124 lines
3.5 KiB
C++
124 lines
3.5 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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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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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/RenderTextureImplFBO.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow()
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{
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// Nothing to do
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}
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings)
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{
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// Don't call the base class constructor because it contains virtual function calls
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create(mode, title, style, settings);
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}
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////////////////////////////////////////////////////////////
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RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings)
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{
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// Don't call the base class constructor because it contains virtual function calls
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create(handle, settings);
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}
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////////////////////////////////////////////////////////////
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RenderWindow::~RenderWindow()
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{
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// Nothing to do
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}
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////////////////////////////////////////////////////////////
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Vector2u RenderWindow::getSize() const
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{
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return Window::getSize();
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}
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////////////////////////////////////////////////////////////
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bool RenderWindow::setActive(bool active)
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{
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bool result = Window::setActive(active);
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// Update RenderTarget tracking
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if (result)
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RenderTarget::setActive(active);
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// If FBOs are available, make sure none are bound when we
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// try to draw to the default framebuffer of the RenderWindow
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if (active && result && priv::RenderTextureImplFBO::isAvailable())
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{
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priv::RenderTextureImplFBO::unbind();
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return true;
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}
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return result;
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}
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////////////////////////////////////////////////////////////
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Image RenderWindow::capture() const
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{
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Vector2u windowSize = getSize();
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Texture texture;
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texture.create(windowSize.x, windowSize.y);
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texture.update(*this);
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return texture.copyToImage();
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}
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////////////////////////////////////////////////////////////
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void RenderWindow::onCreate()
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{
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// Just initialize the render target part
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RenderTarget::initialize();
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}
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////////////////////////////////////////////////////////////
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void RenderWindow::onResize()
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{
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// Update the current view (recompute the viewport, which is stored in relative coordinates)
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setView(getView());
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}
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} // namespace sf
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