410 lines
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410 lines
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<li class="navelem"><b>sf</b></li><li class="navelem"><a class="el" href="classsf_1_1RenderStates.html">RenderStates</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> |
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<div class="title">sf::RenderStates Class Reference<div class="ingroups"><a class="el" href="group__graphics.html">Graphics module</a></div></div> </div>
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<p>Define the states used for drawing to a <a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">RenderTarget</a>.
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<a href="classsf_1_1RenderStates.html#details">More...</a></p>
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<p><code>#include <<a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>></code></p>
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<table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:a885bf14070d0d5391f062f62b270b7d0"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a885bf14070d0d5391f062f62b270b7d0">RenderStates</a> ()</td></tr>
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<tr class="memdesc:a885bf14070d0d5391f062f62b270b7d0"><td class="mdescLeft"> </td><td class="mdescRight">Default constructor. <a href="#a885bf14070d0d5391f062f62b270b7d0">More...</a><br /></td></tr>
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<tr class="separator:a885bf14070d0d5391f062f62b270b7d0"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acac8830a593c8a4523ac2fdf3cac8a01"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#acac8830a593c8a4523ac2fdf3cac8a01">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &theBlendMode)</td></tr>
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<tr class="memdesc:acac8830a593c8a4523ac2fdf3cac8a01"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom blend mode. <a href="#acac8830a593c8a4523ac2fdf3cac8a01">More...</a><br /></td></tr>
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<tr class="separator:acac8830a593c8a4523ac2fdf3cac8a01"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a3e99cad6ab05971d40357949930ed890"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a3e99cad6ab05971d40357949930ed890">RenderStates</a> (const <a class="el" href="classsf_1_1Transform.html">Transform</a> &theTransform)</td></tr>
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<tr class="memdesc:a3e99cad6ab05971d40357949930ed890"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom transform. <a href="#a3e99cad6ab05971d40357949930ed890">More...</a><br /></td></tr>
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<tr class="separator:a3e99cad6ab05971d40357949930ed890"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a8f4ca3be0e27dafea0c4ab8547439bb1">RenderStates</a> (const <a class="el" href="classsf_1_1Texture.html">Texture</a> *theTexture)</td></tr>
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<tr class="memdesc:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom texture. <a href="#a8f4ca3be0e27dafea0c4ab8547439bb1">More...</a><br /></td></tr>
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<tr class="separator:a8f4ca3be0e27dafea0c4ab8547439bb1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a39f94233f464739d8d8522f3aefe97d0"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a39f94233f464739d8d8522f3aefe97d0">RenderStates</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> *theShader)</td></tr>
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<tr class="memdesc:a39f94233f464739d8d8522f3aefe97d0"><td class="mdescLeft"> </td><td class="mdescRight">Construct a default set of render states with a custom shader. <a href="#a39f94233f464739d8d8522f3aefe97d0">More...</a><br /></td></tr>
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<tr class="separator:a39f94233f464739d8d8522f3aefe97d0"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ab5eda13cd8c79c74eba3b1b0df817d67">RenderStates</a> (const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> &theBlendMode, const <a class="el" href="classsf_1_1Transform.html">Transform</a> &theTransform, const <a class="el" href="classsf_1_1Texture.html">Texture</a> *theTexture, const <a class="el" href="classsf_1_1Shader.html">Shader</a> *theShader)</td></tr>
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<tr class="memdesc:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="mdescLeft"> </td><td class="mdescRight">Construct a set of render states with all its attributes. <a href="#ab5eda13cd8c79c74eba3b1b0df817d67">More...</a><br /></td></tr>
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<tr class="separator:ab5eda13cd8c79c74eba3b1b0df817d67"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
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Public Attributes</h2></td></tr>
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<tr class="memitem:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad6ac87f1b5006dae7ebfee4b5d40f5a8">blendMode</a></td></tr>
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<tr class="memdesc:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="mdescLeft"> </td><td class="mdescRight">Blending mode. <a href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">More...</a><br /></td></tr>
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<tr class="separator:ad6ac87f1b5006dae7ebfee4b5d40f5a8"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsf_1_1Transform.html">Transform</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a1f737981a0f2f0d4bb8dac866a8d1149">transform</a></td></tr>
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<tr class="memdesc:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a>. <a href="#a1f737981a0f2f0d4bb8dac866a8d1149">More...</a><br /></td></tr>
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<tr class="separator:a1f737981a0f2f0d4bb8dac866a8d1149"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a457fc5a41731889de9cf39cf9b3436c3"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Texture.html">Texture</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#a457fc5a41731889de9cf39cf9b3436c3">texture</a></td></tr>
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<tr class="memdesc:a457fc5a41731889de9cf39cf9b3436c3"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a>. <a href="#a457fc5a41731889de9cf39cf9b3436c3">More...</a><br /></td></tr>
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<tr class="separator:a457fc5a41731889de9cf39cf9b3436c3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="classsf_1_1Shader.html">Shader</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a></td></tr>
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<tr class="memdesc:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a>. <a href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">More...</a><br /></td></tr>
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<tr class="separator:ad4f79ecdd0c60ed0d24fbe555b221bd8"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
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Static Public Attributes</h2></td></tr>
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<tr class="memitem:ad29672df29f19ce50c3021d95f2bb062"><td class="memItemLeft" align="right" valign="top">static const <a class="el" href="classsf_1_1RenderStates.html">RenderStates</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classsf_1_1RenderStates.html#ad29672df29f19ce50c3021d95f2bb062">Default</a></td></tr>
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<tr class="memdesc:ad29672df29f19ce50c3021d95f2bb062"><td class="mdescLeft"> </td><td class="mdescRight">Special instance holding the default render states. <a href="#ad29672df29f19ce50c3021d95f2bb062">More...</a><br /></td></tr>
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</table>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
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<div class="textblock"><p>Define the states used for drawing to a <a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">RenderTarget</a>. </p>
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<p>There are four global states that can be applied to the drawn objects:</p>
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<ul>
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<li>the blend mode: how pixels of the object are blended with the background </li>
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<li>the transform: how the object is positioned/rotated/scaled </li>
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<li>the texture: what image is mapped to the object </li>
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<li>the shader: what custom effect is applied to the object</li>
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</ul>
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<p>High-level objects such as sprites or text force some of these states when they are drawn. For example, a sprite will set its own texture, so that you don't have to care about it when drawing the sprite.</p>
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<p>The transform is a special case: sprites, texts and shapes (and it's a good idea to do it with your own drawable classes too) combine their transform with the one that is passed in the <a class="el" href="classsf_1_1RenderStates.html" title="Define the states used for drawing to a RenderTarget. ">RenderStates</a> structure. So that you can use a "global" transform on top of each object's transform.</p>
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<p>Most objects, especially high-level drawables, can be drawn directly without defining render states explicitly – the default set of states is ok in most cases. </p><div class="fragment"><div class="line">window.draw(sprite);</div></div><!-- fragment --><p>If you want to use a single specific render state, for example a shader, you can pass it directly to the Draw function: <a class="el" href="classsf_1_1RenderStates.html" title="Define the states used for drawing to a RenderTarget. ">sf::RenderStates</a> has an implicit one-argument constructor for each state. </p><div class="fragment"><div class="line">window.draw(sprite, <a class="code" href="classsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a>);</div></div><!-- fragment --><p>When you're inside the Draw function of a drawable object (inherited from <a class="el" href="classsf_1_1Drawable.html" title="Abstract base class for objects that can be drawn to a render target. ">sf::Drawable</a>), you can either pass the render states unmodified, or change some of them. For example, a transformable object will combine the current transform with its own transform. A sprite will set its texture. Etc.</p>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classsf_1_1RenderTarget.html" title="Base class for all render targets (window, texture, ...) ">sf::RenderTarget</a>, <a class="el" href="classsf_1_1Drawable.html" title="Abstract base class for objects that can be drawn to a render target. ">sf::Drawable</a> </dd></dl>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00045">45</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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</div><h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<a id="a885bf14070d0d5391f062f62b270b7d0"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a885bf14070d0d5391f062f62b270b7d0">◆ </a></span>RenderStates() <span class="overload">[1/6]</span></h2>
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<td class="memname">sf::RenderStates::RenderStates </td>
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<p>Default constructor. </p>
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<p>Constructing a default set of render states is equivalent to using <a class="el" href="classsf_1_1RenderStates.html#ad29672df29f19ce50c3021d95f2bb062" title="Special instance holding the default render states. ">sf::RenderStates::Default</a>. The default set defines: </p><ul>
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<li>the BlendAlpha blend mode </li>
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<li>the identity transform </li>
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<li>a null texture </li>
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<li>a null shader </li>
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</ul>
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<a id="acac8830a593c8a4523ac2fdf3cac8a01"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#acac8830a593c8a4523ac2fdf3cac8a01">◆ </a></span>RenderStates() <span class="overload">[2/6]</span></h2>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> & </td>
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<td class="paramname"><em>theBlendMode</em></td><td>)</td>
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<p>Construct a default set of render states with a custom blend mode. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">theBlendMode</td><td>Blend mode to use </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a3e99cad6ab05971d40357949930ed890">◆ </a></span>RenderStates() <span class="overload">[3/6]</span></h2>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Transform.html">Transform</a> & </td>
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<td class="paramname"><em>theTransform</em></td><td>)</td>
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<p>Construct a default set of render states with a custom transform. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">theTransform</td><td><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a> to use </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a8f4ca3be0e27dafea0c4ab8547439bb1">◆ </a></span>RenderStates() <span class="overload">[4/6]</span></h2>
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<td class="memname">sf::RenderStates::RenderStates </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> * </td>
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<td class="paramname"><em>theTexture</em></td><td>)</td>
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<p>Construct a default set of render states with a custom texture. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">theTexture</td><td><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a> to use </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a39f94233f464739d8d8522f3aefe97d0">◆ </a></span>RenderStates() <span class="overload">[5/6]</span></h2>
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<td class="memname">sf::RenderStates::RenderStates </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> * </td>
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<td class="paramname"><em>theShader</em></td><td>)</td>
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<p>Construct a default set of render states with a custom shader. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">theShader</td><td><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a> to use </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ab5eda13cd8c79c74eba3b1b0df817d67">◆ </a></span>RenderStates() <span class="overload">[6/6]</span></h2>
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<td class="memname">sf::RenderStates::RenderStates </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> & </td>
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<td class="paramname"><em>theBlendMode</em>, </td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Transform.html">Transform</a> & </td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> * </td>
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<td class="paramname"><em>theTexture</em>, </td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> * </td>
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<td>)</td>
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<p>Construct a set of render states with all its attributes. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">theBlendMode</td><td>Blend mode to use </td></tr>
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<tr><td class="paramname">theTransform</td><td><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a> to use </td></tr>
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<tr><td class="paramname">theTexture</td><td><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a> to use </td></tr>
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<tr><td class="paramname">theShader</td><td><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a> to use </td></tr>
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<h2 class="groupheader">Member Data Documentation</h2>
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<a id="ad6ac87f1b5006dae7ebfee4b5d40f5a8"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ad6ac87f1b5006dae7ebfee4b5d40f5a8">◆ </a></span>blendMode</h2>
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<td class="memname"><a class="el" href="structsf_1_1BlendMode.html">BlendMode</a> sf::RenderStates::blendMode</td>
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<p>Blending mode. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00115">115</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad29672df29f19ce50c3021d95f2bb062">◆ </a></span>Default</h2>
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<td class="memname">const <a class="el" href="classsf_1_1RenderStates.html">RenderStates</a> sf::RenderStates::Default</td>
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<span class="mlabels"><span class="mlabel">static</span></span> </td>
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<p>Special instance holding the default render states. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00110">110</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad4f79ecdd0c60ed0d24fbe555b221bd8">◆ </a></span>shader</h2>
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<td class="memname">const <a class="el" href="classsf_1_1Shader.html">Shader</a>* sf::RenderStates::shader</td>
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<p><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">Shader</a>. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00118">118</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<a id="a457fc5a41731889de9cf39cf9b3436c3"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a457fc5a41731889de9cf39cf9b3436c3">◆ </a></span>texture</h2>
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<td class="memname">const <a class="el" href="classsf_1_1Texture.html">Texture</a>* sf::RenderStates::texture</td>
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<p><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing. ">Texture</a>. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00117">117</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<a id="a1f737981a0f2f0d4bb8dac866a8d1149"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a1f737981a0f2f0d4bb8dac866a8d1149">◆ </a></span>transform</h2>
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<td class="memname"><a class="el" href="classsf_1_1Transform.html">Transform</a> sf::RenderStates::transform</td>
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<p><a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">Transform</a>. </p>
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<p class="definition">Definition at line <a class="el" href="RenderStates_8hpp_source.html#l00116">116</a> of file <a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a>.</p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li><a class="el" href="RenderStates_8hpp_source.html">RenderStates.hpp</a></li>
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</ul>
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SFML is licensed under the terms and conditions of the <a href="https://www.sfml-dev.org/license.php">zlib/png license</a>.<br>
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Copyright © Laurent Gomila ::
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Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen</a> ::
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