Gamedev Framework (gf)  0.8.0
A C++14 framework for 2D games
RenderTexture.h
1 /*
2  * Gamedev Framework (gf)
3  * Copyright (C) 2016-2018 Julien Bernard
4  *
5  * This software is provided 'as-is', without any express or implied
6  * warranty. In no event will the authors be held liable for any damages
7  * arising from the use of this software.
8  *
9  * Permission is granted to anyone to use this software for any purpose,
10  * including commercial applications, and to alter it and redistribute it
11  * freely, subject to the following restrictions:
12  *
13  * 1. The origin of this software must not be misrepresented; you must not
14  * claim that you wrote the original software. If you use this software
15  * in a product, an acknowledgment in the product documentation would be
16  * appreciated but is not required.
17  * 2. Altered source versions must be plainly marked as such, and must not be
18  * misrepresented as being the original software.
19  * 3. This notice may not be removed or altered from any source distribution.
20  *
21  * Part of this file comes from SFML, with the same license:
22  * Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
23  */
24 #ifndef GF_RENDER_TEXTURE_H
25 #define GF_RENDER_TEXTURE_H
26 
27 #include "Portability.h"
28 #include "RenderTarget.h"
29 
30 namespace gf {
31 #ifndef DOXYGEN_SHOULD_SKIP_THIS
32 inline namespace v1 {
33 #endif
34 
102  class GF_API RenderTexture : public RenderTarget {
103  public:
112  RenderTexture();
113 
117  ~RenderTexture();
118 
130  bool create(Vector2u size);
131 
142  void setSmooth(bool smooth = true) {
143  m_texture.setSmooth(smooth);
144  }
145 
153  bool isSmooth() const {
154  return m_texture.isSmooth();
155  }
156 
167  void setRepeated(bool repeated = true) {
168  m_texture.setRepeated(repeated);
169  }
170 
178  bool isRepeated() const {
179  return m_texture.isRepeated();
180  }
181 
182  virtual Vector2u getSize() const override;
183 
191  void setActive();
192 
201  void display();
202 
209  Image capture() const;
210 
225  const Texture& getTexture() const {
226  return m_texture;
227  }
228 
229  private:
230  unsigned m_name;
231  Texture m_texture;
232  };
233 
234 #ifndef DOXYGEN_SHOULD_SKIP_THIS
235 }
236 #endif
237 }
238 
239 #endif // GF_RENDER_TEXTURE_H
Target for off-screen 2D rendering into a texture.
Definition: RenderTexture.h:102
Base class for all render targets (window, texture, ...)
Definition: RenderTarget.h:66
bool isRepeated() const
Check if the texture is repeated or not.
Definition: RenderTexture.h:178
void setSmooth(bool smooth=true)
Enable or disable texture smoothing.
Definition: RenderTexture.h:142
void setRepeated(bool repeated=true)
Enable or disable texture repeating.
Definition: RenderTexture.h:167
A texture for colored images.
Definition: Texture.h:339
Class for loading, manipulating and saving images.
Definition: Image.h:92
The namespace for gf classes.
Definition: Action.h:34
bool isSmooth() const
Check if the smooth filtering is enabled or not.
Definition: RenderTexture.h:153
const Texture & getTexture() const
Get a read-only reference to the target texture.
Definition: RenderTexture.h:225