452 lines
17 KiB
C++
452 lines
17 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 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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////////////////////////////////////////////////////////////
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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 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 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 Activate the target for rendering
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///
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/// This function must be implemented by derived classes to make
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/// their OpenGL context current; it is called by the base class
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/// everytime it's going to use OpenGL calls.
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///
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/// \param active True to make the target active, false to deactivate it
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///
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/// \return True if the function succeeded
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///
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////////////////////////////////////////////////////////////
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virtual bool activate(bool active) = 0;
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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 glStatesSet; ///< Are our internal GL states set yet?
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bool viewChanged; ///< Has the current view changed since last draw?
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BlendMode lastBlendMode; ///< Cached blending mode
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Uint64 lastTextureId; ///< Cached texture
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bool useVertexCache; ///< Did we previously use the vertex cache?
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Vertex vertexCache[VertexCacheSize]; ///< Pre-transformed vertices cache
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};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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View m_defaultView; ///< Default view
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View m_view; ///< Current view
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StatesCache m_cache; ///< Render states cache
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};
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} // namespace sf
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#endif // SFML_RENDERTARGET_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::RenderTarget
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/// \ingroup graphics
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///
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/// sf::RenderTarget defines the common behavior of all the
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/// 2D render targets usable in the graphics module. It makes
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/// it possible to draw 2D entities like sprites, shapes, text
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/// without using any OpenGL command directly.
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///
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/// A sf::RenderTarget is also able to use views (sf::View),
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/// which are a kind of 2D cameras. With views you can globally
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/// scroll, rotate or zoom everything that is drawn,
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/// without having to transform every single entity. See the
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/// documentation of sf::View for more details and sample pieces of
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/// code about this class.
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///
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/// On top of that, render targets are still able to render direct
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/// OpenGL stuff. It is even possible to mix together OpenGL calls
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/// and regular SFML drawing commands. When doing so, make sure that
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/// OpenGL states are not messed up by calling the
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/// pushGLStates/popGLStates functions.
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///
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/// \see sf::RenderWindow, sf::RenderTexture, sf::View
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///
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////////////////////////////////////////////////////////////
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