RenderTexture.hpp
1 //
3 // SFML - Simple and Fast Multimedia Library
4 // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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24 
25 #ifndef SFML_RENDERTEXTURE_HPP
26 #define SFML_RENDERTEXTURE_HPP
27 
29 // Headers
31 #include <SFML/Graphics/Export.hpp>
32 #include <SFML/Graphics/Texture.hpp>
33 #include <SFML/Graphics/RenderTarget.hpp>
34 #include <SFML/Window/ContextSettings.hpp>
35 
36 
37 namespace sf
38 {
39 namespace priv
40 {
41  class RenderTextureImpl;
42 }
43 
48 class SFML_GRAPHICS_API RenderTexture : public RenderTarget
49 {
50 public:
51 
61  RenderTexture();
62 
67  virtual ~RenderTexture();
68 
89  SFML_DEPRECATED bool create(unsigned int width, unsigned int height, bool depthBuffer);
90 
109  bool create(unsigned int width, unsigned int height, const ContextSettings& settings = ContextSettings());
110 
117  static unsigned int getMaximumAntialiasingLevel();
118 
130  void setSmooth(bool smooth);
131 
140  bool isSmooth() const;
141 
153  void setRepeated(bool repeated);
154 
163  bool isRepeated() const;
164 
179  bool generateMipmap();
180 
196  bool setActive(bool active = true);
197 
207  void display();
208 
218  virtual Vector2u getSize() const;
219 
234  const Texture& getTexture() const;
235 
236 private:
237 
239  // Member data
241  priv::RenderTextureImpl* m_impl;
242  Texture m_texture;
243 };
244 
245 } // namespace sf
246 
247 
248 #endif // SFML_RENDERTEXTURE_HPP
249 
250 
Image living on the graphics card that can be used for drawing.
Definition: Texture.hpp:48
Target for off-screen 2D rendering into a texture.
Base class for all render targets (window, texture, ...)
Structure defining the settings of the OpenGL context attached to a window.