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Copy pathWindow.hpp
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298 lines (270 loc) · 11.1 KB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef CPP3DS_WINDOW_HPP
#define CPP3DS_WINDOW_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/System/Clock.hpp>
#include <cpp3ds/System/Vector2.hpp>
#include <cpp3ds/System/NonCopyable.hpp>
#include <cpp3ds/System/String.hpp>
#include <cpp3ds/Graphics/RenderTexture.hpp>
namespace cpp3ds
{
class Event;
////////////////////////////////////////////////////////////
/// \brief Window that serves as a target for OpenGL rendering
///
////////////////////////////////////////////////////////////
class Window : public RenderTarget, GlResource
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor doesn't actually create the window,
/// use the other constructors or call create() to do so.
///
////////////////////////////////////////////////////////////
Window();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Closes the window and frees all the resources attached to it.
///
////////////////////////////////////////////////////////////
virtual ~Window();
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
/// If the window was already created, it closes it first.
///
/// The parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc.
///
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void create(const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Close the window and destroy all the attached resources
///
/// After calling this function, the sf::Window instance remains
/// valid and you can call create() to recreate the window.
/// All other functions such as pollEvent() or display() will
/// still work (i.e. you don't have to test isOpen() every time),
/// and will have no effect on closed windows.
///
////////////////////////////////////////////////////////////
void close();
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the window is open
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (setVisible(false)) is open
/// (therefore this function would return true).
///
/// \return True if the window is open, false if it has been closed
///
////////////////////////////////////////////////////////////
bool isOpen() const;
////////////////////////////////////////////////////////////
/// \brief Get the settings of the OpenGL context of the window
///
/// Note that these settings may be different from what was
/// passed to the constructor or the create() function,
/// if one or more settings were not supported. In this case,
/// SFML chose the closest match.
///
/// \return Structure containing the OpenGL context settings
///
////////////////////////////////////////////////////////////
const ContextSettings& getSettings() const;
////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of the window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Size in pixels
///
/// \see setSize
///
////////////////////////////////////////////////////////////
virtual Vector2u getSize() const;
////////////////////////////////////////////////////////////
/// \brief Enable or disable vertical synchronization
///
/// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
///
/// Vertical synchronization is disabled by default.
///
/// \param enabled True to enable v-sync, false to deactivate it
///
////////////////////////////////////////////////////////////
void setVerticalSyncEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
///
/// If a limit is set, the window will use a small delay after
/// each call to display() to ensure that the current frame
/// lasted long enough to match the framerate limit.
/// SFML will try to match the given limit as much as it can,
/// but since it internally uses cpp3ds::sleep, whose precision
/// depends on the underlying OS, the results may be a little
/// unprecise as well (for example, you can get 65 FPS when
/// requesting 60).
///
/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
///
////////////////////////////////////////////////////////////
void setFramerateLimit(unsigned int limit);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the window as the current target
/// for OpenGL rendering
///
/// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
///
/// \param active True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
bool setActive(bool active = true) const;
////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the window so far
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
///
////////////////////////////////////////////////////////////
void display();
////////////////////////////////////////////////////////////
/// \brief Copy the current contents of the window to an image
///
/// This is a slow operation, whose main purpose is to make
/// screenshots of the application. If you want to update an
/// image with the contents of the window and then use it for
/// drawing, you should rather use a sf::Texture and its
/// update(Window&) function.
/// You can also draw things directly to a texture with the
/// sf::RenderTexture class.
///
/// \return Image containing the captured contents
///
////////////////////////////////////////////////////////////
Image capture() const;
private:
////////////////////////////////////////////////////////////
/// \brief Activate the target for rendering
///
/// \param active True to make the target active, false to deactivate it
///
/// \return True if the function succeeded
///
////////////////////////////////////////////////////////////
virtual bool activate(bool active);
protected:
////////////////////////////////////////////////////////////
/// \brief Perform some common internal initializations
///
////////////////////////////////////////////////////////////
void initialize();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::GlContext* m_context; ///< Platform-specific implementation of the OpenGL context
Clock m_clock; ///< Clock for measuring the elapsed time between frames
Time m_frameTimeLimit; ///< Current framerate limit
Vector2u m_size; ///< Current size of the window
};
}
#endif
////////////////////////////////////////////////////////////
/// \class cpp3ds::Window
/// \ingroup window
///
/// cpp3ds::Window is the main class of the Window module. It defines
/// an OS window that is able to receive an OpenGL rendering.
///
/// A cpp3ds::Window can create its own new window, or be embedded into
/// an already existing control using the create(handle) function.
/// This can be useful for embedding an OpenGL rendering area into
/// a view which is part of a bigger GUI with existing windows,
/// controls, etc. It can also serve as embedding an OpenGL rendering
/// area into a window created by another (probably richer) GUI library
/// like Qt or wxWidgets.
///
/// The cpp3ds::Window class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its pollEvent() and waitEvent()
/// functions.
///
/// Note that OpenGL experts can pass their own parameters (antialiasing
/// level, bits for the depth and stencil buffers, etc.) to the
/// OpenGL context attached to the window, with the cpp3ds::ContextSettings
/// structure which is passed as an optional argument when creating the
/// window.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// cpp3ds::Window window(cpp3ds::VideoMode(800, 600), "SFML window");
///
/// // Limit the framerate to 60 frames per second (this step is optional)
/// window.setFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.isOpen())
/// {
/// // Event processing
/// cpp3ds::Event event;
/// while (window.pollEvent(event))
/// {
/// // Request for closing the window
/// if (event.type == cpp3ds::Event::Closed)
/// window.close();
/// }
///
/// // Activate the window for OpenGL rendering
/// window.setActive();
///
/// // OpenGL drawing commands go here...
///
/// // End the current frame and display its contents on screen
/// window.display();
/// }
/// \endcode
///
////////////////////////////////////////////////////////////