I have this single c++ / SFML code...
#include <SFML/Graphics.hpp>
#define windowWidth 600
#define windowHeight 300
int main()
{
sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight), "SFML Views");
sf::View view(sf::FloatRect(0,0, windowWidth, windowHeight));
view.zoom(2);
window.setView(view);
sf::RectangleShape back (sf::Vector2f(windowWidth, windowHeight));
back.setFillColor(sf::Color::White);
sf::RectangleShape rect (sf::Vector2f(200, 100));
rect.setFillColor(sf::Color::Red);
rect.setPosition(windowWidth - rect.getSize().x, windowHeight - rect.getSize().y); // position in the lower right corner
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(back);
window.draw(rect);
window.display();
}
return 0;
}
...which might position the red rectangle in the lower right corner of the window.
However, when I zoom the view in (as in the code), it obviously moves along with the entire window like this image. I have some doubts:
Is there any easier way to position this rectangle in the lower-right corner of the global window?
From SFML 2D camera tutorial: "To draw something using a view, you must draw it after calling the setView function of the target to which you are drawing"
So the drawing part should be
window.clear();
window.setView(view);
window.draw(back);
window.setView(window.getDefaultView()); //don't zoom red rect
window.draw(rect);
window.display();
What do I have to do to have multiple active views in the same window?
Just call setView()
for each active view and then drawing all the things in that view (again, if needed)
window.setView(leftHalfView);
window.draw(a);
window.draw(b);
window.draw(c);
window.setView(rightHalfView);
window.draw(a);
window.draw(b);
window.draw(c);
window.setView(minimap);
window.draw(a);
window.draw(b);
window.setView(window.getDefaultView());
window.draw(x);
window.draw(y);