imgui-sfml-premake/sfml/include/SFML/Graphics/RenderStates.hpp

192 lines
7.6 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>
#include <SFML/Graphics/BlendMode.hpp>
#include <SFML/Graphics/CoordinateType.hpp>
#include <SFML/Graphics/StencilMode.hpp>
#include <SFML/Graphics/Transform.hpp>
namespace sf
{
class Shader;
class Texture;
////////////////////////////////////////////////////////////
/// \brief Define the states used for drawing to a `RenderTarget`
///
////////////////////////////////////////////////////////////
struct SFML_GRAPHICS_API RenderStates
{
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Constructing a default set of render states is equivalent
/// to using `sf::RenderStates::Default`.
/// The default set defines:
/// \li the `BlendAlpha` blend mode
/// \li the default `StencilMode` (no stencil)
/// \li the identity transform
/// \li a `nullptr` texture
/// \li a `nullptr` shader
///
////////////////////////////////////////////////////////////
RenderStates() = default;
////////////////////////////////////////////////////////////
/// \brief Construct a default set of render states with a custom blend mode
///
/// \param theBlendMode Blend mode to use
///
////////////////////////////////////////////////////////////
RenderStates(const BlendMode& theBlendMode);
////////////////////////////////////////////////////////////
/// \brief Construct a default set of render states with a custom stencil mode
///
/// \param theStencilMode Stencil mode to use
///
////////////////////////////////////////////////////////////
RenderStates(const StencilMode& theStencilMode);
////////////////////////////////////////////////////////////
/// \brief Construct a default set of render states with a custom transform
///
/// \param theTransform Transform to use
///
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RenderStates(const Transform& theTransform);
////////////////////////////////////////////////////////////
/// \brief Construct a default set of render states with a custom texture
///
/// \param theTexture Texture to use
///
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RenderStates(const Texture* theTexture);
////////////////////////////////////////////////////////////
/// \brief Construct a default set of render states with a custom shader
///
/// \param theShader Shader to use
///
////////////////////////////////////////////////////////////
RenderStates(const Shader* theShader);
////////////////////////////////////////////////////////////
/// \brief Construct a set of render states with all its attributes
///
/// \param theBlendMode Blend mode to use
/// \param theStencilMode Stencil mode to use
/// \param theTransform Transform to use
/// \param theCoordinateType Texture coordinate type to use
/// \param theTexture Texture to use
/// \param theShader Shader to use
///
////////////////////////////////////////////////////////////
RenderStates(const BlendMode& theBlendMode,
const StencilMode& theStencilMode,
const Transform& theTransform,
CoordinateType theCoordinateType,
const Texture* theTexture,
const Shader* theShader);
////////////////////////////////////////////////////////////
// Static member data
////////////////////////////////////////////////////////////
// NOLINTNEXTLINE(readability-identifier-naming)
static const RenderStates Default; //!< Special instance holding the default render states
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
BlendMode blendMode{BlendAlpha}; //!< Blending mode
StencilMode stencilMode; //!< Stencil mode
Transform transform; //!< Transform
CoordinateType coordinateType{CoordinateType::Pixels}; //!< Texture coordinate type
const Texture* texture{}; //!< Texture
const Shader* shader{}; //!< Shader
};
} // namespace sf
////////////////////////////////////////////////////////////
/// \class sf::RenderStates
/// \ingroup graphics
///
/// There are six global states that can be applied to
/// the drawn objects:
/// \li the blend mode: how pixels of the object are blended with the background
/// \li the stencil mode: how pixels of the object interact with the stencil buffer
/// \li the transform: how the object is positioned/rotated/scaled
/// \li the texture coordinate type: how texture coordinates are interpreted
/// \li the texture: what image is mapped to the object
/// \li the shader: what custom effect is applied to the object
///
/// High-level objects such as sprites or text force some of
/// these states when they are drawn. For example, a sprite
/// will set its own texture, so that you don't have to care
/// about it when drawing the sprite.
///
/// The transform is a special case: sprites, texts and shapes
/// (and it's a good idea to do it with your own drawable classes
/// too) combine their transform with the one that is passed in the
/// RenderStates structure. So that you can use a "global" transform
/// on top of each object's transform.
///
/// Most objects, especially high-level drawables, can be drawn
/// directly without defining render states explicitly -- the
/// default set of states is ok in most cases.
/// \code
/// window.draw(sprite);
/// \endcode
///
/// If you want to use a single specific render state,
/// for example a shader, you can pass it directly to the Draw
/// function: `sf::RenderStates` has an implicit one-argument
/// constructor for each state.
/// \code
/// window.draw(sprite, shader);
/// \endcode
///
/// When you're inside the Draw function of a drawable
/// object (inherited from `sf::Drawable`), you can
/// either pass the render states unmodified, or change
/// some of them.
/// For example, a transformable object will combine the
/// current transform with its own transform. A sprite will
/// set its texture. Etc.
///
/// \see `sf::RenderTarget`, `sf::Drawable`
///
////////////////////////////////////////////////////////////