vectozavr-shooter/SFML-VS32/include/SFML/Graphics/RenderTexture.hpp

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////////////////////////////////////////////////////////////
//
// 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_RENDERTEXTURE_HPP
#define SFML_RENDERTEXTURE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/RenderTarget.hpp>
#include <SFML/Window/ContextSettings.hpp>
namespace sf
{
namespace priv
{
class RenderTextureImpl;
}
////////////////////////////////////////////////////////////
/// \brief Target for off-screen 2D rendering into a texture
///
////////////////////////////////////////////////////////////
class SFML_GRAPHICS_API RenderTexture : public RenderTarget
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Constructs an empty, invalid render-texture. You must
/// call create to have a valid render-texture.
///
/// \see create
///
////////////////////////////////////////////////////////////
RenderTexture();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
virtual ~RenderTexture();
////////////////////////////////////////////////////////////
/// \brief Create the render-texture
///
/// Before calling this function, the render-texture is in
/// an invalid state, thus it is mandatory to call it before
/// doing anything with the render-texture.
/// The last parameter, \a depthBuffer, is useful if you want
/// to use the render-texture for 3D OpenGL rendering that requires
/// a depth buffer. Otherwise it is unnecessary, and you should
/// leave this parameter to false (which is its default value).
///
/// \param width Width of the render-texture
/// \param height Height of the render-texture
/// \param depthBuffer Do you want this render-texture to have a depth buffer?
///
/// \return True if creation has been successful
///
/// \deprecated Use create(unsigned int, unsigned int, const ContextSettings&) instead.
///
////////////////////////////////////////////////////////////
SFML_DEPRECATED bool create(unsigned int width, unsigned int height, bool depthBuffer);
////////////////////////////////////////////////////////////
/// \brief Create the render-texture
///
/// Before calling this function, the render-texture is in
/// an invalid state, thus it is mandatory to call it before
/// doing anything with the render-texture.
/// The last parameter, \a settings, is useful if you want to enable
/// multi-sampling or use the render-texture for OpenGL rendering that
/// requires a depth or stencil buffer. Otherwise it is unnecessary, and
/// you should leave this parameter at its default value.
///
/// \param width Width of the render-texture
/// \param height Height of the render-texture
/// \param settings Additional settings for the underlying OpenGL texture and context
///
/// \return True if creation has been successful
///
////////////////////////////////////////////////////////////
bool create(unsigned int width, unsigned int height, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Get the maximum anti-aliasing level supported by the system
///
/// \return The maximum anti-aliasing level supported by the system
///
////////////////////////////////////////////////////////////
static unsigned int getMaximumAntialiasingLevel();
////////////////////////////////////////////////////////////
/// \brief Enable or disable texture smoothing
///
/// This function is similar to Texture::setSmooth.
/// This parameter is disabled by default.
///
/// \param smooth True to enable smoothing, false to disable it
///
/// \see isSmooth
///
////////////////////////////////////////////////////////////
void setSmooth(bool smooth);
////////////////////////////////////////////////////////////
/// \brief Tell whether the smooth filtering is enabled or not
///
/// \return True if texture smoothing is enabled
///
/// \see setSmooth
///
////////////////////////////////////////////////////////////
bool isSmooth() const;
////////////////////////////////////////////////////////////
/// \brief Enable or disable texture repeating
///
/// This function is similar to Texture::setRepeated.
/// This parameter is disabled by default.
///
/// \param repeated True to enable repeating, false to disable it
///
/// \see isRepeated
///
////////////////////////////////////////////////////////////
void setRepeated(bool repeated);
////////////////////////////////////////////////////////////
/// \brief Tell whether the texture is repeated or not
///
/// \return True if texture is repeated
///
/// \see setRepeated
///
////////////////////////////////////////////////////////////
bool isRepeated() const;
////////////////////////////////////////////////////////////
/// \brief Generate a mipmap using the current texture data
///
/// This function is similar to Texture::generateMipmap and operates
/// on the texture used as the target for drawing.
/// Be aware that any draw operation may modify the base level image data.
/// For this reason, calling this function only makes sense after all
/// drawing is completed and display has been called. Not calling display
/// after subsequent drawing will lead to undefined behavior if a mipmap
/// had been previously generated.
///
/// \return True if mipmap generation was successful, false if unsuccessful
///
////////////////////////////////////////////////////////////
bool generateMipmap();
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the render-texture for rendering
///
/// This function makes the render-texture's context current for
/// future OpenGL rendering operations (so you shouldn't care
/// about it if you're not doing direct OpenGL stuff).
/// Only one context can be current in a thread, so if you
/// want to draw OpenGL geometry to another render target
/// (like a RenderWindow) don't forget to activate it again.
///
/// \param active True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
bool setActive(bool active = true);
////////////////////////////////////////////////////////////
/// \brief Update the contents of the target texture
///
/// This function updates the target texture with what
/// has been drawn so far. Like for windows, calling this
/// function is mandatory at the end of rendering. Not calling
/// it may leave the texture in an undefined state.
///
////////////////////////////////////////////////////////////
void display();
////////////////////////////////////////////////////////////
/// \brief Return the size of the rendering region of the texture
///
/// The returned value is the size that you passed to
/// the create function.
///
/// \return Size in pixels
///
////////////////////////////////////////////////////////////
virtual Vector2u getSize() const;
////////////////////////////////////////////////////////////
/// \brief Get a read-only reference to the target texture
///
/// After drawing to the render-texture and calling Display,
/// you can retrieve the updated texture using this function,
/// and draw it using a sprite (for example).
/// The internal sf::Texture of a render-texture is always the
/// same instance, so that it is possible to call this function
/// once and keep a reference to the texture even after it is
/// modified.
///
/// \return Const reference to the texture
///
////////////////////////////////////////////////////////////
const Texture& getTexture() const;
private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::RenderTextureImpl* m_impl; ///< Platform/hardware specific implementation
Texture m_texture; ///< Target texture to draw on
};
} // namespace sf
#endif // SFML_RENDERTEXTURE_HPP
////////////////////////////////////////////////////////////
/// \class sf::RenderTexture
/// \ingroup graphics
///
/// sf::RenderTexture is the little brother of sf::RenderWindow.
/// It implements the same 2D drawing and OpenGL-related functions
/// (see their base class sf::RenderTarget for more details),
/// the difference is that the result is stored in an off-screen
/// texture rather than being show in a window.
///
/// Rendering to a texture can be useful in a variety of situations:
/// \li precomputing a complex static texture (like a level's background from multiple tiles)
/// \li applying post-effects to the whole scene with shaders
/// \li creating a sprite from a 3D object rendered with OpenGL
/// \li etc.
///
/// Usage example:
///
/// \code
/// // Create a new render-window
/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
///
/// // Create a new render-texture
/// sf::RenderTexture texture;
/// if (!texture.create(500, 500))
/// return -1;
///
/// // The main loop
/// while (window.isOpen())
/// {
/// // Event processing
/// // ...
///
/// // Clear the whole texture with red color
/// texture.clear(sf::Color::Red);
///
/// // Draw stuff to the texture
/// texture.draw(sprite); // sprite is a sf::Sprite
/// texture.draw(shape); // shape is a sf::Shape
/// texture.draw(text); // text is a sf::Text
///
/// // We're done drawing to the texture
/// texture.display();
///
/// // Now we start rendering to the window, clear it first
/// window.clear();
///
/// // Draw the texture
/// sf::Sprite sprite(texture.getTexture());
/// window.draw(sprite);
///
/// // End the current frame and display its contents on screen
/// window.display();
/// }
/// \endcode
///
/// Like sf::RenderWindow, sf::RenderTexture is still able to render direct
/// OpenGL stuff. It is even possible to mix together OpenGL calls
/// and regular SFML drawing commands. If you need a depth buffer for
/// 3D rendering, don't forget to request it when calling RenderTexture::create.
///
/// \see sf::RenderTarget, sf::RenderWindow, sf::View, sf::Texture
///
////////////////////////////////////////////////////////////