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include
SFML
Graphics
RenderTexture.hpp
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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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#ifndef SFML_RENDERTEXTURE_HPP
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#define SFML_RENDERTEXTURE_HPP
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// Headers
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/RenderTarget.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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namespace
sf
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{
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namespace
priv
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{
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class
RenderTextureImpl;
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}
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class
SFML_GRAPHICS_API
RenderTexture
:
public
RenderTarget
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{
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public
:
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RenderTexture
();
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virtual
~
RenderTexture
();
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SFML_DEPRECATED
bool
create(
unsigned
int
width,
unsigned
int
height,
bool
depthBuffer);
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bool
create(
unsigned
int
width,
unsigned
int
height,
const
ContextSettings
& settings =
ContextSettings
());
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static
unsigned
int
getMaximumAntialiasingLevel();
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void
setSmooth(
bool
smooth);
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bool
isSmooth()
const
;
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void
setRepeated(
bool
repeated);
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bool
isRepeated()
const
;
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bool
generateMipmap();
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bool
setActive(
bool
active =
true
);
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void
display();
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virtual
Vector2u
getSize()
const
;
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const
Texture
& getTexture()
const
;
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private
:
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// Member data
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priv::RenderTextureImpl* m_impl;
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Texture
m_texture;
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};
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}
// namespace sf
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#endif // SFML_RENDERTEXTURE_HPP
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sf::Texture
Image living on the graphics card that can be used for drawing.
Definition:
Texture.hpp:48
sf::RenderTexture
Target for off-screen 2D rendering into a texture.
Definition:
RenderTexture.hpp:48
sf::RenderTarget
Base class for all render targets (window, texture, ...)
Definition:
RenderTarget.hpp:52
sf::ContextSettings
Structure defining the settings of the OpenGL context attached to a window.
Definition:
ContextSettings.hpp:37
sf
Definition:
AlResource.hpp:34
sf::Vector2< unsigned int >