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+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
+//
+// 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_H
+#define SFML_RENDERTEXTURE_H
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include <SFML/Graphics/Export.h>
+#include <SFML/Graphics/Color.h>
+#include <SFML/Graphics/Rect.h>
+#include <SFML/Graphics/Types.h>
+#include <SFML/Graphics/PrimitiveType.h>
+#include <SFML/Graphics/RenderStates.h>
+#include <SFML/Graphics/Vertex.h>
+#include <SFML/System/Vector2.h>
+
+
+////////////////////////////////////////////////////////////
+/// \brief Construct a new render texture
+///
+/// \param width Width of the render texture
+/// \param height Height of the render texture
+/// \param depthBuffer Do you want a depth-buffer attached? (useful only if you're doing 3D OpenGL on the rendertexture)
+///
+/// \return A new sfRenderTexture object, or NULL if it failed
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfRenderTexture* sfRenderTexture_create(unsigned int width, unsigned int height, sfBool depthBuffer);
+
+////////////////////////////////////////////////////////////
+/// \brief Destroy an existing render texture
+///
+/// \param renderTexture Render texture to destroy
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_destroy(sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the size of the rendering region of a render texture
+///
+/// \param renderTexture Render texture object
+///
+/// \return Size in pixels
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfVector2u sfRenderTexture_getSize(const sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Activate or deactivate a render texture as the current target for rendering
+///
+/// \param renderTexture Render texture object
+/// \param active sfTrue to activate, sfFalse to deactivate
+///
+/// \return True if operation was successful, false otherwise
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfBool sfRenderTexture_setActive(sfRenderTexture* renderTexture, sfBool active);
+
+////////////////////////////////////////////////////////////
+/// \brief Update the contents of the target texture
+///
+/// \param renderTexture Render texture object
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_display(sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Clear the rendertexture with the given color
+///
+/// \param renderTexture Render texture object
+/// \param color Fill color
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_clear(sfRenderTexture* renderTexture, sfColor color);
+
+////////////////////////////////////////////////////////////
+/// \brief Change the current active view of a render texture
+///
+/// \param renderTexture Render texture object
+/// \param view Pointer to the new view
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_setView(sfRenderTexture* renderTexture, const sfView* view);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the current active view of a render texture
+///
+/// \param renderTexture Render texture object
+///
+/// \return Current active view
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API const sfView* sfRenderTexture_getView(const sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the default view of a render texture
+///
+/// \param renderTexture Render texture object
+///
+/// \return Default view of the rendertexture
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API const sfView* sfRenderTexture_getDefaultView(const sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the viewport of a view applied to this target
+///
+/// \param renderTexture Render texture object
+/// \param view Target view
+///
+/// \return Viewport rectangle, expressed in pixels in the current target
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfIntRect sfRenderTexture_getViewport(const sfRenderTexture* renderTexture, const sfView* view);
+
+////////////////////////////////////////////////////////////
+/// \brief Convert a point from texture coordinates to world coordinates
+///
+/// This function finds the 2D position that matches the
+/// given pixel of the render-texture. In other words, it does
+/// the inverse of what the graphics card does, to find the
+/// initial position of a rendered pixel.
+///
+/// Initially, both coordinate systems (world units and target pixels)
+/// match perfectly. But if you define a custom view or resize your
+/// render-texture, this assertion is not true anymore, ie. a point
+/// located at (10, 50) in your render-texture may map to the point
+/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
+///
+/// This version uses a custom view for calculations, see the other
+/// overload of the function if you want to use the current view of the
+/// render-texture.
+///
+/// \param renderTexture Render texture object
+/// \param point Pixel to convert
+/// \param view The view to use for converting the point
+///
+/// \return The converted point, in "world" units
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfVector2f sfRenderTexture_mapPixelToCoords(const sfRenderTexture* renderTexture, sfVector2i point, const sfView* view);
+
+////////////////////////////////////////////////////////////
+/// \brief Convert a point from world coordinates to texture coordinates
+///
+/// This function finds the pixel of the render-texture that matches
+/// the given 2D point. In other words, it goes through the same process
+/// as the graphics card, to compute the final position of a rendered point.
+///
+/// Initially, both coordinate systems (world units and target pixels)
+/// match perfectly. But if you define a custom view or resize your
+/// render-texture, this assertion is not true anymore, ie. a point
+/// located at (150, 75) in your 2D world may map to the pixel
+/// (10, 50) of your render-texture -- if the view is translated by (140, 25).
+///
+/// This version uses a custom view for calculations, see the other
+/// overload of the function if you want to use the current view of the
+/// render-texture.
+///
+/// \param renderTexture Render texture object
+/// \param point Point to convert
+/// \param view The view to use for converting the point
+///
+/// \return The converted point, in target coordinates (pixels)
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfVector2i sfRenderTexture_mapCoordsToPixel(const sfRenderTexture* renderTexture, sfVector2f point, const sfView* view);
+
+////////////////////////////////////////////////////////////
+/// \brief Draw a drawable object to the render-target
+///
+/// \param renderTexture Render texture object
+/// \param object Object to draw
+/// \param states Render states to use for drawing (NULL to use the default states)
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_drawSprite(sfRenderTexture* renderTexture, const sfSprite* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawText(sfRenderTexture* renderTexture, const sfText* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawShape(sfRenderTexture* renderTexture, const sfShape* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawCircleShape(sfRenderTexture* renderTexture, const sfCircleShape* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawConvexShape(sfRenderTexture* renderTexture, const sfConvexShape* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawRectangleShape(sfRenderTexture* renderTexture, const sfRectangleShape* object, const sfRenderStates* states);
+CSFML_GRAPHICS_API void sfRenderTexture_drawVertexArray(sfRenderTexture* renderTexture, const sfVertexArray* object, const sfRenderStates* states);
+
+////////////////////////////////////////////////////////////
+/// \brief Draw primitives defined by an array of vertices to a render texture
+///
+/// \param renderTexture Render texture object
+/// \param vertices Pointer to the vertices
+/// \param vertexCount Number of vertices in the array
+/// \param type Type of primitives to draw
+/// \param states Render states to use for drawing (NULL to use the default states)
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_drawPrimitives(sfRenderTexture* renderTexture,
+ const sfVertex* vertices, unsigned int vertexCount,
+ sfPrimitiveType type, const sfRenderStates* states);
+
+////////////////////////////////////////////////////////////
+/// \brief Save the current OpenGL render states and matrices
+///
+/// This function can be used when you mix SFML drawing
+/// and direct OpenGL rendering. Combined with popGLStates,
+/// it ensures that:
+/// \li SFML's internal states are not messed up by your OpenGL code
+/// \li your OpenGL states are not modified by a call to a SFML function
+///
+/// Note that this function is quite expensive: it saves all the
+/// possible OpenGL states and matrices, even the ones you
+/// don't care about. Therefore it should be used wisely.
+/// It is provided for convenience, but the best results will
+/// be achieved if you handle OpenGL states yourself (because
+/// you know which states have really changed, and need to be
+/// saved and restored). Take a look at the resetGLStates
+/// function if you do so.
+///
+/// \param renderTexture Render texture object
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_pushGLStates(sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Restore the previously saved OpenGL render states and matrices
+///
+/// See the description of pushGLStates to get a detailed
+/// description of these functions.
+///
+/// \param renderTexture Render texture object
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_popGLStates(sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Reset the internal OpenGL states so that the target is ready for drawing
+///
+/// This function can be used when you mix SFML drawing
+/// and direct OpenGL rendering, if you choose not to use
+/// pushGLStates/popGLStates. It makes sure that all OpenGL
+/// states needed by SFML are set, so that subsequent sfRenderTexture_draw*()
+/// calls will work as expected.
+///
+/// \param renderTexture Render texture object
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_resetGLStates(sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Get the target texture of a render texture
+///
+/// \param renderTexture Render texture object
+///
+/// \return Pointer to the target texture
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API const sfTexture* sfRenderTexture_getTexture(const sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Enable or disable the smooth filter on a render texture
+///
+/// \param renderTexture Render texture object
+/// \param smooth sfTrue to enable smoothing, sfFalse to disable it
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_setSmooth(sfRenderTexture* renderTexture, sfBool smooth);
+
+////////////////////////////////////////////////////////////
+/// \brief Tell whether the smooth filter is enabled or not for a render texture
+///
+/// \param renderTexture Render texture object
+///
+/// \return sfTrue if smoothing is enabled, sfFalse if it is disabled
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfBool sfRenderTexture_isSmooth(const sfRenderTexture* renderTexture);
+
+////////////////////////////////////////////////////////////
+/// \brief Enable or disable texture repeating
+///
+/// \param renderTexture Render texture object
+/// \param repeated sfTrue to enable repeating, sfFalse to disable it
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API void sfRenderTexture_setRepeated(sfRenderTexture* renderTexture, sfBool repeated);
+
+////////////////////////////////////////////////////////////
+/// \brief Tell whether the texture is repeated or not
+///
+/// \param renderTexture Render texture object
+///
+/// \return sfTrue if repeat mode is enabled, sfFalse if it is disabled
+///
+////////////////////////////////////////////////////////////
+CSFML_GRAPHICS_API sfBool sfRenderTexture_isRepeated(const sfRenderTexture* renderTexture);
+
+#endif // SFML_RENDERTEXTURE_H