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/*
* Rust-SFML - Copyright (c) 2013 Letang Jeremy.
*
* The original software, SFML library, is provided by Laurent Gomila.
*
* 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.
*/
//Authored on 2014-08-30 by Brandon Sanderson
use graphics::{Drawable, Color, View, RenderStates, CircleShape, RectangleShape, Text, Sprite, VertexArray,
IntRect, Vertex, PrimitiveType, ConvexShape, CustomShape};
use sfml_types::{Vector2f, Vector2i, Vector2u};
/// Trait which is the equivalent of the sf::RenderTarget class in SFML.
/// This is implemented by RenderTarget and RenderWindow structs to provide
/// a unified interface for rendering.
pub trait RenderTarget {
/// clear the screen
fn clear(&mut self, color: &Color);
/// return the current view
fn get_view(&self) -> View;
/// get the default view for the render target
fn get_default_view(&self) -> View;
/// set a new view to the target
fn set_view(&mut self, view: &View);
/// get the viewport of the render target
fn get_viewport(&self, view: &View) -> IntRect;
/// Convert a point from window coordinates to world coordinates
///
/// This function finds the 2D position that matches the
/// given pixel of the render-window. In other words, it does
/// the inverse of what the graphics card does, to find the
/// initial position of a rendered pixel.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render window, this assertion is not true anymore, ie. a point
/// located at (10, 50) in your render-window may map to the point
/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
///
/// This function is typically used to find which point (or object) is
/// located below the mouse cursor.
///
/// This version uses a custom view for calculations, see the
/// [map_pixel_to_coords_current_view](#method.map_pixel_to_coords_current_view)
/// function if you want to use the current view of the
/// render-window.
///
/// # Arguments
/// * point - Pixel to convert
/// * view - The view to use for converting the point
///
/// Return the converted point, in "world" units
////
fn map_pixel_to_coords(&self, point: &Vector2i, view: &View) -> Vector2f;
/// Convert a point from window coordinates to world coordinates
///
/// This function finds the 2D position that matches the
/// given pixel of the render-window. In other words, it does
/// the inverse of what the graphics card does, to find the
/// initial position of a rendered pixel.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render window, this assertion is not true anymore, ie. a point
/// located at (10, 50) in your render-window may map to the point
/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
///
/// This function is typically used to find which point (or object) is
/// located below the mouse cursor.
///
/// This version uses the current view for calculations, see the
/// [map_pixel_to_coords](#method.map_pixel_to_coords) function if you want to use a custom view.
///
/// # Arguments
/// * point - Pixel to convert
///
/// Return the converted point, in "world" units
fn map_pixel_to_coords_current_view(&self, point: &Vector2i) -> Vector2f;
/// Convert a point from world coordinates to window coordinates
///
/// This function finds the pixel of the render-window that matches
/// the given 2D point. In other words, it goes through the same process
/// as the graphics card, to compute the final position of a rendered point.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render window, this assertion is not true anymore, ie. a point
/// located at (150, 75) in your 2D world may map to the pixel
/// (10, 50) of your render-window -- if the view is translated by (140, 25).
///
/// This version uses a custom view for calculations, see
/// [map_coords_to_pixel_current_view](#method.map_coords_to_pixel_current_view)
/// if you want to use the current view of the render-window.
///
/// # Arguments
/// * point - Point to convert
/// * view - The view to use for converting the point
///
/// Return the converted point, in "world" units
fn map_coords_to_pixel(&self, point: &Vector2f, view: &View) -> Vector2i;
/// Convert a point from window coordinates to world coordinates
///
/// This function finds the 2D position that matches the
/// given pixel of the render-window. In other words, it does
/// the inverse of what the graphics card does, to find the
/// initial position of a rendered pixel.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render window, this assertion is not true anymore, ie. a point
/// located at (10, 50) in your render-window may map to the point
/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
///
/// This function is typically used to find which point (or object) is
/// located below the mouse cursor.
///
/// This version uses the current view for calculations, see the
/// [map_pixel_to_coords](#method.map_pixel_to_coords) function if you want to use a custom view.
///
/// # Arguments
/// * point - Pixel to convert
///
/// Return the converted point, in "world" units
fn map_coords_to_pixel_current_view(&self, point: &Vector2f) -> Vector2i;
/// Draw a drawable object to the render target
///
/// # Arguments
/// * object - Object to draw
fn draw<T: Drawable>(&mut self, object: &T);
/// Draw a drawable object to the render-target with a RenderStates
///
/// # Arguments
/// * object - Object to draw
/// * renderStates - The renderStates to associate to the object
fn draw_with_renderstates<T: Drawable>(&mut self,
object: &T,
render_states: &mut RenderStates);
/// Draw a drawable object to the render-target with a RenderStates
///
/// # Arguments
/// * object - Object to draw
/// * renderStates - The renderStates to associate to the object
// fn draw_with_renderstates_rc<T: Drawable>(&mut self,
// object: &T,
// render_states: &mut rc::RenderStates);
/// Get the size of the rendering region of a window
///
/// The size doesn't include the titlebar and borders of the window.
///
/// Return the size in pixels
fn get_size(&self) -> Vector2u;
/// Save the current OpenGL render states and matrices
///
/// This function can be used when you mix SFML drawing
/// and direct OpenGL rendering. Combined with popGLStates,
/// it ensures that:
/// SFML's internal states are not messed up by your OpenGL code
/// and that your OpenGL states are not modified by a call to a SFML function
///
/// Note that this function is quite expensive: it saves all the
/// possible OpenGL states and matrices, even the ones you
/// don't care about. Therefore it should be used wisely.
/// It is provided for convenience, but the best results will
/// be achieved if you handle OpenGL states yourself (because
/// you know which states have really changed, and need to be
/// saved and restored). Take a look at the resetGLStates
/// function if you do so.
fn push_gl_states(&mut self);
/// Restore the previously saved OpenGL render states and matrices
fn pop_gl_states(&mut self);
/// Reset the internal OpenGL states so that the target is ready for drawing
///
/// This function can be used when you mix SFML drawing
/// and direct OpenGL rendering, if you choose not to use
/// push_gl_states/pop_gl_states. It makes sure that all OpenGL
/// states needed by SFML are set, so that subsequent draw()
/// calls will work as expected.
fn reset_gl_states(&mut self);
/// Draw Text
fn draw_text(&self,
text: &Text,
rs: &mut RenderStates);
/// Draw Shape
fn draw_shape(&self,
shape: &CustomShape,
rs: &mut RenderStates);
/// Draw Sprite
fn draw_sprite(&self,
sprite: &Sprite,
rs: &mut RenderStates);
/// Draw CircleShape
fn draw_circle_shape(&self,
circle_shape: &CircleShape,
rs: &mut RenderStates);
/// Draw RectangleShape
fn draw_rectangle_shape(&self,
rectangle_shape: &RectangleShape,
rs: &mut RenderStates);
/// Draw ConvexShape
fn draw_convex_shape(&self,
convex_shape: &ConvexShape,
rs: &mut RenderStates);
/// Draw VertexArray
fn draw_vertex_array(&self,
vertex_array: &VertexArray,
rs: &mut RenderStates);
/// draw primitives
fn draw_primitives(&self,
vertices: &[Vertex],
ty: PrimitiveType,
rs: &mut RenderStates);
}