Simple 2D RPG made in C++ and SFML
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_CONTEXTSETTINGS_HPP
#define SFML_CONTEXTSETTINGS_HPP
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Structure defining the settings of the OpenGL
/// context attached to a window
///
////////////////////////////////////////////////////////////
struct ContextSettings
{
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param depth Depth buffer bits
/// \param stencil Stencil buffer bits
/// \param antialiasing Antialiasing level
/// \param major Major number of the context version
/// \param minor Minor number of the context version
///
////////////////////////////////////////////////////////////
explicit ContextSettings(unsigned int depth = 0, unsigned int stencil = 0, unsigned int antialiasing = 0, unsigned int major = 2, unsigned int minor = 0) :
depthBits (depth),
stencilBits (stencil),
antialiasingLevel(antialiasing),
majorVersion (major),
minorVersion (minor)
{
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int depthBits; ///< Bits of the depth buffer
unsigned int stencilBits; ///< Bits of the stencil buffer
unsigned int antialiasingLevel; ///< Level of antialiasing
unsigned int majorVersion; ///< Major number of the context version to create
unsigned int minorVersion; ///< Minor number of the context version to create
};
} // namespace sf
#endif // SFML_CONTEXTSETTINGS_HPP
////////////////////////////////////////////////////////////
/// \class sf::ContextSettings
/// \ingroup window
///
/// ContextSettings allows to define several advanced settings
/// of the OpenGL context attached to a window. All these
/// settings have no impact on the regular SFML rendering
/// (graphics module) -- except the anti-aliasing level, so
/// you may need to use this structure only if you're using
/// SFML as a windowing system for custom OpenGL rendering.
///
/// The depthBits and stencilBits members define the number
/// of bits per pixel requested for the (respectively) depth
/// and stencil buffers.
///
/// antialiasingLevel represents the requested number of
/// multisampling levels for anti-aliasing.
///
/// majorVersion and minorVersion define the version of the
/// OpenGL context that you want. Only versions greater or
/// equal to 3.0 are relevant; versions lesser than 3.0 are
/// all handled the same way (i.e. you can use any version
/// < 3.0 if you don't want an OpenGL 3 context).
///
/// Please note that these values are only a hint.
/// No failure will be reported if one or more of these values
/// are not supported by the system; instead, SFML will try to
/// find the closest valid match. You can then retrieve the
/// settings that the window actually used to create its context,
/// with Window::getSettings().
///
////////////////////////////////////////////////////////////