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 RenderWindow_Free( sf::RenderWindow *anObject )
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delete anObject;
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}
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/* call-seq:
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* render_window.draw( drawable )
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* render_window.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 SFML::Drawable base class (SFML::Sprite, SFML::Shape,
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* SFML::Text, or even your own derived classes). The shader alters the way that the pixels are processed right before
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* being written to the render target.
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*/
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static VALUE RenderWindow_Draw( int argc, VALUE *args, VALUE self )
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{
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sf::RenderWindow *object = NULL;
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@ -68,13 +78,22 @@ static VALUE RenderWindow_Draw( int argc, VALUE *args, VALUE self )
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return Qnil;
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}
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static VALUE RenderWindow_Display( VALUE self )
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{
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sf::RenderWindow *object = NULL;
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Data_Get_Struct( self, sf::RenderWindow, object );
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object->Display();
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}
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/* call-seq:
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* Window.new() -> render_window
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* Window.new( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new ) -> render_window
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*
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* Construct a new window.
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*
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* The first form of new doesn't actually create the visual window, use the other form of new or call
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* SFML::Window#create to do so.
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*
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* The second form of new creates the window with the size and pixel depth defined in mode. An optional style can be passed
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* to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains
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* Style::Fullscreen, then mode must be a valid video mode.
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*
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* The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing,
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* depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
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*/
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static VALUE RenderWindow_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::RenderWindow *object = new sf::RenderWindow();
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