/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanDisplay="Display 2D" //! header=display.h #ifndef header_canvas #define header_canvas #ifdef CL_API_DLL #ifdef CL_DISPLAY_EXPORT #define CL_API_DISPLAY __declspec(dllexport) #else #define CL_API_DISPLAY __declspec(dllimport) #endif #else #define CL_API_DISPLAY #endif #if _MSC_VER > 1000 #pragma once #endif #include "../Core/System/sharedptr.h" class CL_Surface; class CL_PixelBuffer; class CL_Rect; class CL_Point; class CL_GraphicContext; class CL_Canvas_Generic; //: Construct hardware accelerated (where available) off-screen canvas buffer. //- !group=Display/Display 2D! //- !header=display.h! //-
For the OpenGL target, this object represents an OpenGL "pbuffer". A pbuffer //- is an off-screen OpenGL context that can function as hardware accelerated rendering //- to a canvas.
//-To use CL_Canvas, first create an instance of CL_Canvas. Then load a surface into //- the canvas. This will make ClanLib copy the contents of the surface (texture for GL) //- to the canvas. After this rendering operations can be performed on the canvas.
//-If the surface selected into the canvas is drawn, ClanLib will automatically upload //- the contents of the canvas back into the surface. Likewise if another surface is selected //- into the canvas the surface will be updated.
//-It is recommended to limit the amount of canvas objects in the application. Every //- canvas require construction of a new OpenGL context, and canvases consume frame buffer //- memory.
//-In Windows a pbuffer can get 'lost', meaning that the operating system can suddenly //- just use the memory for something else, without warning. Because of this //- it is adviced to keep data in the canvas for as little time as possible - sync_surface() //- can be used force uploading of the canvas' contents to the surface. Generally you do not //- need to do this since drawing the surface will force such an upload, but if the surface //- is not be drawn for some time, forcing an upload is a good idea.
//-If the pbuffer is lost, ClanLib will automatically try to reclaim the canvas and sync //- it with the latest version stored in the surface (the texture). As long as the pbuffer is //- lost, any drawing commands on the canvas will be silently ignored. This cannot guarantee //- never loosing what is drawn to the canvas, but at least not everything will be completely //- lost.
//-Example of usage:
//-
//- CL_Surface surface_foo("foo.png");
//- CL_Surface surface_bar("bar.png");
//- CL_Canvas canvas;
//- canvas.select_surface(surface_foo);
//- surface_bar.draw(5, 5, canvas.get_gc());
//- canvas.get_gc()->draw_line(0, 0, 100, 100, CL_Color::yellow);
//- canvas.sync_surface();
//-