Public Member Functions | Protected Member Functions
sf::RenderWindow Class Reference

Window that can serve as a target for 2D drawing. More...

#include <RenderWindow.hpp>

Inheritance diagram for sf::RenderWindow:
sf::Window sf::RenderTarget sf::GlResource sf::NonCopyable sf::NonCopyable

List of all members.

Public Member Functions

 RenderWindow ()
 Default constructor.
 RenderWindow (VideoMode mode, const std::string &title, unsigned long style=Style::Default, const ContextSettings &settings=ContextSettings())
 Construct a new window.
 RenderWindow (WindowHandle handle, const ContextSettings &settings=ContextSettings())
 Construct the window from an existing control.
virtual ~RenderWindow ()
 Destructor.
virtual unsigned int GetWidth () const
 Get the width of the rendering region of the window.
virtual unsigned int GetHeight () const
 Get the height of the rendering region of the window.
Image Capture () const
 Copy the current contents of the window to an image.
void Create (VideoMode mode, const std::string &title, unsigned long style=Style::Default, const ContextSettings &settings=ContextSettings())
 Create (or recreate) the window.
void Create (WindowHandle handle, const ContextSettings &settings=ContextSettings())
 Create (or recreate) the window from an existing control.
void Close ()
 Close the window and destroy all the attached resources.
bool IsOpened () const
 Tell whether or not the window is opened.
const ContextSettingsGetSettings () const
 Get the settings of the OpenGL context of the window.
bool PollEvent (Event &event)
 Pop the event on top of events stack, if any, and return it.
bool WaitEvent (Event &event)
 Wait for an event and return it.
void EnableVerticalSync (bool enabled)
 Enable or disable vertical synchronization.
void ShowMouseCursor (bool show)
 Show or hide the mouse cursor.
void SetPosition (int x, int y)
 Change the position of the window on screen.
void SetSize (unsigned int width, unsigned int height)
 Change the size of the rendering region of the window.
void SetTitle (const std::string &title)
 Change the title of the window.
void Show (bool show)
 Show or hide the window.
void EnableKeyRepeat (bool enabled)
 Enable or disable automatic key-repeat.
void SetIcon (unsigned int width, unsigned int height, const Uint8 *pixels)
 Change the window's icon.
bool SetActive (bool active=true) const
 Activate or deactivate the window as the current target for OpenGL rendering.
void Display ()
 Display on screen what has been rendered to the window so far.
void SetFramerateLimit (unsigned int limit)
 Limit the framerate to a maximum fixed frequency.
Uint32 GetFrameTime () const
 Get the duration of the last frame.
void SetJoystickThreshold (float threshold)
 Change the joystick threshold.
WindowHandle GetSystemHandle () const
 Get the OS-specific handle of the window.
void Clear (const Color &color=Color(0, 0, 0, 255))
 Clear the entire target with a single color.
void Draw (const Drawable &object)
 Draw an object into the target.
void Draw (const Drawable &object, const Shader &shader)
 Draw an object into the target with a shader.
void SetView (const View &view)
 Change the current active view.
const ViewGetView () const
 Retrieve the view currently in use in the render target.
const ViewGetDefaultView () const
 Get the default view of the render target.
IntRect GetViewport (const View &view) const
 Get the viewport of a view, applied to this render target.
Vector2f ConvertCoords (unsigned int x, unsigned int y) const
 Convert a point from target coordinates to view coordinates.
Vector2f ConvertCoords (unsigned int x, unsigned int y, const View &view) const
 Convert a point from target coordinates to view coordinates.
void SaveGLStates ()
 Save the current OpenGL render states and matrices.
void RestoreGLStates ()
 Restore the previously saved OpenGL render states and matrices.

Protected Member Functions

void Initialize ()
 Performs the common initialization step after creation.

Detailed Description

Window that can serve as a target for 2D drawing.

sf::RenderWindow is the main class of the Graphics module.

It defines an OS window that can be painted using the other classes of the graphics module.

sf::RenderWindow is derived from sf::Window, thus it inherits all its features: mouse/keyboard/joystick input, events, window handling, OpenGL rendering, etc. See the documentation of sf::Window for a more complete description of all these features and code samples.

On top of that, sf::RenderWindow adds more features related to 2D drawing with the graphics module (see its base class sf::RenderTarget for more details). Here is a typical rendering / event loop with a sf::RenderWindow:

 // Declare and create a new render-window
 sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");

 // Limit the framerate to 60 frames per second (this step is optional)
 window.SetFramerateLimit(60);

 // The main loop - ends as soon as the window is closed
 while (window.IsOpened())
 {
    // Event processing
    sf::Event event;
    while (window.PollEvent(event))
    {
        // Request for closing the window
        if (event.Type == sf::Event::Closed)
            window.Close();
    }

    // Clear the whole window before rendering a new frame
    window.Clear();

    // Draw some sprites / shapes / texts
    window.Draw(sprite);  // sprite is a sf::Sprite
    window.Draw(shape);   // shape is a sf::Shape
    window.Draw(text);    // text is a sf::Text

    // End the current frame and display its contents on screen
    window.Display();
 }

Like sf::Window, sf::RenderWindow is 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 SaveGLStates / RestoreGLStates functions.

 // Create the render window
 sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");

 // Create a sprite and a text to display
 sf::Sprite sprite;
 sf::Text text;
 ...

 // Perform OpenGL initializations
 glMatrixMode(GL_PROJECTION);
 ...

 // Start the rendering loop
 while (window.IsOpened())
 {
     // Process events
     ...

     // Draw a background sprite
     window.SaveGLStates();
     window.Draw(sprite);
     window.RestoreGLStates();

     // Draw a 3D object using OpenGL
     glBegin(GL_QUADS);
         glVertex3f(...);
         ...
     glEnd();

     // Draw text on top of the 3D object
     window.SaveGLStates();
     window.Draw(text);
     window.RestoreGLStates();

     // Finally, display the rendered frame on screen
     window.Display();
 }
See also:
sf::Window, sf::RenderTarget, sf::RenderTexture, sf::View

Definition at line 43 of file RenderWindow.hpp.


Constructor & Destructor Documentation

sf::RenderWindow::RenderWindow ( )

Default constructor.

This constructor doesn't actually create the window, use the other constructors or call Create to do so.

sf::RenderWindow::RenderWindow ( VideoMode  mode,
const std::string &  title,
unsigned long  style = Style::Default,
const ContextSettings settings = ContextSettings() 
)

Construct a new window.

This constructor creates the window with the size and pixel depth defined in mode. An optional style can be passed to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...).

The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.

Parameters:
modeVideo mode to use (defines the width, height and depth of the rendering area of the window)
titleTitle of the window
styleWindow style
settingsAdditional settings for the underlying OpenGL context
sf::RenderWindow::RenderWindow ( WindowHandle  handle,
const ContextSettings settings = ContextSettings() 
) [explicit]

Construct the window from an existing control.

Use this constructor if you want to create an SFML rendering area into an already existing control.

The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing, depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.

Parameters:
handlePlatform-specific handle of the control
settingsAdditional settings for the underlying OpenGL context
virtual sf::RenderWindow::~RenderWindow ( ) [virtual]

Destructor.

Closes the window and free all the resources attached to it.


Member Function Documentation

Image sf::RenderWindow::Capture ( ) const

Copy the current contents of the window to an image.

This is a slow operation, whose main purpose is to make screenshots of the application. If you want to update an image with the contents of the window and then use it for drawing, you should rather use a sf::Texture and its Update(Window&) function. You can also draw things directly to a texture with the sf::RenderTexture class.

Returns:
Image containing the captured contents
void sf::RenderTarget::Clear ( const Color color = Color(0, 0, 0, 255)) [inherited]

Clear the entire target with a single color.

This function is usually called once every frame, to clear the previous contents of the target.

Parameters:
colorFill color to use to clear the render target
void sf::Window::Close ( ) [inherited]

Close the window and destroy all the attached resources.

After calling this function, the sf::Window instance remains valid and you can call Create() to recreate the window. All other functions such as PollEvent() or Display() will still work (i.e. you don't have to test IsOpened() every time), and will have no effect on closed windows.

Vector2f sf::RenderTarget::ConvertCoords ( unsigned int  x,
unsigned int  y 
) const [inherited]

Convert a point from target coordinates to view coordinates.

Initially, a unit of the 2D world matches a pixel of the render target. But if you define a custom view, this assertion is not true anymore, ie. a point located at (10, 50) in your render target (for example a window) may map to the point (150, 75) in your 2D world -- for example if the view is translated by (140, 25).

For render windows, this function is typically used to find which point (or object) is located below the mouse cursor.

This version uses the current view of the render target. See the other overload to specify a custom view.

Parameters:
xX coordinate of the point to convert, relative to the render target
yY coordinate of the point to convert, relative to the render target
Returns:
The converted point, in "world" units
Vector2f sf::RenderTarget::ConvertCoords ( unsigned int  x,
unsigned int  y,
const View view 
) const [inherited]

Convert a point from target coordinates to view coordinates.

Initially, a unit of the 2D world matches a pixel of the render target. But if you define a custom view, this assertion is not true anymore, ie. a point located at (10, 50) in your render target (for example a window) may map to the point (150, 75) in your 2D world -- for example if the view is translated by (140, 25).

For render windows, 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 other overload of the function to use the current view of the render target.

Parameters:
xX coordinate of the point to convert, relative to the render target
yY coordinate of the point to convert, relative to the render target
viewThe view to use for converting the point
Returns:
The converted point, in "world" units
void sf::Window::Create ( VideoMode  mode,
const std::string &  title,
unsigned long  style = Style::Default,
const ContextSettings settings = ContextSettings() 
) [inherited]

Create (or recreate) the window.

If the window was already created, it closes it first. If style contains Style::Fullscreen, then mode must be a valid video mode.

Parameters:
modeVideo mode to use (defines the width, height and depth of the rendering area of the window)
titleTitle of the window
styleWindow style
settingsAdditional settings for the underlying OpenGL context
void sf::Window::Create ( WindowHandle  handle,
const ContextSettings settings = ContextSettings() 
) [inherited]

Create (or recreate) the window from an existing control.

Use this function if you want to create an OpenGL rendering area into an already existing control. If the window was already created, it closes it first.

Parameters:
handlePlatform-specific handle of the control
settingsAdditional settings for the underlying OpenGL context
void sf::Window::Display ( ) [inherited]

Display on screen what has been rendered to the window so far.

This function is typically called after all OpenGL rendering has been done for the current frame, in order to show it on screen.

void sf::RenderTarget::Draw ( const Drawable object) [inherited]

Draw an object into the target.

This function draws anything that inherits from the sf::Drawable base class (sf::Sprite, sf::Shape, sf::Text, or even your own derived classes).

Parameters:
objectObject to draw
void sf::RenderTarget::Draw ( const Drawable object,
const Shader shader 
) [inherited]

Draw an object into the target with a shader.

This function draws anything that inherits from the sf::Drawable base class (sf::Sprite, sf::Shape, sf::Text, or even your own derived classes). The shader alters the way that the pixels are processed right before being written to the render target.

Parameters:
objectObject to draw
shaderShader to use for drawing the object
void sf::Window::EnableKeyRepeat ( bool  enabled) [inherited]

Enable or disable automatic key-repeat.

If key repeat is enabled, you will receive repeated KeyPress events while keeping a key pressed. If it is disabled, you will only get a single event when the key is pressed.

Key repeat is enabled by default.

Parameters:
enabledTrue to enable, false to disable
void sf::Window::EnableVerticalSync ( bool  enabled) [inherited]

Enable or disable vertical synchronization.

Activating vertical synchronization will limit the number of frames displayed to the refresh rate of the monitor. This can avoid some visual artifacts, and limit the framerate to a good value (but not constant across different computers).

Vertical synchronization is disabled by default.

Parameters:
enabledTrue to enable v-sync, false to deactivate
const View& sf::RenderTarget::GetDefaultView ( ) const [inherited]

Get the default view of the render target.

The default view has the initial size of the render target, and never changes after the target has been created.

Returns:
The default view of the render target
See also:
SetView, GetView
Uint32 sf::Window::GetFrameTime ( ) const [inherited]

Get the duration of the last frame.

This function returns the time elapsed between the last two calls to Display(). This can be useful for calculating the framerate, or for updating the application's objects.

Returns:
Time elapsed in last frame, in milliseconds
virtual unsigned int sf::RenderWindow::GetHeight ( ) const [virtual]

Get the height of the rendering region of the window.

The height doesn't include the titlebar and borders of the window.

Returns:
Height in pixels
See also:
GetWidth

Implements sf::RenderTarget.

const ContextSettings& sf::Window::GetSettings ( ) const [inherited]

Get the settings of the OpenGL context of the window.

Note that these settings may be different from what was passed to the constructor or the Create() function, if one or more settings were not supported. In this case, SFML chose the closest match.

Returns:
Structure containing the OpenGL context settings
WindowHandle sf::Window::GetSystemHandle ( ) const [inherited]

Get the OS-specific handle of the window.

The type of the returned handle is sf::WindowHandle, which is a typedef to the handle type defined by the OS. You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.

Returns:
System handle of the window
const View& sf::RenderTarget::GetView ( ) const [inherited]

Retrieve the view currently in use in the render target.

Returns:
The view object that is currently used
See also:
SetView, GetDefaultView
IntRect sf::RenderTarget::GetViewport ( const View view) const [inherited]

Get the viewport of a view, applied to this render target.

The viewport is defined in the view as a ratio, this function simply applies this ratio to the current dimensions of the render target to calculate the pixels rectangle that the viewport actually covers in the target.

Parameters:
viewThe view for which we want to compute the viewport
Returns:
Viewport rectangle, expressed in pixels
virtual unsigned int sf::RenderWindow::GetWidth ( ) const [virtual]

Get the width of the rendering region of the window.

The width doesn't include the titlebar and borders of the window.

Returns:
Width in pixels
See also:
GetHeight

Implements sf::RenderTarget.

void sf::RenderTarget::Initialize ( ) [protected, inherited]

Performs the common initialization step after creation.

The derived classes must call this function after the target is created and ready for drawing.

bool sf::Window::IsOpened ( ) const [inherited]

Tell whether or not the window is opened.

This function returns whether or not the window exists. Note that a hidden window (Show(false)) will return true.

Returns:
True if the window is opened, false if it has been closed
bool sf::Window::PollEvent ( Event event) [inherited]

Pop the event on top of events stack, if any, and return it.

This function is not blocking: if there's no pending event then it will return false and leave event unmodified. Note that more than one event may be present in the events stack, thus you should always call this function in a loop to make sure that you process every pending event.

 sf::Event event;
 while (window.PollEvent(event))
 {
    // process event...
 }
Parameters:
eventEvent to be returned
Returns:
True if an event was returned, or false if the events stack was empty
See also:
WaitEvent
void sf::RenderTarget::RestoreGLStates ( ) [inherited]

Restore the previously saved OpenGL render states and matrices.

See the description of SaveGLStates to get a detailed description of these functions.

See also:
SaveGLStates
void sf::RenderTarget::SaveGLStates ( ) [inherited]

Save the current OpenGL render states and matrices.

This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with RestoreGLStates, it ensures that:

  • SFML's internal states are not messed up by your OpenGL code
  • your OpenGL states are not modified by a call to a SFML function

More specifically, it must be used around code that calls Draw functions. Example:

 // OpenGL code here...
 window.SaveGLStates();
 window.Draw(...);
 window.Draw(...);
 window.RestoreGLStates();
 // OpenGL code here...

Note that this function is quite expensive and should be used wisely. It is provided for convenience, and the best results will be achieved if you handle OpenGL states yourself (because you really know which states have really changed, and need to be saved / restored).

See also:
RestoreGLStates
bool sf::Window::SetActive ( bool  active = true) const [inherited]

Activate or deactivate the window as the current target for OpenGL rendering.

A window is active only on the current thread, if you want to make it active on another thread you have to deactivate it on the previous thread first if it was active. Only one window can be active on a thread at a time, thus the window previously active (if any) automatically gets deactivated.

Parameters:
activeTrue to activate, false to deactivate
Returns:
True if operation was successful, false otherwise
void sf::Window::SetFramerateLimit ( unsigned int  limit) [inherited]

Limit the framerate to a maximum fixed frequency.

If a limit is set, the window will use a small delay after each call to Display() to ensure that the current frame lasted long enough to match the framerate limit.

Parameters:
limitFramerate limit, in frames per seconds (use 0 to disable limit)
void sf::Window::SetIcon ( unsigned int  width,
unsigned int  height,
const Uint8 *  pixels 
) [inherited]

Change the window's icon.

pixels must be an array of width x height pixels in 32-bits RGBA format.

The OS default icon is used by default.

Parameters:
widthIcon's width, in pixels
heightIcon's height, in pixels
pixelsPointer to the array of pixels in memory
void sf::Window::SetJoystickThreshold ( float  threshold) [inherited]

Change the joystick threshold.

The joystick threshold is the value below which no JoyMoved event will be generated.

The threshold value is 0.1 by default.

Parameters:
thresholdNew threshold, in the range [0, 100]
void sf::Window::SetPosition ( int  x,
int  y 
) [inherited]

Change the position of the window on screen.

This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a child window/control).

Parameters:
xLeft position
yTop position
void sf::Window::SetSize ( unsigned int  width,
unsigned int  height 
) [inherited]

Change the size of the rendering region of the window.

Parameters:
widthNew width, in pixels
heightNew height, in pixels
void sf::Window::SetTitle ( const std::string &  title) [inherited]

Change the title of the window.

Parameters:
titleNew title
void sf::RenderTarget::SetView ( const View view) [inherited]

Change the current active view.

The new view will affect everything that is drawn, until another view is activated. The render target keeps its own copy of the view object, so it is not necessary to keep the original one alive as long as it is in use. To restore the original view of the target, you can pass the result of GetDefaultView() to this function.

Parameters:
viewNew view to use
See also:
GetView, GetDefaultView
void sf::Window::Show ( bool  show) [inherited]

Show or hide the window.

The window is shown by default.

Parameters:
showTrue to show, false to hide
void sf::Window::ShowMouseCursor ( bool  show) [inherited]

Show or hide the mouse cursor.

The mouse cursor is shown by default.

Parameters:
showTrue to show, false to hide
bool sf::Window::WaitEvent ( Event event) [inherited]

Wait for an event and return it.

This function is blocking: if there's no pending event then it will wait until an event is received. After this function returns (and no error occured), the event object is always valid and filled properly. This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as long as no new event is received.

 sf::Event event;
 if (window.WaitEvent(event))
 {
    // process event...
 }
Parameters:
eventEvent to be returned
Returns:
False if any error occured
See also:
PollEvent

The documentation for this class was generated from the following file: