderImage_IsSmooth( VALUE self )
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{
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sf::RenderImage *object = NULL;
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@ -132,6 +175,15 @@ static VALUE RenderImage_IsSmooth( VALUE self )
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return ( object->IsSmooth() == true ? Qtrue : Qfalse );
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}
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/* call-seq:
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* render_image.setActive( active )
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*
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* Activate of deactivate the render-image for rendering.
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*
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* This function makes the render-image's context current for future OpenGL rendering operations (so you shouldn't
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* care about it if you're not doing direct OpenGL stuff). Only one context can be current on a thread, so if you want
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* to draw OpenGL geometry to another render target (like a RenderWindow) don't forget to activate it again.
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*/
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static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
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{
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sf::RenderImage *object = NULL;
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@ -161,6 +213,13 @@ static VALUE RenderImage_SetActive( int argc, VALUE *args, VALUE self )
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return Qnil;
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}
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/* call-seq:
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* render_image.setSmooth( smooth )
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*
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* Enable or disable image smoothing.
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*
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* This function is similar to SFML::Image#setSmooth. This parameter is enabled by default.
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*/
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static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
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{
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sf::RenderImage *object = NULL;
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@ -180,6 +239,11 @@ static VALUE RenderImage_SetSmooth( VALUE self, VALUE aSmoothFlag )
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return Qnil;
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}
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/* call-seq:
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* RenderImage.new() -> render_image
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*
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* Constructs an empty, invalid render-image. You must call create() to have a valid render-image.
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*/
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static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::RenderImage *object = new sf::RenderImage();
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@ -188,6 +252,15 @@ static VALUE RenderImage_New( int argc, VALUE *args, VALUE aKlass )
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return rbData;
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}
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/* call-seq:
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* RenderImage.isAvailable() -> true or false
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*
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* Check whether the system supports render images or not.
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*
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* It is very important to always call this function before trying to use the RenderImage class, as the feature may
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* not be supported on all platforms (especially very old ones). If this function returns false, then you won't be
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* able to use the class at all.
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*/
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static VALUE RenderImage_IsAvailable( VALUE aKlass )
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{
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return ( sf::RenderImage::IsAvailable() == true ? Qtrue : Qfalse );
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