285 lines
10 KiB
C++
285 lines
10 KiB
C++
////////////////////////////////////////////////////////////
|
|
//
|
|
// SFML - Simple and Fast Multimedia Library
|
|
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
|
|
//
|
|
// 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_RENDERWINDOW_HPP
|
|
#define SFML_RENDERWINDOW_HPP
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Headers
|
|
////////////////////////////////////////////////////////////
|
|
#include <SFML/Graphics/Export.hpp>
|
|
#include <SFML/Graphics/RenderTarget.hpp>
|
|
#include <SFML/Graphics/Image.hpp>
|
|
#include <SFML/Window/Window.hpp>
|
|
#include <string>
|
|
|
|
|
|
namespace sf
|
|
{
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Window that can serve as a target for 2D drawing
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
class SFML_GRAPHICS_API RenderWindow : public Window, public RenderTarget
|
|
{
|
|
public:
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Default constructor
|
|
///
|
|
/// This constructor doesn't actually create the window,
|
|
/// use the other constructors or call create() to do so.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
RenderWindow();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Construct a new window
|
|
///
|
|
/// This constructor creates the window with the size and pixel
|
|
/// depth defined in \a mode. An optional style can be passed to
|
|
/// customize the look and behavior of the window (borders,
|
|
/// title bar, resizable, closable, ...).
|
|
///
|
|
/// The fourth parameter is an optional structure specifying
|
|
/// advanced OpenGL context settings such as antialiasing,
|
|
/// depth-buffer bits, etc. You shouldn't care about these
|
|
/// parameters for a regular usage of the graphics module.
|
|
///
|
|
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
|
/// \param title Title of the window
|
|
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
|
|
/// \param settings Additional settings for the underlying OpenGL context
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
RenderWindow(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Construct the window from an existing control
|
|
///
|
|
/// Use this constructor if you want to create an SFML
|
|
/// rendering area into an already existing control.
|
|
///
|
|
/// The second parameter is an optional structure specifying
|
|
/// advanced OpenGL context settings such as antialiasing,
|
|
/// depth-buffer bits, etc. You shouldn't care about these
|
|
/// parameters for a regular usage of the graphics module.
|
|
///
|
|
/// \param handle Platform-specific handle of the control (\a HWND on
|
|
/// Windows, \a %Window on Linux/FreeBSD, \a NSWindow on OS X)
|
|
/// \param settings Additional settings for the underlying OpenGL context
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
explicit RenderWindow(WindowHandle handle, const ContextSettings& settings = ContextSettings());
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Destructor
|
|
///
|
|
/// Closes the window and frees all the resources attached to it.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual ~RenderWindow();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the size of the rendering region of the window
|
|
///
|
|
/// The size doesn't include the titlebar and borders
|
|
/// of the window.
|
|
///
|
|
/// \return Size in pixels
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual Vector2u getSize() const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Activate or deactivate the window as the current target
|
|
/// for OpenGL rendering
|
|
///
|
|
/// A window is active only on the current thread, if you want to
|
|
/// make it active on another thread you have to deactivate it
|
|
/// on the previous thread first if it was active.
|
|
/// Only one window can be active on a thread at a time, thus
|
|
/// the window previously active (if any) automatically gets deactivated.
|
|
/// This is not to be confused with requestFocus().
|
|
///
|
|
/// \param active True to activate, false to deactivate
|
|
///
|
|
/// \return True if operation was successful, false otherwise
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
bool setActive(bool active = true);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Copy the current contents of the window to an image
|
|
///
|
|
/// \deprecated
|
|
/// Use a sf::Texture and its sf::Texture::update(const Window&)
|
|
/// function and copy its contents into an sf::Image instead.
|
|
/// \code
|
|
/// sf::Vector2u windowSize = window.getSize();
|
|
/// sf::Texture texture;
|
|
/// texture.create(windowSize.x, windowSize.y);
|
|
/// texture.update(window);
|
|
/// sf::Image screenshot = texture.copyToImage();
|
|
/// \endcode
|
|
///
|
|
/// This is a slow operation, whose main purpose is to make
|
|
/// screenshots of the application. If you want to update an
|
|
/// image with the contents of the window and then use it for
|
|
/// drawing, you should rather use a sf::Texture and its
|
|
/// update(Window&) function.
|
|
/// You can also draw things directly to a texture with the
|
|
/// sf::RenderTexture class.
|
|
///
|
|
/// \return Image containing the captured contents
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
SFML_DEPRECATED Image capture() const;
|
|
|
|
protected:
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Function called after the window has been created
|
|
///
|
|
/// This function is called so that derived classes can
|
|
/// perform their own specific initialization as soon as
|
|
/// the window is created.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual void onCreate();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Function called after the window has been resized
|
|
///
|
|
/// This function is called so that derived classes can
|
|
/// perform custom actions when the size of the window changes.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
virtual void onResize();
|
|
};
|
|
|
|
} // namespace sf
|
|
|
|
|
|
#endif // SFML_RENDERWINDOW_HPP
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \class sf::RenderWindow
|
|
/// \ingroup graphics
|
|
///
|
|
/// sf::RenderWindow is the main class of the Graphics module.
|
|
/// It defines an OS window that can be painted using the other
|
|
/// classes of the graphics module.
|
|
///
|
|
/// sf::RenderWindow is derived from sf::Window, thus it inherits
|
|
/// all its features: events, window management, OpenGL rendering,
|
|
/// etc. See the documentation of sf::Window for a more complete
|
|
/// description of all these features, as well as code examples.
|
|
///
|
|
/// On top of that, sf::RenderWindow adds more features related to
|
|
/// 2D drawing with the graphics module (see its base class
|
|
/// sf::RenderTarget for more details).
|
|
/// Here is a typical rendering and event loop with a sf::RenderWindow:
|
|
///
|
|
/// \code
|
|
/// // Declare and create a new render-window
|
|
/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
|
|
///
|
|
/// // Limit the framerate to 60 frames per second (this step is optional)
|
|
/// window.setFramerateLimit(60);
|
|
///
|
|
/// // The main loop - ends as soon as the window is closed
|
|
/// while (window.isOpen())
|
|
/// {
|
|
/// // Event processing
|
|
/// sf::Event event;
|
|
/// while (window.pollEvent(event))
|
|
/// {
|
|
/// // Request for closing the window
|
|
/// if (event.type == sf::Event::Closed)
|
|
/// window.close();
|
|
/// }
|
|
///
|
|
/// // Clear the whole window before rendering a new frame
|
|
/// window.clear();
|
|
///
|
|
/// // Draw some graphical entities
|
|
/// window.draw(sprite);
|
|
/// window.draw(circle);
|
|
/// window.draw(text);
|
|
///
|
|
/// // End the current frame and display its contents on screen
|
|
/// window.display();
|
|
/// }
|
|
/// \endcode
|
|
///
|
|
/// Like sf::Window, sf::RenderWindow is still able to render direct
|
|
/// OpenGL stuff. It is even possible to mix together OpenGL calls
|
|
/// and regular SFML drawing commands.
|
|
///
|
|
/// \code
|
|
/// // Create the render window
|
|
/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
|
|
///
|
|
/// // Create a sprite and a text to display
|
|
/// sf::Sprite sprite;
|
|
/// sf::Text text;
|
|
/// ...
|
|
///
|
|
/// // Perform OpenGL initializations
|
|
/// glMatrixMode(GL_PROJECTION);
|
|
/// ...
|
|
///
|
|
/// // Start the rendering loop
|
|
/// while (window.isOpen())
|
|
/// {
|
|
/// // Process events
|
|
/// ...
|
|
///
|
|
/// // Draw a background sprite
|
|
/// window.pushGLStates();
|
|
/// window.draw(sprite);
|
|
/// window.popGLStates();
|
|
///
|
|
/// // Draw a 3D object using OpenGL
|
|
/// glBegin(GL_QUADS);
|
|
/// glVertex3f(...);
|
|
/// ...
|
|
/// glEnd();
|
|
///
|
|
/// // Draw text on top of the 3D object
|
|
/// window.pushGLStates();
|
|
/// window.draw(text);
|
|
/// window.popGLStates();
|
|
///
|
|
/// // Finally, display the rendered frame on screen
|
|
/// window.display();
|
|
/// }
|
|
/// \endcode
|
|
///
|
|
/// \see sf::Window, sf::RenderTarget, sf::RenderTexture, sf::View
|
|
///
|
|
////////////////////////////////////////////////////////////
|