SFML community forums
Help => Graphics => Topic started by: Brendon on March 28, 2010, 07:42:34 pm
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I'm using View to zoom in/out of my gameplay screens. If I understand it correctly, the View grabs the entire RenderWindow and manipulates it.
My question is, what's the best way to not manipulate the entire screen? For example, if I press ESC to open an options menu, ideally the options menu shouldn't also be zoomed-in.
Is there a way to draw "unzoomed" graphics elements over a View-manipulated gameplay screen?
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Juste call the default view (App.SetView(App.GetDefaultView())) or another view than the one you are using to zoom before drawing your menu.
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Thanks Spidyy, that did the trick.
Before drawing my gameplay screen, I tell my RenderWindow to use my manipulated View. After the gameplay screen is done drawing, I tell my RenderWindow to use the App.DefaultView. Works great.