1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
use graphics::{CircleShape, Color, ConvexShape, CustomShape, Drawable, IntRect, PrimitiveType,
               RectangleShape, RenderStates, Sprite, Text, Vertex, VertexArray, View, ViewRef};
use system::{Vector2f, Vector2i, Vector2u};

/// Trait for all render targets (window, texture, ...)
///
/// `RenderTarget` defines the common behavior of all the 2D render targets usable in
/// the graphics module.
///
/// It makes it possible to draw 2D entities like sprites, shapes, text
/// without using any OpenGL command directly.
///
/// A `RenderTarget` is also able to use views (`View`), which are a kind of 2D cameras.
/// With views you can globally scroll, rotate or zoom everything that is drawn,
/// without having to transform every single entity.
/// See the documentation of `View` for more details and sample pieces of code about this type.
///
/// On top of that, render targets are still able to render direct OpenGL stuff.
/// It is even possible to mix together OpenGL calls and regular SFML drawing commands.
/// When doing so, make sure that OpenGL states are not messed up by calling the
/// `pushGLStates`/`popGLStates` functions.
pub trait RenderTarget {
    /// clear the screen
    fn clear(&mut self, color: &Color);

    /// return the current view
    fn view(&self) -> &ViewRef;

    /// get the default view for the render target
    fn default_view(&self) -> &ViewRef;

    /// set a new view to the target
    fn set_view(&mut self, view: &ViewRef);

    /// get the viewport of the render target
    fn 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(&mut self, object: &Drawable);

    /// 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(&mut self, object: &Drawable, render_states: 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 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: RenderStates);

    /// Draw Shape
    fn draw_shape(&self, shape: &CustomShape, rs: RenderStates);

    /// Draw Sprite
    fn draw_sprite(&self, sprite: &Sprite, rs: RenderStates);

    /// Draw CircleShape
    fn draw_circle_shape(&self, circle_shape: &CircleShape, rs: RenderStates);


    /// Draw RectangleShape
    fn draw_rectangle_shape(&self, rectangle_shape: &RectangleShape, rs: RenderStates);

    /// Draw ConvexShape
    fn draw_convex_shape(&self, convex_shape: &ConvexShape, rs: RenderStates);

    /// Draw VertexArray
    fn draw_vertex_array(&self, vertex_array: &VertexArray, rs: RenderStates);

    /// draw primitives
    fn draw_primitives(&self, vertices: &[Vertex], ty: PrimitiveType, rs: RenderStates);
}