SFML 视图与 window 混淆

SFML Views vs window confusion

我有这个 C++/SFML 代码...

#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;
}

...这可能会将红色矩形定位在 window.

的右下角

但是,当我放大视图时(如代码中所示),它显然像 this image 一样随着整个 window 移动。 我有些疑惑:

  1. 为了修正红色​​矩形的位置,将其放在全局的右下角window,我目前需要做一些考虑缩放因子、原始矩形大小等的计算。有没有将此矩形定位在全局 window?
  2. 右下角的任何更简单的方法
  3. 如何防止某些对象因视图缩放而改变大小?
  4. 我需要做什么才能在同一个 window 中拥有多个活动视图?

Is there any easier way to position this rectangle in the lower-right corner of the global window?

来自 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"

所以绘图部分应该是

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?

只需为每个活动视图调用 setView(),然后绘制该视图中的所有内容(再次,如果需要)

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);