358 lines
14 KiB
C++
358 lines
14 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2025 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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#pragma once
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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/Rect.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/System/Angle.hpp>
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#include <SFML/System/Vector2.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief 2D camera that defines what region is shown on screen
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API View
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor creates a default view of (0, 0, 1000, 1000)
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///
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////////////////////////////////////////////////////////////
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View() = default;
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////////////////////////////////////////////////////////////
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/// \brief Construct the view from a rectangle
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///
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/// \param rectangle Rectangle defining the zone to display
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///
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////////////////////////////////////////////////////////////
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explicit View(const FloatRect& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Construct the view from its center and size
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///
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/// \param center Center of the zone to display
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/// \param size Size of zone to display
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///
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////////////////////////////////////////////////////////////
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View(Vector2f center, Vector2f size);
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////////////////////////////////////////////////////////////
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/// \brief Set the center of the view
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///
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/// \param center New center
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///
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/// \see `setSize`, `getCenter`
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///
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////////////////////////////////////////////////////////////
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void setCenter(Vector2f center);
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////////////////////////////////////////////////////////////
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/// \brief Set the size of the view
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///
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/// \param size New size
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///
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/// \see `setCenter`, `getCenter`
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///
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////////////////////////////////////////////////////////////
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void setSize(Vector2f size);
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////////////////////////////////////////////////////////////
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/// \brief Set the orientation of the view
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///
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/// The default rotation of a view is 0 degree.
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///
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/// \param angle New angle
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///
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/// \see `getRotation`
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///
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////////////////////////////////////////////////////////////
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void setRotation(Angle angle);
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////////////////////////////////////////////////////////////
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/// \brief Set the target viewport
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///
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/// The viewport is the rectangle into which the contents of the
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/// view are displayed, expressed as a factor (between 0 and 1)
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/// of the size of the RenderTarget to which the view is applied.
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/// For example, a view which takes the left side of the target would
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/// be defined with `view.setViewport(sf::FloatRect({0.f, 0.f}, {0.5f, 1.f}))`.
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/// By default, a view has a viewport which covers the entire target.
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///
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/// \param viewport New viewport rectangle
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///
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/// \see `getViewport`
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///
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////////////////////////////////////////////////////////////
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void setViewport(const FloatRect& viewport);
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////////////////////////////////////////////////////////////
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/// \brief Set the target scissor rectangle
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///
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/// The scissor rectangle, expressed as a factor (between 0 and 1) of
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/// the RenderTarget, specifies the region of the RenderTarget whose
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/// pixels are able to be modified by draw or clear operations.
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/// Any pixels which lie outside of the scissor rectangle will
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/// not be modified by draw or clear operations.
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/// For example, a scissor rectangle which only allows modifications
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/// to the right side of the target would be defined
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/// with `view.setScissor(sf::FloatRect({0.5f, 0.f}, {0.5f, 1.f}))`.
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/// By default, a view has a scissor rectangle which allows
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/// modifications to the entire target. This is equivalent to
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/// disabling the scissor test entirely. Passing the default
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/// scissor rectangle to this function will also disable
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/// scissor testing.
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///
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/// \param scissor New scissor rectangle
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///
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/// \see `getScissor`
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///
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////////////////////////////////////////////////////////////
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void setScissor(const FloatRect& scissor);
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////////////////////////////////////////////////////////////
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/// \brief Get the center of the view
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///
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/// \return Center of the view
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///
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/// \see `getSize`, `setCenter`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2f getCenter() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the view
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///
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/// \return Size of the view
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///
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/// \see `getCenter`, `setSize`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Vector2f getSize() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the current orientation of the view
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///
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/// \return Rotation angle of the view
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///
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/// \see `setRotation`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Angle getRotation() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the target viewport rectangle of the view
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///
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/// \return Viewport rectangle, expressed as a factor of the target size
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///
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/// \see `setViewport`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const FloatRect& getViewport() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the scissor rectangle of the view
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///
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/// \return Scissor rectangle, expressed as a factor of the target size
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///
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/// \see `setScissor`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const FloatRect& getScissor() const;
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////////////////////////////////////////////////////////////
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/// \brief Move the view relative to its current position
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///
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/// \param offset Move offset
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///
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/// \see `setCenter`, `rotate`, `zoom`
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///
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////////////////////////////////////////////////////////////
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void move(Vector2f offset);
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////////////////////////////////////////////////////////////
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/// \brief Rotate the view relative to its current orientation
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///
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/// \param angle Angle to rotate
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///
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/// \see `setRotation`, `move`, `zoom`
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///
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////////////////////////////////////////////////////////////
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void rotate(Angle angle);
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////////////////////////////////////////////////////////////
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/// \brief Resize the view rectangle relative to its current size
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///
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/// Resizing the view simulates a zoom, as the zone displayed on
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/// screen grows or shrinks.
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/// \a factor is a multiplier:
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/// \li 1 keeps the size unchanged
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/// \li > 1 makes the view bigger (objects appear smaller)
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/// \li < 1 makes the view smaller (objects appear bigger)
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///
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/// \param factor Zoom factor to apply
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///
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/// \see `setSize`, `move`, `rotate`
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///
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////////////////////////////////////////////////////////////
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void zoom(float factor);
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////////////////////////////////////////////////////////////
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/// \brief Get the projection transform of the view
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///
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/// This function is meant for internal use only.
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///
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/// \return Projection transform defining the view
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///
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/// \see `getInverseTransform`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const Transform& getTransform() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the inverse projection transform of the view
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///
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/// This function is meant for internal use only.
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///
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/// \return Inverse of the projection transform defining the view
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///
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/// \see `getTransform`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const Transform& getInverseTransform() const;
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f m_center{500, 500}; //!< Center of the view, in scene coordinates
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Vector2f m_size{1000, 1000}; //!< Size of the view, in scene coordinates
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Angle m_rotation; //!< Angle of rotation of the view rectangle
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FloatRect m_viewport{{0, 0}, {1, 1}}; //!< Viewport rectangle, expressed as a factor of the render-target's size
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FloatRect m_scissor{{0, 0}, {1, 1}}; //!< Scissor rectangle, expressed as a factor of the render-target's size
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mutable Transform m_transform; //!< Precomputed projection transform corresponding to the view
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mutable Transform m_inverseTransform; //!< Precomputed inverse projection transform corresponding to the view
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mutable bool m_transformUpdated{}; //!< Internal state telling if the transform needs to be updated
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mutable bool m_invTransformUpdated{}; //!< Internal state telling if the inverse transform needs to be updated
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::View
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/// \ingroup graphics
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///
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/// `sf::View` defines a camera in the 2D scene. This is a
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/// very powerful concept: you can scroll, rotate or zoom
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/// the entire scene without altering the way that your
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/// drawable objects are drawn.
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///
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/// A view is composed of a source rectangle, which defines
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/// what part of the 2D scene is shown, and a target viewport,
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/// which defines where the contents of the source rectangle
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/// will be displayed on the render target (window or texture).
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///
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/// The viewport allows to map the scene to a custom part
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/// of the render target, and can be used for split-screen
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/// or for displaying a minimap, for example. If the source
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/// rectangle doesn't have the same size as the viewport, its
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/// contents will be stretched to fit in.
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///
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/// The scissor rectangle allows for specifying regions of the
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/// render target to which modifications can be made by draw
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/// and clear operations. Only pixels that are within the region
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/// will be able to be modified. Pixels outside of the region will
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/// not be modified by draw or clear operations.
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///
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/// Certain effects can be created by either using the viewport or
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/// scissor rectangle. While the results appear identical, there
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/// can be times where one method should be preferred over the other.
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/// Viewport transformations are applied during the vertex processing
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/// stage of the graphics pipeline, before the primitives are
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/// rasterized into fragments for fragment processing. Since
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/// viewport processing has to be performed and cannot be disabled,
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/// effects that are performed using the viewport transform are
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/// basically free performance-wise. Scissor testing is performed in
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/// the per-sample processing stage of the graphics pipeline, after
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/// fragment processing has been performed. Because per-sample
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/// processing is performed at the last stage of the pipeline,
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/// fragments that are discarded at this stage will cause the
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/// highest waste of GPU resources compared to any method that
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/// would have discarded vertices or fragments earlier in the
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/// pipeline. There are situations in which scissor testing has
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/// to be used to control whether fragments are discarded or not.
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/// An example of such a situation is when performing the viewport
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/// transform on vertices is necessary but a subset of the generated
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/// fragments should not have an effect on the stencil buffer or
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/// blend with the color buffer.
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//
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/// To apply a view, you have to assign it to the render target.
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/// Then, objects drawn in this render target will be
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/// affected by the view until you use another view.
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///
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/// Usage example:
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/// \code
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/// sf::RenderWindow window;
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///
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/// // Initialize the view to a rectangle located at (100, 100) and with a size of 400x200
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/// sf::View view(sf::FloatRect({100, 100}, {400, 200}));
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///
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/// // Rotate it by 45 degrees
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/// view.rotate(sf::degrees(45));
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///
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/// // Set its target viewport to be half of the window
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/// view.setViewport(sf::FloatRect({0.f, 0.f}, {0.5f, 1.f}));
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///
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/// // Apply it
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/// window.setView(view);
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///
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/// // Render stuff
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/// window.draw(someSprite);
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///
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/// // Set the default view back
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/// window.setView(window.getDefaultView());
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///
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/// // Render stuff not affected by the view
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/// window.draw(someText);
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/// \endcode
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///
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/// See also the note on coordinates and undistorted rendering in `sf::Transformable`.
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///
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/// \see `sf::RenderWindow`, `sf::RenderTexture`
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///
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////////////////////////////////////////////////////////////
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