175 lines
6.4 KiB
C++
175 lines
6.4 KiB
C++
|
////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// SFML - Simple and Fast Multimedia Library
|
||
|
// Copyright (C) 2007-2017 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_RENDERSTATES_HPP
|
||
|
#define SFML_RENDERSTATES_HPP
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
// Headers
|
||
|
////////////////////////////////////////////////////////////
|
||
|
#include <SFML/Graphics/Export.hpp>
|
||
|
#include <SFML/Graphics/BlendMode.hpp>
|
||
|
#include <SFML/Graphics/Transform.hpp>
|
||
|
|
||
|
|
||
|
namespace sf
|
||
|
{
|
||
|
class Shader;
|
||
|
class Texture;
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Define the states used for drawing to a RenderTarget
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
class SFML_GRAPHICS_API RenderStates
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Default constructor
|
||
|
///
|
||
|
/// Constructing a default set of render states is equivalent
|
||
|
/// to using sf::RenderStates::Default.
|
||
|
/// The default set defines:
|
||
|
/// \li the BlendAlpha blend mode
|
||
|
/// \li the identity transform
|
||
|
/// \li a null texture
|
||
|
/// \li a null shader
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates();
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Construct a default set of render states with a custom blend mode
|
||
|
///
|
||
|
/// \param theBlendMode Blend mode to use
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates(const BlendMode& theBlendMode);
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Construct a default set of render states with a custom transform
|
||
|
///
|
||
|
/// \param theTransform Transform to use
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates(const Transform& theTransform);
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Construct a default set of render states with a custom texture
|
||
|
///
|
||
|
/// \param theTexture Texture to use
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates(const Texture* theTexture);
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Construct a default set of render states with a custom shader
|
||
|
///
|
||
|
/// \param theShader Shader to use
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates(const Shader* theShader);
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \brief Construct a set of render states with all its attributes
|
||
|
///
|
||
|
/// \param theBlendMode Blend mode to use
|
||
|
/// \param theTransform Transform to use
|
||
|
/// \param theTexture Texture to use
|
||
|
/// \param theShader Shader to use
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|
||
|
RenderStates(const BlendMode& theBlendMode, const Transform& theTransform,
|
||
|
const Texture* theTexture, const Shader* theShader);
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
// Static member data
|
||
|
////////////////////////////////////////////////////////////
|
||
|
static const RenderStates Default; ///< Special instance holding the default render states
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
// Member data
|
||
|
////////////////////////////////////////////////////////////
|
||
|
BlendMode blendMode; ///< Blending mode
|
||
|
Transform transform; ///< Transform
|
||
|
const Texture* texture; ///< Texture
|
||
|
const Shader* shader; ///< Shader
|
||
|
};
|
||
|
|
||
|
} // namespace sf
|
||
|
|
||
|
|
||
|
#endif // SFML_RENDERSTATES_HPP
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////
|
||
|
/// \class sf::RenderStates
|
||
|
/// \ingroup graphics
|
||
|
///
|
||
|
/// There are four global states that can be applied to
|
||
|
/// the drawn objects:
|
||
|
/// \li the blend mode: how pixels of the object are blended with the background
|
||
|
/// \li the transform: how the object is positioned/rotated/scaled
|
||
|
/// \li the texture: what image is mapped to the object
|
||
|
/// \li the shader: what custom effect is applied to the object
|
||
|
///
|
||
|
/// 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.
|
||
|
///
|
||
|
/// 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
|
||
|
/// RenderStates structure. So that you can use a "global" transform
|
||
|
/// on top of each object's transform.
|
||
|
///
|
||
|
/// 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.
|
||
|
/// \code
|
||
|
/// window.draw(sprite);
|
||
|
/// \endcode
|
||
|
///
|
||
|
/// If you want to use a single specific render state,
|
||
|
/// for example a shader, you can pass it directly to the Draw
|
||
|
/// function: sf::RenderStates has an implicit one-argument
|
||
|
/// constructor for each state.
|
||
|
/// \code
|
||
|
/// window.draw(sprite, shader);
|
||
|
/// \endcode
|
||
|
///
|
||
|
/// When you're inside the Draw function of a drawable
|
||
|
/// object (inherited from sf::Drawable), 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.
|
||
|
///
|
||
|
/// \see sf::RenderTarget, sf::Drawable
|
||
|
///
|
||
|
////////////////////////////////////////////////////////////
|