511 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			511 lines
		
	
	
		
			20 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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#ifndef SFML_RENDERTARGET_HPP
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#define SFML_RENDERTARGET_HPP
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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/Color.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/View.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/Graphics/BlendMode.hpp>
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#include <SFML/Graphics/RenderStates.hpp>
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#include <SFML/Graphics/PrimitiveType.hpp>
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#include <SFML/Graphics/Vertex.hpp>
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#include <SFML/System/NonCopyable.hpp>
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namespace sf
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{
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class Drawable;
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class VertexBuffer;
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////////////////////////////////////////////////////////////
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/// \brief Base class for all render targets (window, texture, ...)
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API RenderTarget : NonCopyable
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Destructor
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual ~RenderTarget();
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    ////////////////////////////////////////////////////////////
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    /// \brief Clear the entire target with a single color
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    ///
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    /// This function is usually called once every frame,
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    /// to clear the previous contents of the target.
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    ///
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    /// \param color Fill color to use to clear the render target
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    ///
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    ////////////////////////////////////////////////////////////
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    void clear(const Color& color = Color(0, 0, 0, 255));
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    ////////////////////////////////////////////////////////////
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    /// \brief Change the current active view
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    ///
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    /// The view is like a 2D camera, it controls which part of
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    /// the 2D scene is visible, and how it is viewed in the
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    /// render target.
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    /// The new view will affect everything that is drawn, until
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    /// another view is set.
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    /// The render target keeps its own copy of the view object,
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    /// so it is not necessary to keep the original one alive
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    /// after calling this function.
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    /// To restore the original view of the target, you can pass
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    /// the result of getDefaultView() to this function.
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    ///
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    /// \param view New view to use
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    ///
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    /// \see getView, getDefaultView
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    ///
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    ////////////////////////////////////////////////////////////
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    void setView(const View& view);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the view currently in use in the render target
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    ///
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    /// \return The view object that is currently used
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    ///
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    /// \see setView, getDefaultView
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    ///
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    ////////////////////////////////////////////////////////////
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    const View& getView() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the default view of the render target
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    ///
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    /// The default view has the initial size of the render target,
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    /// and never changes after the target has been created.
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    ///
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    /// \return The default view of the render target
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    ///
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    /// \see setView, getView
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    ///
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    ////////////////////////////////////////////////////////////
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    const View& getDefaultView() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the viewport of a view, applied to this render target
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    ///
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    /// The viewport is defined in the view as a ratio, this function
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    /// simply applies this ratio to the current dimensions of the
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    /// render target to calculate the pixels rectangle that the viewport
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    /// actually covers in the target.
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    ///
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    /// \param view The view for which we want to compute the viewport
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    ///
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    /// \return Viewport rectangle, expressed in pixels
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    ///
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    ////////////////////////////////////////////////////////////
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    IntRect getViewport(const View& view) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Convert a point from target coordinates to world
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    ///        coordinates, using the current view
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    ///
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    /// This function is an overload of the mapPixelToCoords
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    /// function that implicitly uses the current view.
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    /// It is equivalent to:
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    /// \code
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    /// target.mapPixelToCoords(point, target.getView());
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    /// \endcode
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    ///
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    /// \param point Pixel to convert
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    ///
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    /// \return The converted point, in "world" coordinates
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    ///
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    /// \see mapCoordsToPixel
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    ///
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    ////////////////////////////////////////////////////////////
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    Vector2f mapPixelToCoords(const Vector2i& point) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Convert a point from target coordinates to world coordinates
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    ///
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    /// This function finds the 2D position that matches the
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    /// given pixel of the render target. In other words, it does
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    /// the inverse of what the graphics card does, to find the
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    /// initial position of a rendered pixel.
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    ///
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    /// Initially, both coordinate systems (world units and target pixels)
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    /// match perfectly. But if you define a custom view or resize your
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    /// render target, this assertion is not true anymore, i.e. a point
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    /// located at (10, 50) in your render target may map to the point
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    /// (150, 75) in your 2D world -- if the view is translated by (140, 25).
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    ///
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    /// For render-windows, this function is typically used to find
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    /// which point (or object) is located below the mouse cursor.
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    ///
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    /// This version uses a custom view for calculations, see the other
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    /// overload of the function if you want to use the current view of the
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    /// render target.
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    ///
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    /// \param point Pixel to convert
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    /// \param view The view to use for converting the point
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    ///
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    /// \return The converted point, in "world" units
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    ///
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    /// \see mapCoordsToPixel
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    ///
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    ////////////////////////////////////////////////////////////
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    Vector2f mapPixelToCoords(const Vector2i& point, const View& view) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Convert a point from world coordinates to target
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    ///        coordinates, using the current view
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    ///
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    /// This function is an overload of the mapCoordsToPixel
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    /// function that implicitly uses the current view.
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    /// It is equivalent to:
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    /// \code
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    /// target.mapCoordsToPixel(point, target.getView());
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    /// \endcode
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    ///
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    /// \param point Point to convert
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    ///
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    /// \return The converted point, in target coordinates (pixels)
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    ///
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    /// \see mapPixelToCoords
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    ///
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    ////////////////////////////////////////////////////////////
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    Vector2i mapCoordsToPixel(const Vector2f& point) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Convert a point from world coordinates to target coordinates
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    ///
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    /// This function finds the pixel of the render target that matches
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    /// the given 2D point. In other words, it goes through the same process
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    /// as the graphics card, to compute the final position of a rendered point.
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    ///
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    /// Initially, both coordinate systems (world units and target pixels)
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    /// match perfectly. But if you define a custom view or resize your
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    /// render target, this assertion is not true anymore, i.e. a point
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    /// located at (150, 75) in your 2D world may map to the pixel
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    /// (10, 50) of your render target -- if the view is translated by (140, 25).
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    ///
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    /// This version uses a custom view for calculations, see the other
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    /// overload of the function if you want to use the current view of the
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    /// render target.
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    ///
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    /// \param point Point to convert
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    /// \param view The view to use for converting the point
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    ///
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    /// \return The converted point, in target coordinates (pixels)
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    ///
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    /// \see mapPixelToCoords
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    ///
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    ////////////////////////////////////////////////////////////
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    Vector2i mapCoordsToPixel(const Vector2f& point, const View& view) const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw a drawable object to the render target
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    ///
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    /// \param drawable Object to draw
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    /// \param states   Render states to use for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void draw(const Drawable& drawable, const RenderStates& states = RenderStates::Default);
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw primitives defined by an array of vertices
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    ///
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    /// \param vertices    Pointer to the vertices
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    /// \param vertexCount Number of vertices in the array
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    /// \param type        Type of primitives to draw
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    /// \param states      Render states to use for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void draw(const Vertex* vertices, std::size_t vertexCount,
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              PrimitiveType type, const RenderStates& states = RenderStates::Default);
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw primitives defined by a vertex buffer
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    ///
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    /// \param vertexBuffer Vertex buffer
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    /// \param states       Render states to use for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void draw(const VertexBuffer& vertexBuffer, const RenderStates& states = RenderStates::Default);
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw primitives defined by a vertex buffer
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    ///
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    /// \param vertexBuffer Vertex buffer
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    /// \param firstVertex  Index of the first vertex to render
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    /// \param vertexCount  Number of vertices to render
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    /// \param states       Render states to use for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void draw(const VertexBuffer& vertexBuffer, std::size_t firstVertex, std::size_t vertexCount, const RenderStates& states = RenderStates::Default);
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the size of the rendering region of the target
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    ///
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    /// \return Size in pixels
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual Vector2u getSize() const = 0;
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    ////////////////////////////////////////////////////////////
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    /// \brief Activate or deactivate the render target for rendering
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    ///
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    /// This function makes the render target's context current for
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    /// future OpenGL rendering operations (so you shouldn't care
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    /// about it if you're not doing direct OpenGL stuff).
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    /// A render target's context is active only on the current thread,
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    /// if you want to make it active on another thread you have
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    /// to deactivate it on the previous thread first if it was active.
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    /// Only one context can be current in a thread, so if you
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    /// want to draw OpenGL geometry to another render target
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    /// don't forget to activate it again. Activating a render
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    /// target will automatically deactivate the previously active
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    /// context (if any).
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    ///
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    /// \param active True to activate, false to deactivate
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    ///
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    /// \return True if operation was successful, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual bool setActive(bool active = true);
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    ////////////////////////////////////////////////////////////
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    /// \brief Save the current OpenGL render states and matrices
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    ///
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    /// This function can be used when you mix SFML drawing
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    /// and direct OpenGL rendering. Combined with popGLStates,
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    /// it ensures that:
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    /// \li SFML's internal states are not messed up by your OpenGL code
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    /// \li your OpenGL states are not modified by a call to a SFML function
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    ///
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    /// More specifically, it must be used around code that
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    /// calls Draw functions. Example:
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    /// \code
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    /// // OpenGL code here...
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    /// window.pushGLStates();
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    /// window.draw(...);
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    /// window.draw(...);
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    /// window.popGLStates();
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    /// // OpenGL code here...
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    /// \endcode
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    ///
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    /// Note that this function is quite expensive: it saves all the
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    /// possible OpenGL states and matrices, even the ones you
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    /// don't care about. Therefore it should be used wisely.
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    /// It is provided for convenience, but the best results will
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    /// be achieved if you handle OpenGL states yourself (because
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    /// you know which states have really changed, and need to be
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    /// saved and restored). Take a look at the resetGLStates
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    /// function if you do so.
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    ///
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    /// \see popGLStates
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    ///
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    ////////////////////////////////////////////////////////////
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    void pushGLStates();
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    ////////////////////////////////////////////////////////////
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    /// \brief Restore the previously saved OpenGL render states and matrices
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    ///
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    /// See the description of pushGLStates to get a detailed
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    /// description of these functions.
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    ///
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    /// \see pushGLStates
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    ///
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    ////////////////////////////////////////////////////////////
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    void popGLStates();
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    ////////////////////////////////////////////////////////////
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    /// \brief Reset the internal OpenGL states so that the target is ready for drawing
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    ///
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    /// This function can be used when you mix SFML drawing
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    /// and direct OpenGL rendering, if you choose not to use
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    /// pushGLStates/popGLStates. It makes sure that all OpenGL
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    /// states needed by SFML are set, so that subsequent draw()
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    /// calls will work as expected.
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    ///
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    /// Example:
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    /// \code
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    /// // OpenGL code here...
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    /// glPushAttrib(...);
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    /// window.resetGLStates();
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    /// window.draw(...);
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    /// window.draw(...);
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    /// glPopAttrib(...);
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    /// // OpenGL code here...
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    /// \endcode
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    ///
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    ////////////////////////////////////////////////////////////
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    void resetGLStates();
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protected:
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    ////////////////////////////////////////////////////////////
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    /// \brief Default constructor
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    ///
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    ////////////////////////////////////////////////////////////
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    RenderTarget();
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    ////////////////////////////////////////////////////////////
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    /// \brief Performs the common initialization step after creation
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    ///
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    /// The derived classes must call this function after the
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    /// target is created and ready for drawing.
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    ///
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    ////////////////////////////////////////////////////////////
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    void initialize();
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private:
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    ////////////////////////////////////////////////////////////
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    /// \brief Apply the current view
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    ///
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    ////////////////////////////////////////////////////////////
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    void applyCurrentView();
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    ////////////////////////////////////////////////////////////
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    /// \brief Apply a new blending mode
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    ///
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    /// \param mode Blending mode to apply
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    ///
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    ////////////////////////////////////////////////////////////
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    void applyBlendMode(const BlendMode& mode);
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    ////////////////////////////////////////////////////////////
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    /// \brief Apply a new transform
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    ///
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    /// \param transform Transform to apply
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    ///
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    ////////////////////////////////////////////////////////////
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    void applyTransform(const Transform& transform);
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    ////////////////////////////////////////////////////////////
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    /// \brief Apply a new texture
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    ///
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    /// \param texture Texture to apply
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    ///
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    ////////////////////////////////////////////////////////////
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    void applyTexture(const Texture* texture);
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    ////////////////////////////////////////////////////////////
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    /// \brief Apply a new shader
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    ///
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    /// \param shader Shader to apply
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    ///
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    ////////////////////////////////////////////////////////////
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    void applyShader(const Shader* shader);
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    ////////////////////////////////////////////////////////////
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    /// \brief Setup environment for drawing
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    ///
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    /// \param useVertexCache Are we going to use the vertex cache?
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    /// \param states         Render states to use for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void setupDraw(bool useVertexCache, const RenderStates& states);
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw the primitives
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    ///
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    /// \param type        Type of primitives to draw
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    /// \param firstVertex Index of the first vertex to use when drawing
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    /// \param vertexCount Number of vertices to use when drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void drawPrimitives(PrimitiveType type, std::size_t firstVertex, std::size_t vertexCount);
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    ////////////////////////////////////////////////////////////
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    /// \brief Clean up environment after drawing
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    ///
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    /// \param states Render states used for drawing
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    ///
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    ////////////////////////////////////////////////////////////
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    void cleanupDraw(const RenderStates& states);
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    ////////////////////////////////////////////////////////////
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    /// \brief Render states cache
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    ///
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    ////////////////////////////////////////////////////////////
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    struct StatesCache
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    {
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        enum {VertexCacheSize = 4};
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        bool      enable;         ///< Is the cache enabled?
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        bool      glStatesSet;    ///< Are our internal GL states set yet?
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						|
        bool      viewChanged;    ///< Has the current view changed since last draw?
 | 
						|
        BlendMode lastBlendMode;  ///< Cached blending mode
 | 
						|
        Uint64    lastTextureId;  ///< Cached texture
 | 
						|
        bool      texCoordsArrayEnabled; ///< Is GL_TEXTURE_COORD_ARRAY client state enabled?
 | 
						|
        bool      useVertexCache; ///< Did we previously use the vertex cache?
 | 
						|
        Vertex    vertexCache[VertexCacheSize]; ///< Pre-transformed vertices cache
 | 
						|
    };
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    // Member data
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    View        m_defaultView; ///< Default view
 | 
						|
    View        m_view;        ///< Current view
 | 
						|
    StatesCache m_cache;       ///< Render states cache
 | 
						|
    Uint64      m_id;          ///< Unique number that identifies the RenderTarget
 | 
						|
};
 | 
						|
 | 
						|
} // namespace sf
 | 
						|
 | 
						|
 | 
						|
#endif // SFML_RENDERTARGET_HPP
 | 
						|
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
/// \class sf::RenderTarget
 | 
						|
/// \ingroup graphics
 | 
						|
///
 | 
						|
/// sf::RenderTarget defines the common behavior of all the
 | 
						|
/// 2D render targets usable in the graphics module. It makes
 | 
						|
/// it possible to draw 2D entities like sprites, shapes, text
 | 
						|
/// without using any OpenGL command directly.
 | 
						|
///
 | 
						|
/// A sf::RenderTarget is also able to use views (sf::View),
 | 
						|
/// which are a kind of 2D cameras. With views you can globally
 | 
						|
/// scroll, rotate or zoom everything that is drawn,
 | 
						|
/// without having to transform every single entity. See the
 | 
						|
/// documentation of sf::View for more details and sample pieces of
 | 
						|
/// code about this class.
 | 
						|
///
 | 
						|
/// On top of that, render targets are still able to render direct
 | 
						|
/// OpenGL stuff. It is even possible to mix together OpenGL calls
 | 
						|
/// and regular SFML drawing commands. When doing so, make sure that
 | 
						|
/// OpenGL states are not messed up by calling the
 | 
						|
/// pushGLStates/popGLStates functions.
 | 
						|
///
 | 
						|
/// \see sf::RenderWindow, sf::RenderTexture, sf::View
 | 
						|
///
 | 
						|
////////////////////////////////////////////////////////////
 |