SFML/include/SFML/Graphics/RenderTarget.hpp
laurentgom 2228419caf Updated copyright year
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1015 4e206d99-4929-0410-ac5d-dfc041789085
2009-02-12 17:48:35 +00:00

167 lines
6.1 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_RENDERTARGET_HPP
#define SFML_RENDERTARGET_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/View.hpp>
#include <SFML/Graphics/Rect.hpp>
namespace sf
{
class Drawable;
////////////////////////////////////////////////////////////
/// Base class for all render targets (window, image, ...)
////////////////////////////////////////////////////////////
class SFML_API RenderTarget
{
public :
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
virtual ~RenderTarget();
////////////////////////////////////////////////////////////
/// Clear the entire target with a single color
///
/// \param FillColor : Color to use to clear the render target
///
////////////////////////////////////////////////////////////
void Clear(const Color& FillColor = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Draw something into the target
///
/// \param Object : Object to draw
///
////////////////////////////////////////////////////////////
virtual void Draw(const Drawable& Object);
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the target
///
/// \return Width in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetWidth() const = 0;
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the target
///
/// \return Height in pixels
///
////////////////////////////////////////////////////////////
virtual unsigned int GetHeight() const = 0;
////////////////////////////////////////////////////////////
/// Change the current active view.
///
/// \param NewView : New view to use (pass GetDefaultView() to set the default view)
///
////////////////////////////////////////////////////////////
void SetView(const View& NewView);
////////////////////////////////////////////////////////////
/// Get the current view
///
/// \return Current view active in the window
///
////////////////////////////////////////////////////////////
const View& GetView() const;
////////////////////////////////////////////////////////////
/// Get the default view of the window for read / write
///
/// \return Default view
///
////////////////////////////////////////////////////////////
View& GetDefaultView();
////////////////////////////////////////////////////////////
/// Tell SFML to preserve external OpenGL states, at the expense of
/// more CPU charge. Use this function if you don't want SFML
/// to mess up your own OpenGL states (if any).
/// Don't enable state preservation if not needed, as it will allow
/// SFML to do internal optimizations and improve performances.
/// This parameter is false by default
///
/// \param Preserve : True to preserve OpenGL states, false to let SFML optimize
///
////////////////////////////////////////////////////////////
void PreserveOpenGLStates(bool Preserve);
protected :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
RenderTarget();
////////////////////////////////////////////////////////////
/// Called by the derived class when it's ready to be initialized
///
////////////////////////////////////////////////////////////
void Initialize();
private :
////////////////////////////////////////////////////////////
/// Activate the target for rendering
///
/// \param Active : True to activate rendering, false to deactivate
///
/// \return True if activation succeeded
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool Active) = 0;
////////////////////////////////////////////////////////////
/// Set the OpenGL render states needed for the SFML rendering
///
////////////////////////////////////////////////////////////
void SetRenderStates();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
View myDefaultView; ///< Default view
const View* myCurrentView; ///< Current active view
bool myPreserveStates; ///< Should we preserve external OpenGL states ?
bool myIsDrawing; ///< True when Draw is called from inside, to allow some renderstates optimizations
};
} // namespace sf
#endif // SFML_RENDERTARGET_HPP