175 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			175 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ////////////////////////////////////////////////////////////
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| //
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| // SFML - Simple and Fast Multimedia Library
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| // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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| //
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| // This software is provided 'as-is', without any express or implied warranty.
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| // In no event will the authors be held liable for any damages arising from the use of this software.
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| //
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| // Permission is granted to anyone to use this software for any purpose,
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| // including commercial applications, and to alter it and redistribute it freely,
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| // subject to the following restrictions:
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| //
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| // 1. The origin of this software must not be misrepresented;
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| //    you must not claim that you wrote the original software.
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| //    If you use this software in a product, an acknowledgment
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| //    in the product documentation would be appreciated but is not required.
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| //
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| // 2. Altered source versions must be plainly marked as such,
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| //    and must not be misrepresented as being the original software.
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| //
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| // 3. This notice may not be removed or altered from any source distribution.
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| //
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| ////////////////////////////////////////////////////////////
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| 
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| #ifndef SFML_RENDERSTATES_HPP
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| #define SFML_RENDERSTATES_HPP
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| 
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| ////////////////////////////////////////////////////////////
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| // Headers
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| ////////////////////////////////////////////////////////////
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| #include <SFML/Graphics/Export.hpp>
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| #include <SFML/Graphics/BlendMode.hpp>
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| #include <SFML/Graphics/Transform.hpp>
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| 
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| 
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| namespace sf
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| {
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| class Shader;
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| class Texture;
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| 
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| ////////////////////////////////////////////////////////////
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| /// \brief Define the states used for drawing to a RenderTarget
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| ///
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| ////////////////////////////////////////////////////////////
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| class SFML_GRAPHICS_API RenderStates
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| {
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| public:
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Default constructor
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|     ///
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|     /// Constructing a default set of render states is equivalent
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|     /// to using sf::RenderStates::Default.
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|     /// The default set defines:
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|     /// \li the BlendAlpha blend mode
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|     /// \li the identity transform
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|     /// \li a null texture
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|     /// \li a null shader
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates();
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Construct a default set of render states with a custom blend mode
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|     ///
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|     /// \param theBlendMode Blend mode to use
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates(const BlendMode& theBlendMode);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Construct a default set of render states with a custom transform
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|     ///
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|     /// \param theTransform Transform to use
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates(const Transform& theTransform);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Construct a default set of render states with a custom texture
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|     ///
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|     /// \param theTexture Texture to use
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates(const Texture* theTexture);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Construct a default set of render states with a custom shader
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|     ///
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|     /// \param theShader Shader to use
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates(const Shader* theShader);
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| 
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|     ////////////////////////////////////////////////////////////
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|     /// \brief Construct a set of render states with all its attributes
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|     ///
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|     /// \param theBlendMode Blend mode to use
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|     /// \param theTransform Transform to use
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|     /// \param theTexture   Texture to use
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|     /// \param theShader    Shader to use
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|     ///
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|     ////////////////////////////////////////////////////////////
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|     RenderStates(const BlendMode& theBlendMode, const Transform& theTransform,
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|                  const Texture* theTexture, const Shader* theShader);
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| 
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|     ////////////////////////////////////////////////////////////
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|     // Static member data
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|     ////////////////////////////////////////////////////////////
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|     static const RenderStates Default; ///< Special instance holding the default render states
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| 
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|     ////////////////////////////////////////////////////////////
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|     // Member data
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|     ////////////////////////////////////////////////////////////
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|     BlendMode      blendMode; ///< Blending mode
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|     Transform      transform; ///< Transform
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|     const Texture* texture;   ///< Texture
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|     const Shader*  shader;    ///< Shader
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| };
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| 
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| } // namespace sf
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| 
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| 
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| #endif // SFML_RENDERSTATES_HPP
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| 
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| 
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| ////////////////////////////////////////////////////////////
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| /// \class sf::RenderStates
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| /// \ingroup graphics
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| ///
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| /// There are four global states that can be applied to
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| /// the drawn objects:
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| /// \li the blend mode: how pixels of the object are blended with the background
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| /// \li the transform: how the object is positioned/rotated/scaled
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| /// \li the texture: what image is mapped to the object
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| /// \li the shader: what custom effect is applied to the object
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| ///
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| /// High-level objects such as sprites or text force some of
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| /// these states when they are drawn. For example, a sprite
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| /// will set its own texture, so that you don't have to care
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| /// about it when drawing the sprite.
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| ///
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| /// The transform is a special case: sprites, texts and shapes
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| /// (and it's a good idea to do it with your own drawable classes
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| /// too) combine their transform with the one that is passed in the
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| /// RenderStates structure. So that you can use a "global" transform
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| /// on top of each object's transform.
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| ///
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| /// Most objects, especially high-level drawables, can be drawn
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| /// directly without defining render states explicitly -- the
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| /// default set of states is ok in most cases.
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| /// \code
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| /// window.draw(sprite);
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| /// \endcode
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| ///
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| /// If you want to use a single specific render state,
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| /// for example a shader, you can pass it directly to the Draw
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| /// function: sf::RenderStates has an implicit one-argument
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| /// constructor for each state.
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| /// \code
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| /// window.draw(sprite, shader);
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| /// \endcode
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| ///
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| /// When you're inside the Draw function of a drawable
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| /// object (inherited from sf::Drawable), you can
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| /// either pass the render states unmodified, or change
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| /// some of them.
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| /// For example, a transformable object will combine the
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| /// current transform with its own transform. A sprite will
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| /// set its texture. Etc.
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| ///
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| /// \see sf::RenderTarget, sf::Drawable
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| ///
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| ////////////////////////////////////////////////////////////
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