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250 lines
11 KiB
C
250 lines
11 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_RENDERTEXTURE_H
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#define SFML_RENDERTEXTURE_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.h>
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#include <SFML/Graphics/Color.h>
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#include <SFML/Graphics/Rect.h>
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#include <SFML/Graphics/Types.h>
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#include <SFML/Graphics/PrimitiveType.h>
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#include <SFML/Graphics/RenderStates.h>
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#include <SFML/Graphics/Vertex.h>
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////////////////////////////////////////////////////////////
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/// \brief Construct a new render texture
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///
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/// \param width Width of the render texture
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/// \param height Height of the render texture
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/// \param depthBuffer Do you want a depth-buffer attached? (useful only if you're doing 3D OpenGL on the rendertexture)
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///
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/// \return A new sfRenderTexture object, or NULL if it failed
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfRenderTexture* sfRenderTexture_Create(unsigned int width, unsigned int height, sfBool depthBuffer);
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////////////////////////////////////////////////////////////
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/// \brief Destroy an existing render texture
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///
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/// \param renderTexture Render texture to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_Destroy(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the width of the rendering region of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Width in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API unsigned int sfRenderTexture_GetWidth(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the height of the rendering region of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Height in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API unsigned int sfRenderTexture_GetHeight(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate a render texture as the current target for rendering
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///
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/// \param renderTexture Render texture object
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/// \param active sfTrue to activate, sfFalse to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfBool sfRenderTexture_SetActive(sfRenderTexture* renderTexture, sfBool active);
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////////////////////////////////////////////////////////////
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/// \brief Update the contents of the target texture
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_Display(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Clear the rendertexture with the given color
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///
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/// \param renderTexture Render texture object
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/// \param color Fill color
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_Clear(sfRenderTexture* renderTexture, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Change the current active view of a render texture
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///
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/// \param renderTexture Render texture object
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/// \param view Pointer to the new view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_SetView(sfRenderTexture* renderTexture, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Get the current active view of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Current active view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderTexture_GetView(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the default view of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Default view of the rendertexture
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderTexture_GetDefaultView(const sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the viewport of a view applied to this target
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///
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/// \param renderTexture Render texture object
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/// \param view Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfIntRect sfRenderTexture_GetViewport(const sfRenderTexture* renderTexture, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Convert a point in texture coordinates into view coordinates
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///
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/// \param renderTexture Render texture object
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/// \param windowX X coordinate of the point to convert, relative to the texture
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/// \param windowY Y coordinate of the point to convert, relative to the texture
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/// \param viewX Pointer to fill with the X coordinate of the converted point
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/// \param viewY Pointer to fill with the Y coordinate of the converted point
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/// \param targetView Target view to convert the point to (pass NULL to use the current view)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_ConvertCoords(const sfRenderTexture* renderTexture, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView);
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////////////////////////////////////////////////////////////
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/// \brief Draw a drawable object to the render-target
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///
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/// \param renderTexture Render texture object
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/// \param object Object to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_DrawSprite(sfRenderTexture* renderTexture, const sfSprite* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_DrawText(sfRenderTexture* renderTexture, const sfText* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_DrawCircleShape(sfRenderTexture* renderTexture, const sfCircleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_DrawConvexShape(sfRenderTexture* renderTexture, const sfConvexShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_DrawRectangleShape(sfRenderTexture* renderTexture, const sfRectangleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderTexture_DrawVertexArray(sfRenderTexture* renderTexture, const sfVertexArray* object, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Draw primitives defined by an array of vertices to a render texture
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///
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/// \param renderTexture Render texture object
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/// \param vertices Pointer to the vertices
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/// \param vertexCount Number of vertices in the array
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/// \param type Type of primitives to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_DrawPrimitives(sfRenderTexture* renderTexture,
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const sfVertex* vertices, unsigned int vertexCount,
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sfPrimitiveType type, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Save the current OpenGL render states and matrices
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering. Combined with PopGLStates,
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/// it ensures that:
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/// \li SFML's internal states are not messed up by your OpenGL code
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/// \li your OpenGL states are not modified by a call to a SFML function
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///
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/// Note that this function is quite expensive: it saves all the
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/// possible OpenGL states and matrices, even the ones you
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/// don't care about. Therefore it should be used wisely.
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/// It is provided for convenience, but the best results will
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/// be achieved if you handle OpenGL states yourself (because
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/// you know which states have really changed, and need to be
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/// saved and restored). Take a look at the ResetGLStates
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/// function if you do so.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_PushGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Restore the previously saved OpenGL render states and matrices
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///
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/// See the description of PushGLStates to get a detailed
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/// description of these functions.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_PopGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Reset the internal OpenGL states so that the target is ready for drawing
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering, if you choose not to use
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/// PushGLStates/PopGLStates. It makes sure that all OpenGL
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/// states needed by SFML are set, so that subsequent sfRenderTexture_Draw*()
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/// calls will work as expected.
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///
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/// \param renderTexture Render texture object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderTexture_ResetGLStates(sfRenderTexture* renderTexture);
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////////////////////////////////////////////////////////////
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/// \brief Get the target texture of a render texture
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///
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/// \param renderTexture Render texture object
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///
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/// \return Pointer to the target texture
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfTexture* sfRenderTexture_GetTexture(const sfRenderTexture* renderTexture);
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#endif // SFML_RENDERTEXTURE_H
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