
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1015 4e206d99-4929-0410-ac5d-dfc041789085
167 lines
6.1 KiB
C++
167 lines
6.1 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_RENDERTARGET_HPP
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#define SFML_RENDERTARGET_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/View.hpp>
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#include <SFML/Graphics/Rect.hpp>
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namespace sf
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{
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class Drawable;
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////////////////////////////////////////////////////////////
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/// Base class for all render targets (window, image, ...)
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////////////////////////////////////////////////////////////
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class SFML_API RenderTarget
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{
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public :
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~RenderTarget();
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////////////////////////////////////////////////////////////
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/// Clear the entire target with a single color
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///
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/// \param FillColor : Color to use to clear the render target
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///
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////////////////////////////////////////////////////////////
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void Clear(const Color& FillColor = Color(0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Draw something into the target
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///
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/// \param Object : Object to draw
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///
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////////////////////////////////////////////////////////////
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virtual void Draw(const Drawable& Object);
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////////////////////////////////////////////////////////////
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/// Get the width of the rendering region of the target
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///
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/// \return Width in pixels
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///
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////////////////////////////////////////////////////////////
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virtual unsigned int GetWidth() const = 0;
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////////////////////////////////////////////////////////////
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/// Get the height of the rendering region of the target
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///
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/// \return Height in pixels
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///
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////////////////////////////////////////////////////////////
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virtual unsigned int GetHeight() const = 0;
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////////////////////////////////////////////////////////////
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/// Change the current active view.
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///
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/// \param NewView : New view to use (pass GetDefaultView() to set the default view)
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///
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////////////////////////////////////////////////////////////
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void SetView(const View& NewView);
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////////////////////////////////////////////////////////////
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/// Get the current view
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///
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/// \return Current view active in the window
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///
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////////////////////////////////////////////////////////////
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const View& GetView() const;
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////////////////////////////////////////////////////////////
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/// Get the default view of the window for read / write
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///
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/// \return Default view
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///
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////////////////////////////////////////////////////////////
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View& GetDefaultView();
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////////////////////////////////////////////////////////////
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/// Tell SFML to preserve external OpenGL states, at the expense of
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/// more CPU charge. Use this function if you don't want SFML
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/// to mess up your own OpenGL states (if any).
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/// Don't enable state preservation if not needed, as it will allow
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/// SFML to do internal optimizations and improve performances.
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/// This parameter is false by default
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///
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/// \param Preserve : True to preserve OpenGL states, false to let SFML optimize
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///
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////////////////////////////////////////////////////////////
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void PreserveOpenGLStates(bool Preserve);
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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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RenderTarget();
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////////////////////////////////////////////////////////////
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/// Called by the derived class when it's ready to be initialized
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///
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////////////////////////////////////////////////////////////
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void Initialize();
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private :
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////////////////////////////////////////////////////////////
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/// Activate the target for rendering
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///
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/// \param Active : True to activate rendering, false to deactivate
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///
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/// \return True if activation succeeded
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///
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////////////////////////////////////////////////////////////
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virtual bool Activate(bool Active) = 0;
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////////////////////////////////////////////////////////////
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/// Set the OpenGL render states needed for the SFML rendering
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///
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////////////////////////////////////////////////////////////
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void SetRenderStates();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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View myDefaultView; ///< Default view
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const View* myCurrentView; ///< Current active view
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bool myPreserveStates; ///< Should we preserve external OpenGL states ?
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bool myIsDrawing; ///< True when Draw is called from inside, to allow some renderstates optimizations
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};
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} // namespace sf
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#endif // SFML_RENDERTARGET_HPP
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