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RenderWindow.cpp
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RenderWindow.cpp
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/Graphics/RenderTextureImplFBO.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
RenderWindow::RenderWindow() :
m_defaultFrameBuffer(0)
{
// Nothing to do
}
////////////////////////////////////////////////////////////
RenderWindow::RenderWindow(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings) :
m_defaultFrameBuffer(0)
{
// Don't call the base class constructor because it contains virtual function calls
create(mode, title, style, settings);
}
////////////////////////////////////////////////////////////
RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings) :
m_defaultFrameBuffer(0)
{
// Don't call the base class constructor because it contains virtual function calls
create(handle, settings);
}
////////////////////////////////////////////////////////////
RenderWindow::~RenderWindow()
{
// Nothing to do
}
////////////////////////////////////////////////////////////
Vector2u RenderWindow::getSize() const
{
return Window::getSize();
}
////////////////////////////////////////////////////////////
bool RenderWindow::setActive(bool active)
{
bool result = Window::setActive(active);
// Update RenderTarget tracking
if (result)
RenderTarget::setActive(active);
// If FBOs are available, make sure none are bound when we
// try to draw to the default framebuffer of the RenderWindow
if (active && result && priv::RenderTextureImplFBO::isAvailable())
{
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, m_defaultFrameBuffer));
return true;
}
return result;
}
////////////////////////////////////////////////////////////
Image RenderWindow::capture() const
{
Vector2u windowSize = getSize();
Texture texture;
texture.create(windowSize.x, windowSize.y);
texture.update(*this);
return texture.copyToImage();
}
////////////////////////////////////////////////////////////
void RenderWindow::onCreate()
{
if (priv::RenderTextureImplFBO::isAvailable())
{
// Retrieve the framebuffer ID we have to bind when targeting the window for rendering
// We assume that this window's context is still active at this point
glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, reinterpret_cast<GLint*>(&m_defaultFrameBuffer)));
}
// Just initialize the render target part
RenderTarget::initialize();
}
////////////////////////////////////////////////////////////
void RenderWindow::onResize()
{
// Update the current view (recompute the viewport, which is stored in relative coordinates)
setView(getView());
}
} // namespace sf