[][src]Trait sfml::graphics::RenderTarget

pub trait RenderTarget {
    fn clear(&mut self, color: Color);
fn view(&self) -> &View;
fn default_view(&self) -> &View;
fn set_view(&mut self, view: &View);
fn viewport(&self, view: &View) -> IntRect;
fn map_pixel_to_coords(&self, point: Vector2i, view: &View) -> Vector2f;
fn map_pixel_to_coords_current_view(&self, point: Vector2i) -> Vector2f;
fn map_coords_to_pixel(&self, point: Vector2f, view: &View) -> Vector2i;
fn map_coords_to_pixel_current_view(&self, point: Vector2f) -> Vector2i;
fn draw(&mut self, object: &dyn Drawable);
fn draw_with_renderstates(
        &mut self,
        object: &dyn Drawable,
        render_states: RenderStates
    );
fn size(&self) -> Vector2u;
fn push_gl_states(&mut self);
fn pop_gl_states(&mut self);
fn reset_gl_states(&mut self);
fn draw_text(&self, text: &Text, rs: RenderStates);
fn draw_shape(&self, shape: &CustomShape, rs: RenderStates);
fn draw_sprite(&self, sprite: &Sprite, rs: RenderStates);
fn draw_circle_shape(&self, circle_shape: &CircleShape, rs: RenderStates);
fn draw_rectangle_shape(
        &self,
        rectangle_shape: &RectangleShape,
        rs: RenderStates
    );
fn draw_convex_shape(&self, convex_shape: &ConvexShape, rs: RenderStates);
fn draw_vertex_array(&self, vertex_array: &VertexArray, rs: RenderStates);
fn draw_primitives(
        &self,
        vertices: &[Vertex],
        ty: PrimitiveType,
        rs: RenderStates
    ); }

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 push_gl_states/pop_gl_states functions.

Required methods

fn clear(&mut self, color: Color)

clear the screen

fn view(&self) -> &View

return the current view

fn default_view(&self) -> &View

get the default view for the render target

fn set_view(&mut self, view: &View)

set a new view to the target

fn viewport(&self, view: &View) -> IntRect

get the viewport of the render target

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 a custom view for calculations, see the 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_current_view(&self, point: Vector2i) -> 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 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(&self, point: Vector2f, view: &View) -> Vector2i

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 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_current_view(&self, point: Vector2f) -> 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 function if you want to use a custom view.

Arguments

  • point - Pixel to convert

Return the converted point, in "world" units

fn draw(&mut self, object: &dyn Drawable)

Draw a drawable object to the render target

Arguments

  • object - Object to draw

fn draw_with_renderstates(
    &mut self,
    object: &dyn Drawable,
    render_states: 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 size(&self) -> Vector2u

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 push_gl_states(&mut self)

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 reset_gl_states function if you do so.

fn pop_gl_states(&mut self)

Restore the previously saved OpenGL render states and matrices

fn reset_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 draw_text(&self, text: &Text, rs: RenderStates)

Draw Text

fn draw_shape(&self, shape: &CustomShape, rs: RenderStates)

Draw Shape

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

Draw Sprite

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

Draw CircleShape

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

Draw RectangleShape

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

Draw ConvexShape

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

Draw VertexArray

fn draw_primitives(
    &self,
    vertices: &[Vertex],
    ty: PrimitiveType,
    rs: RenderStates
)

draw primitives

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Implementors

impl RenderTarget for RenderTexture[src]

impl RenderTarget for RenderWindow[src]

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