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							| @@ -0,0 +1,284 @@ | ||||
| //////////////////////////////////////////////////////////// | ||||
| // | ||||
| // 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_RENDERWINDOW_HPP | ||||
| #define SFML_RENDERWINDOW_HPP | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // Headers | ||||
| //////////////////////////////////////////////////////////// | ||||
| #include <SFML/Graphics/Export.hpp> | ||||
| #include <SFML/Graphics/RenderTarget.hpp> | ||||
| #include <SFML/Graphics/Image.hpp> | ||||
| #include <SFML/Window/Window.hpp> | ||||
| #include <string> | ||||
|  | ||||
|  | ||||
| namespace sf | ||||
| { | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \brief Window that can serve as a target for 2D drawing | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
| class SFML_GRAPHICS_API RenderWindow : public Window, public RenderTarget | ||||
| { | ||||
| public: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Default constructor | ||||
|     /// | ||||
|     /// This constructor doesn't actually create the window, | ||||
|     /// use the other constructors or call create() to do so. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     RenderWindow(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Construct a new window | ||||
|     /// | ||||
|     /// This constructor creates the window with the size and pixel | ||||
|     /// depth defined in \a mode. An optional style can be passed to | ||||
|     /// customize the look and behavior of the window (borders, | ||||
|     /// title bar, resizable, closable, ...). | ||||
|     /// | ||||
|     /// The fourth parameter is an optional structure specifying | ||||
|     /// advanced OpenGL context settings such as antialiasing, | ||||
|     /// depth-buffer bits, etc. You shouldn't care about these | ||||
|     /// parameters for a regular usage of the graphics module. | ||||
|     /// | ||||
|     /// \param mode     Video mode to use (defines the width, height and depth of the rendering area of the window) | ||||
|     /// \param title    Title of the window | ||||
|     /// \param style    %Window style, a bitwise OR combination of sf::Style enumerators | ||||
|     /// \param settings Additional settings for the underlying OpenGL context | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     RenderWindow(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings()); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Construct the window from an existing control | ||||
|     /// | ||||
|     /// Use this constructor if you want to create an SFML | ||||
|     /// rendering area into an already existing control. | ||||
|     /// | ||||
|     /// The second parameter is an optional structure specifying | ||||
|     /// advanced OpenGL context settings such as antialiasing, | ||||
|     /// depth-buffer bits, etc. You shouldn't care about these | ||||
|     /// parameters for a regular usage of the graphics module. | ||||
|     /// | ||||
|     /// \param handle   Platform-specific handle of the control (\a HWND on | ||||
|     ///                 Windows, \a %Window on Linux/FreeBSD, \a NSWindow on OS X) | ||||
|     /// \param settings Additional settings for the underlying OpenGL context | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     explicit RenderWindow(WindowHandle handle, const ContextSettings& settings = ContextSettings()); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Destructor | ||||
|     /// | ||||
|     /// Closes the window and frees all the resources attached to it. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual ~RenderWindow(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the size of the rendering region of the window | ||||
|     /// | ||||
|     /// The size doesn't include the titlebar and borders | ||||
|     /// of the window. | ||||
|     /// | ||||
|     /// \return Size in pixels | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual Vector2u getSize() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Activate or deactivate the window as the current target | ||||
|     ///        for OpenGL rendering | ||||
|     /// | ||||
|     /// A window is active only on the current thread, if you want to | ||||
|     /// make it active on another thread you have to deactivate it | ||||
|     /// on the previous thread first if it was active. | ||||
|     /// Only one window can be active on a thread at a time, thus | ||||
|     /// the window previously active (if any) automatically gets deactivated. | ||||
|     /// This is not to be confused with requestFocus(). | ||||
|     /// | ||||
|     /// \param active True to activate, false to deactivate | ||||
|     /// | ||||
|     /// \return True if operation was successful, false otherwise | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool setActive(bool active = true); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Copy the current contents of the window to an image | ||||
|     /// | ||||
|     /// \deprecated | ||||
|     /// Use a sf::Texture and its sf::Texture::update(const Window&) | ||||
|     /// function and copy its contents into an sf::Image instead. | ||||
|     /// \code | ||||
|     /// sf::Vector2u windowSize = window.getSize(); | ||||
|     /// sf::Texture texture; | ||||
|     /// texture.create(windowSize.x, windowSize.y); | ||||
|     /// texture.update(window); | ||||
|     /// sf::Image screenshot = texture.copyToImage(); | ||||
|     /// \endcode | ||||
|     /// | ||||
|     /// This is a slow operation, whose main purpose is to make | ||||
|     /// screenshots of the application. If you want to update an | ||||
|     /// image with the contents of the window and then use it for | ||||
|     /// drawing, you should rather use a sf::Texture and its | ||||
|     /// update(Window&) function. | ||||
|     /// You can also draw things directly to a texture with the | ||||
|     /// sf::RenderTexture class. | ||||
|     /// | ||||
|     /// \return Image containing the captured contents | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED Image capture() const; | ||||
|  | ||||
| protected: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Function called after the window has been created | ||||
|     /// | ||||
|     /// This function is called so that derived classes can | ||||
|     /// perform their own specific initialization as soon as | ||||
|     /// the window is created. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual void onCreate(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Function called after the window has been resized | ||||
|     /// | ||||
|     /// This function is called so that derived classes can | ||||
|     /// perform custom actions when the size of the window changes. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     virtual void onResize(); | ||||
| }; | ||||
|  | ||||
| } // namespace sf | ||||
|  | ||||
|  | ||||
| #endif // SFML_RENDERWINDOW_HPP | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \class sf::RenderWindow | ||||
| /// \ingroup graphics | ||||
| /// | ||||
| /// sf::RenderWindow is the main class of the Graphics module. | ||||
| /// It defines an OS window that can be painted using the other | ||||
| /// classes of the graphics module. | ||||
| /// | ||||
| /// sf::RenderWindow is derived from sf::Window, thus it inherits | ||||
| /// all its features: events, window management, OpenGL rendering, | ||||
| /// etc. See the documentation of sf::Window for a more complete | ||||
| /// description of all these features, as well as code examples. | ||||
| /// | ||||
| /// On top of that, sf::RenderWindow adds more features related to | ||||
| /// 2D drawing with the graphics module (see its base class | ||||
| /// sf::RenderTarget for more details). | ||||
| /// Here is a typical rendering and event loop with a sf::RenderWindow: | ||||
| /// | ||||
| /// \code | ||||
| /// // Declare and create a new render-window | ||||
| /// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window"); | ||||
| /// | ||||
| /// // Limit the framerate to 60 frames per second (this step is optional) | ||||
| /// window.setFramerateLimit(60); | ||||
| /// | ||||
| /// // The main loop - ends as soon as the window is closed | ||||
| /// while (window.isOpen()) | ||||
| /// { | ||||
| ///    // Event processing | ||||
| ///    sf::Event event; | ||||
| ///    while (window.pollEvent(event)) | ||||
| ///    { | ||||
| ///        // Request for closing the window | ||||
| ///        if (event.type == sf::Event::Closed) | ||||
| ///            window.close(); | ||||
| ///    } | ||||
| /// | ||||
| ///    // Clear the whole window before rendering a new frame | ||||
| ///    window.clear(); | ||||
| /// | ||||
| ///    // Draw some graphical entities | ||||
| ///    window.draw(sprite); | ||||
| ///    window.draw(circle); | ||||
| ///    window.draw(text); | ||||
| /// | ||||
| ///    // End the current frame and display its contents on screen | ||||
| ///    window.display(); | ||||
| /// } | ||||
| /// \endcode | ||||
| /// | ||||
| /// Like sf::Window, sf::RenderWindow is still able to render direct | ||||
| /// OpenGL stuff. It is even possible to mix together OpenGL calls | ||||
| /// and regular SFML drawing commands. | ||||
| /// | ||||
| /// \code | ||||
| /// // Create the render window | ||||
| /// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL"); | ||||
| /// | ||||
| /// // Create a sprite and a text to display | ||||
| /// sf::Sprite sprite; | ||||
| /// sf::Text text; | ||||
| /// ... | ||||
| /// | ||||
| /// // Perform OpenGL initializations | ||||
| /// glMatrixMode(GL_PROJECTION); | ||||
| /// ... | ||||
| /// | ||||
| /// // Start the rendering loop | ||||
| /// while (window.isOpen()) | ||||
| /// { | ||||
| ///     // Process events | ||||
| ///     ... | ||||
| /// | ||||
| ///     // Draw a background sprite | ||||
| ///     window.pushGLStates(); | ||||
| ///     window.draw(sprite); | ||||
| ///     window.popGLStates(); | ||||
| /// | ||||
| ///     // Draw a 3D object using OpenGL | ||||
| ///     glBegin(GL_QUADS); | ||||
| ///         glVertex3f(...); | ||||
| ///         ... | ||||
| ///     glEnd(); | ||||
| /// | ||||
| ///     // Draw text on top of the 3D object | ||||
| ///     window.pushGLStates(); | ||||
| ///     window.draw(text); | ||||
| ///     window.popGLStates(); | ||||
| /// | ||||
| ///     // Finally, display the rendered frame on screen | ||||
| ///     window.display(); | ||||
| /// } | ||||
| /// \endcode | ||||
| /// | ||||
| /// \see sf::Window, sf::RenderTarget, sf::RenderTexture, sf::View | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
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