Gamedev Framework (gf)  0.3.0
A C++11 framework for 2D games
Public Attributes | Related Functions | List of all members
gf::RenderStates Struct Reference

Define the states used for drawing to a RenderTarget. More...

#include <gf/RenderStates.h>

Public Attributes

BlendMode mode = BlendAlpha
 The blending mode. More...
 
Matrix3f transform = identityTransform()
 The transform matrix. More...
 
const BareTexturetexture = nullptr
 The texture. More...
 
Shadershader = nullptr
 The shader. More...
 
float lineWidth = 0.0f
 The line width. More...
 

Related Functions

(Note that these are not member functions.)

bool operator== (const RenderStates &lhs, const RenderStates &rhs)
 Check render states equality. More...
 

Detailed Description

Define the states used for drawing to a RenderTarget.

There are four global states that can be applied to the drawn objects:

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 gf::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.

window.draw(sprite);

When you're inside the draw() function of a drawable object (inherited from gf::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 also
gf::RenderTarget, gf::Drawable

Member Data Documentation

float gf::RenderStates::lineWidth = 0.0f

The line width.

BlendMode gf::RenderStates::mode = BlendAlpha

The blending mode.

Shader* gf::RenderStates::shader = nullptr

The shader.

const BareTexture* gf::RenderStates::texture = nullptr

The texture.

Matrix3f gf::RenderStates::transform = identityTransform()

The transform matrix.