* using property style in Input

* sync with changes to Glyph class
* renamed network files (sync)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1513 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-04-20 17:35:30 +00:00
parent 49983415cd
commit 1464a35711
7 changed files with 125 additions and 127 deletions

View File

@ -37,9 +37,9 @@ import dsfml.graphics.rect,
/// Glyph describes a glyph (a visual character)
struct Glyph
{
int Advance; /// Offset to move horizontically to the next character
IntRect Rectangle; /// Bounding rectangle of the glyph, in relative coordinates
FloatRect TexCoords; /// Texture coordinates of the glyph inside the bitmap font
int Advance; /// Offset to move horizontically to the next character
IntRect Bounds; /// Bounding rectangle of the glyph, in coordinates relative to the baseline
IntRect SubRect; /// Texture coordinates of the glyph inside the font's image
}
/**

View File

@ -95,6 +95,11 @@ public:
m_image = img;
}
@property void image(Image img)
{
setImage(img, false);
}
/**
* Resize the sprite (by changing its scale factors).
* The default size is defined by the subrect

View File

@ -41,7 +41,7 @@ package
// alias immutable(void) ivoid;
alias const(void) cvoid;
alias void* SFMLClass;
typedef immutable(void)* SFMLClass;
}
// used to mixin code function

View File

@ -1,28 +1,28 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* 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.
*/
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* 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.
*/
module dsfml.window.input;
@ -31,93 +31,13 @@ import dsfml.system.common;
import dsfml.window.event;
/**
* Input handles real-time input from keyboard and mouse.
* Use it instead of events to handle continuous moves and more
* game-friendly inputs
*/
* Input handles real-time input from keyboard and mouse.
* Use it instead of events to handle continuous moves and more
* game-friendly inputs
*/
class Input : DSFMLObject
{
/**
* Get the state of a key
*
* Params:
* key = Key to check
*
* Returns:
* True if key is down, false if key is up
*/
bool isKeyDown(KeyCode key)
{
return cast(bool)sfInput_IsKeyDown(m_ptr, key);
}
/**
* Get the state of a mouse button
*
* Params:
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isMouseButtonDown(MouseButtons button)
{
return cast(bool)sfInput_IsMouseButtonDown(m_ptr, button);
}
/**
* Get the state of a joystick button
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isJoystickButtonDown(uint joyId, uint button)
{
return cast(bool)sfInput_IsJoystickButtonDown(m_ptr, joyId, button);
}
/*
* Get the mouse X position
*
* Returns:
* Current mouse left position, relative to owner window
*/
int getMouseX()
{
return sfInput_GetMouseX(m_ptr);
}
/**
* Get the mouse Y position
*
* Returns:
* Current mouse top position, relative to owner window
*
*/
int getMouseY()
{
return sfInput_GetMouseY(m_ptr);
}
/**
* Get a joystick axis position
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* axis = Axis to get
*
* Returns:
* Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
*/
float getJoystickAxis(uint joyId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(m_ptr, joyId, axis);
}
public: // TODO: try to fix this, doesn't work with package
this(SFMLClass input)
{
super(input, true);
@ -128,6 +48,91 @@ class Input : DSFMLObject
// nothing to do
}
public:
/**
* Get the state of a key
*
* Params:
* key = Key to check
*
* Returns:
* True if key is down, false if key is up
*/
bool isKeyDown(KeyCode key)
{
return cast(bool)sfInput_IsKeyDown(m_ptr, key);
}
/**
* Get the state of a mouse button
*
* Params:
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isMouseButtonDown(MouseButtons button)
{
return cast(bool)sfInput_IsMouseButtonDown(m_ptr, button);
}
/**
* Get the state of a joystick button
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isJoystickButtonDown(uint joyId, uint button)
{
return cast(bool)sfInput_IsJoystickButtonDown(m_ptr, joyId, button);
}
/**
* Get a joystick axis position
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* axis = Axis to get
*
* Returns:
* Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
*/
float getJoystickAxis(uint joyId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(m_ptr, joyId, axis);
}
@property
{
/**
* Get the mouse X position
*
* Returns:
* Current mouse left position, relative to owner window
*/
int mouseX()
{
return sfInput_GetMouseX(m_ptr);
}
/**
* Get the mouse Y position
*
* Returns:
* Current mouse top position, relative to owner window
*
*/
int mouseY()
{
return sfInput_GetMouseY(m_ptr);
}
}
private:
// External ====================================================================
@ -142,18 +147,6 @@ private:
float function(SFMLClass, uint, JoyAxis) sfInput_GetJoystickAxis;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-window-d");
else
DllLoader dll = DllLoader.load("csfml-window");
mixin(loadFromSharedLib("sfInput_IsKeyDown"));
mixin(loadFromSharedLib("sfInput_IsMouseButtonDown"));
mixin(loadFromSharedLib("sfInput_IsJoystickButtonDown"));
mixin(loadFromSharedLib("sfInput_GetMouseX"));
mixin(loadFromSharedLib("sfInput_GetMouseY"));
mixin(loadFromSharedLib("sfInput_GetJoystickAxis"));
}
mixin(loadFromSharedLib2("csfml-window", "sfInput",
"IsKeyDown", "IsMouseButtonDown", "IsJoystickButtonDown", "GetMouseX", "GetMouseY", "GetJoystickAxis"));
}