Window that can serve as a target for 2D drawing.
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.
RenderWindow is derived from Window, thus it inherits all its features: events, window management, OpenGL rendering, etc. See the documentation of Window for a more complete description of all these features, as well as code examples.
On top of that, RenderWindow adds more features related to 2D drawing with the graphics module (see its base class RenderTarget for more details). Here is a typical rendering and event loop with a RenderWindow:
import sfml.window.{Event, VideoMode}
val sprite: Sprite = ???
val text: Text = ???
// Declare and create a new render-window
val window = RenderWindow(VideoMode(((800, 600))), "SFML window")
// Limit the framerate to 60 frames per second (this step is optional)
window.framerateLimit = 60;
// The main loop - ends as soon as the window is closed
while window.isOpen() do
// Event processing
for event <- window.pollEvent() do
event match
// Request for closing the window
case Event.Closed() => window.close()
case _ => ()
// Clear the whole window before rendering a new frame
window.clear()
// Draw some graphical entities
window.draw(sprite)
window.draw(text)
// End the current frame and display its contents on screen
window.display()
Attributes
- Companion
- object
- Graph
-
- Supertypes
Members list
Value members
Concrete methods
Activate or deactivate the render target for rendering.
Activate or deactivate the render target for rendering.
This function makes the render target's context current for future OpenGL rendering operations (so you shouldn't care about it if you're not doing direct OpenGL stuff). A render target's context 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 context can be current in a thread, so if you want to draw OpenGL geometry to another render target don't forget to activate it again. Activating a render target will automatically deactivate the previously active context (if any).
Value parameters
- active
-
true to activate, false to deactivate
Attributes
- Returns
-
true if operation was successful, false otherwise
- Definition Classes
Tell if the render target will use sRGB encoding when drawing on it.
Tell if the render target will use sRGB encoding when drawing on it.
Attributes
- Returns
-
true if the render target use sRGB encoding, false otherwise
- Definition Classes
Get the size of the rendering region of the window.
Get the size of the rendering region of the window.
The size doesn't include the titlebar and borders of the window.
Attributes
- Returns
-
Size in pixels
- Definition Classes
Inherited methods
Clear the entire target with a single color and stencil value.
Clear the entire target with a single color and stencil value.
The specified stencil value is truncated to the bit width of the current stencil buffer.
Value parameters
- color
-
Fill color to use to clear the render target
- stencilValue
-
Stencil value to clear to
Attributes
- Inherited from:
- RenderTarget
Clear the stencil buffer to a specific value.
Clear the stencil buffer to a specific value.
The specified value is truncated to the bit width of the current stencil buffer.
Value parameters
- stencilValue
-
Stencil value to clear to
Attributes
- Inherited from:
- RenderTarget
Clear the entire target with a single color.
Clear the entire target with a single color.
This function is usually called once every frame, to clear the previous contents of the target.
Value parameters
- color
-
Fill color to use to clear the render target
Attributes
- Inherited from:
- RenderTarget
Attributes
- Definition Classes
-
Window -> WindowBase
- Inherited from:
- Window
Get the default view of the render target.
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.
Attributes
- Returns
-
The default view of the render target
- See also
- Inherited from:
- RenderTarget
Display on screen what has been rendered to the window so far.
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.
Attributes
- Inherited from:
- Window
Draw a drawable object to the render target.
Draw a drawable object to the render target.
Value parameters
- drawable
-
Object to draw states Render states to use for drawing
Attributes
- Inherited from:
- RenderTarget
Attributes
- Inherited from:
- Window
Limit the framerate to a maximum fixed frequency.
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. SFML will try to match the given limit as much as it can, but since it internally uses sleep, whose precision depends on the underlying OS, the results may be a little imprecise as well (for example, you can get 65 FPS when requesting 60).
Value parameters
- limit
-
Framerate limit, in frames per seconds (use 0 to disable limit)
Attributes
- Inherited from:
- Window
Attributes
- Inherited from:
- WindowBase
Attributes
- Inherited from:
- WindowBase
Convert a point from world coordinates to target coordinates.
Convert a point from world coordinates to target coordinates.
This function finds the pixel of the render target that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is not true anymore, i.e. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render target – if the view is translated by (140, 25).
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render target.
Value parameters
- point
-
Point to convert
- view
-
The view to use for converting the point
Attributes
- Returns
-
The converted point, in target coordinates (pixels)
- See also
- Inherited from:
- RenderTarget
Convert a point from world coordinates to target coordinates, using the current view.
Convert a point from world coordinates to target coordinates, using the current view.
This function is an overload of the mapCoordsToPixel function that implicitly uses the current view. It is equivalent to:
import sfml.system.Vector2
val target: RenderTarget = ???
val point: Vector2[Int] = ???
target.mapCoordsToPixel(point, target.view)
Value parameters
- point
-
Point to convert
Attributes
- Returns
-
The converted point, in target coordinates (pixels)
- See also
- Inherited from:
- RenderTarget
Convert a point from target coordinates to world coordinates.
Convert a point from target coordinates to world coordinates.
This function finds the 2D position that matches the given pixel of the render target. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render target, this assertion is not true anymore, i.e. a point located at (10, 50) in your render target may map to the point (150, 75) in your 2D world – 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 if you want to use the current view of the render target.
Value parameters
- point
-
Pixel to convert
- view
-
The view to use for converting the point
Attributes
- Returns
-
The converted point, in "world" units
- See also
- Inherited from:
- RenderTarget
Convert a point from target coordinates to world coordinates, using the current view.
Convert a point from target coordinates to world coordinates, using the current view.
This function is an overload of the mapPixelToCoords function that implicitly uses the current view. It is equivalent to:
import sfml.system.Vector2
val target: RenderTarget = ???
val point: Vector2[Int] = ???
target.mapPixelToCoords(point, target.view)
Value parameters
- point
-
Pixel to convert
Attributes
- Returns
-
The converted point, in "world" coordinates
- See also
- Inherited from:
- RenderTarget
Attributes
- Inherited from:
- WindowBase
Attributes
- Inherited from:
- WindowBase
Attributes
- Inherited from:
- WindowBase
Get the scissor rectangle of a view, applied to this render target.
Get the scissor rectangle of a view, applied to this render target.
The scissor rectangle 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 scissor rectangle actually covers in the target.
Value parameters
- view
-
The view for which we want to compute the scissor rectangle
Attributes
- Returns
-
Scissor rectangle, expressed in pixels
- Inherited from:
- RenderTarget
Get the settings of the OpenGL context of the window.
Get the settings of the OpenGL context of the window.
Note that these settings may be different from what was passed to the constructor, if one or more settings were not supported. In this case, SFML chose the closest match.
Attributes
- Returns
-
Structure containing the OpenGL context settings
- Inherited from:
- Window
Attributes
- Inherited from:
- WindowBase
Attributes
- Inherited from:
- Window
Enable or disable vertical synchronization.
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.
Value parameters
- enabled
-
true to enable v-sync, false to deactivate it
Attributes
- Inherited from:
- Window
Get the view currently in use in the render target.
Get the view currently in use in the render target.
Attributes
- Returns
-
The view object that is currently used
- See also
- Inherited from:
- RenderTarget
Change the current active view.
Change the current active view.
The view is like a 2D camera, it controls which part of the 2D scene is visible, and how it is viewed in the render target. The new view will affect everything that is drawn, until another view is set. The render target keeps its own copy of the view object, so it is not necessary to keep the original one alive after calling this function. To restore the original view of the target, you can pass the result of defaultView to this function.
Value parameters
- view
-
New view to use
Attributes
- See also
- Inherited from:
- RenderTarget
Get the viewport of a view, applied to this render target.
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.
Value parameters
- view
-
The view for which we want to compute the viewport
Attributes
- Returns
-
Viewport rectangle, expressed in pixels
- Inherited from:
- RenderTarget