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
This commit is contained in:
groogy 2010-11-24 05:49:36 +00:00
parent bc24802219
commit a8a1c98a41
13 changed files with 1139 additions and 217 deletions

View file

@ -37,6 +37,13 @@ extern VALUE globalDrawableModule;
extern VALUE globalShaderClass;
extern VALUE globalViewClass;
/* call-seq:
* render_target.clear( color = SFML::Color::Black )
*
* Clear the entire target with a single color.
*
* This function is usually called once every frame, to clear the previous contents of the target.
*/
static VALUE RenderTarget_Clear( int argc, VALUE *args, VALUE self )
{
sf::Color color = sf::Color::Black;
@ -62,6 +69,16 @@ static VALUE RenderTarget_Clear( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* render_target.draw( drawable )
* render_target.draw( drawable, shader )
*
* Draw an object into the target with a shader.
*
* This function draws anything that inherits from the SFML::Drawable base class (SFML::Sprite, SFML::Shape, SFML::Text,
* or even your own derived classes). The shader alters the way that the pixels are processed right before being written
* to the render target.
*/
static VALUE RenderTarget_Draw( int argc, VALUE *args, VALUE self )
{
sf::RenderTarget *object = NULL;
@ -94,6 +111,11 @@ static VALUE RenderTarget_Draw( int argc, VALUE *args, VALUE self )
return Qnil;
}
/* call-seq:
* render_target.getWidth() -> fixnum
*
* Return the width of the rendering region of the target.
*/
static VALUE RenderTarget_GetWidth( VALUE self )
{
sf::RenderTarget *object = NULL;
@ -101,6 +123,11 @@ static VALUE RenderTarget_GetWidth( VALUE self )
return INT2FIX( object->GetWidth() );
}
/* call-seq:
* render_target.getHeight() -> fixnum
*
* Return the height of the rendering region of the target.
*/
static VALUE RenderTarget_GetHeight( VALUE self )
{
sf::RenderTarget *object = NULL;
@ -108,6 +135,15 @@ static VALUE RenderTarget_GetHeight( VALUE self )
return INT2FIX( object->GetHeight() );
}
/* call-seq:
* render_target.setView( view )
*
* Change the current active view.
*
* The new view will affect everything that is drawn, until another view is activated. The render target keeps its own
* copy of the view object, so it is not necessary to keep the original one alive as long as it is in use. To restore
* the original view of the target, you can pass the result of getDefaultView() to this function.
*/
static VALUE RenderTarget_SetView( VALUE self, VALUE aView )
{
VALIDATE_CLASS( aView, globalViewClass, "view" );
@ -119,6 +155,11 @@ static VALUE RenderTarget_SetView( VALUE self, VALUE aView )
return Qnil;
}
/* call-seq:
* render_target.getView() -> view
*
* Retrieve the view currently in use in the render target.
*/
static VALUE RenderTarget_GetView( VALUE self )
{
sf::RenderTarget *object = NULL;
@ -129,6 +170,13 @@ static VALUE RenderTarget_GetView( VALUE self )
return rbData;
}
/* call-seq:
* render_target.getDefaultView() -> VIEW
*
* Get the default view of the render target.
*
* The default view has the initial size of the render target, and never changes after the target has been created.
*/
static VALUE RenderTarget_GetDefaultView( VALUE self )
{
sf::RenderTarget *object = NULL;
@ -139,6 +187,14 @@ static VALUE RenderTarget_GetDefaultView( VALUE self )
return rbData;
}
/* call-seq:
* render_target.getViewport( view ) -> rectangle
*
* Get the viewport of a view, applied to this render target.
*
* The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions
* of the render target to calculate the pixels rectangle that the viewport actually covers in the target.
*/
static VALUE RenderTarget_GetViewport( VALUE self, VALUE aView )
{
VALIDATE_CLASS( aView, globalViewClass, "view" );
@ -152,6 +208,19 @@ static VALUE RenderTarget_GetViewport( VALUE self, VALUE aView )
INT2FIX( viewport.Width ), INT2FIX( viewport.Height ) );
}
/* call-seq:
* render_target.convertCoords( x, y ) -> vector2
* render_target.convertCoords( x, y, view ) -> vector2
*
* Convert a point from target coordinates to view coordinates.
*
* Initially, a unit of the 2D world matches a pixel of the render target. But if you define a custom view, this
* assertion is not true anymore, ie. a point located at (10, 50) in your render target (for example a window) may
* map to the point (150, 75) in your 2D world -- for example if the view is translated by (140, 25).
*
* For render windows, this function is typically used to find which point (or object) is located below the mouse cursor.
*
*/
static VALUE RenderTarget_ConvertCoords( int argc, VALUE *args, VALUE self )
{
sf::RenderTarget *object = NULL;
@ -177,6 +246,30 @@ static VALUE RenderTarget_ConvertCoords( int argc, VALUE *args, VALUE self )
return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( result.x ), rb_float_new( result.y ) );
}
/* call-seq:
* render_target.saveGLStates()
*
* Save the current OpenGL render states and matrices.
*
* This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with RestoreGLStates,
* it ensures that:
*
* - SFML's internal states are not messed up by your OpenGL code
* - your OpenGL states are not modified by a call to a SFML function
*
* More specifically, it must be used around code that calls Draw functions. Example:
*
* # OpenGL code here...
* window.saveGLStates()
* window.draw(...)
* window.draw(...)
* window.restoreGLStates()
* # OpenGL code here...
*
* Note that this function is quite expensive and should be used wisely. It is provided for convenience, and the
* best results will be achieved if you handle OpenGL states yourself (because you really know which states have
* really changed, and need to be saved / restored).
*/
static VALUE RenderTarget_SaveGLStates( VALUE self )
{
sf::RenderTarget *object = NULL;
@ -185,6 +278,13 @@ static VALUE RenderTarget_SaveGLStates( VALUE self )
return Qnil;
}
/* call-seq:
* render_target.restoreGLStates()
*
* Restore the previously saved OpenGL render states and matrices.
*
* See the description of saveGLStates to get a detailed description of these functions.
*/
static VALUE RenderTarget_RestoreGLStates( VALUE self )
{
sf::RenderTarget *object = NULL;