/* * 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.graphics.renderwindow; import dsfml.graphics.color, dsfml.graphics.sprite, dsfml.graphics.shape, dsfml.graphics.text, dsfml.graphics.rect, dsfml.graphics.shader, dsfml.graphics.view, dsfml.graphics.idrawable, dsfml.graphics.irendertarget; import dsfml.window.event, dsfml.window.input, dsfml.window.videomode, dsfml.window.window, dsfml.window.windowhandle; import dsfml.system.common, dsfml.system.stringutil, dsfml.system.vector; /** * Simple wrapper for Window that allows easy 2D rendering. */ class RenderWindow : Window, IRenderTarget { private: View m_view = null; View m_defaultView = null; public: /** * Construct the window * * Params: * mode = Video mode to use * title = Title of the window * windowStyle = Window style (Resize | Close by default) * settings = Context settings (default is default ContextSettings values) */ this(VideoMode mode, string title, Style windowStyle = Style.Default, ContextSettings settings = ContextSettings()) { super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings)); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Construct the window from an existing control * * Params: * handle = Platform-specific handle of the control * settings = Context settings (default is default ContextSettings values) */ this(WindowHandle handle, ContextSettings settings = ContextSettings()) { super(sfRenderWindow_CreateFromHandle(handle, &settings)); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } override void dispose() { sfRenderWindow_Destroy(m_ptr); } /** * Create (or recreate) the window * * Input created with getInput will become invalid. * * Params: * mode = Video mode to use * title = Title of the window * windowStyle = Window style (Resize | Close by default) * settings = Context settings (default is default ContextSettings values) * */ override void create(VideoMode mode, string title, Style windowStyle = Style.Default, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Create (or recreate) the window from an existing control * * Input created with getInput become invalid. * * Params: * handle = Platform-specific handle of the control * settings = Context settings (default is default ContextSettings values) * */ override void create(WindowHandle handle, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Draw a sprite, shape or text on the window with a shader * * Params: * drawable = IDrawable to draw * shader = Shader to use */ void draw(IDrawable drawable, Shader shader) { drawable.renderWithShader(this, shader); } /** * Draw a sprite, shape or text * * Params: * drawable = IDrawable to draw */ void draw(IDrawable drawable) { drawable.render(this); } /** * Clear the screen with the given color. * * Params: * col = Fill color */ void clear(Color col = Color.BLACK) { sfRenderWindow_Clear(m_ptr, col); } /** * Convert a point in window coordinates into view coordinates * * Params: * windowX = X coordinate of the point to convert, relative to the window * windowY = Y coordinate of the point to convert, relative to the window * targetView = Target view to convert the point to (pass NULL to use the current view) * * Returns: * Converted point */ Vector2f convertCoords(uint windowX, uint windowY, View targetView = null) { Vector2f vec; sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.nativePointer); return vec; } /** * Save the current OpenGL render states and matrices */ void saveGLStates() { sfRenderWindow_SaveGLStates(m_ptr); } /** * Restore the previously saved OpenGL render states and matrices */ void restoreGLStates() { sfRenderWindow_RestoreGLStates(m_ptr); } @property { /** * Change the current active view. * The current view is defined with the initial size of the window * * Params: * newView = Pointer to the new view (pass getDefaultView to set the default view) */ void view(View newView) { if (m_view !is null) { m_view.setHandled(false); } sfRenderWindow_SetView(m_ptr, newView.nativePointer); m_view = newView; m_view.setHandled(true); } /** * Get the current view rectangle * * Returns: * current view rectangle, in global coordinates */ View view() { if (m_view is null) { SFMLClass cView = sfRenderWindow_GetView(m_ptr); m_view = new View(cView, true); } return m_view; } /** * Get the default view * * Returns: * default view */ View defaultView() { if (m_defaultView is null) { SFMLClass cView = sfRenderWindow_GetDefaultView(m_ptr); m_defaultView = new View(cView, true); } return m_defaultView; } /** * Return the width of the rendering region of a renderwindow * * Returns: * Width in pixels */ override uint width() { return sfRenderWindow_GetWidth(m_ptr); } /** * Return the height of the rendering region of a renderwindow * * Returns: * Height in pixels */ override uint height() { return sfRenderWindow_GetHeight(m_ptr); } /** * Get the viewport of a view applied to this target * * Params: * view = Target view * Returns: * Viewport rectangle, expressed in pixels in the current target */ IntRect viewport(View v = null) // TODO: is there a need to accept other Views than the currently assigned one? { return sfRenderWindow_GetViewport(m_ptr, v is null ? m_view.nativePointer : v.nativePointer); } } private: static extern(C) { SFMLClass function(VideoMode, cchar*, Style, ContextSettings*)sfRenderWindow_Create; SFMLClass function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle; void function(SFMLClass) sfRenderWindow_Destroy; SFMLClass function(SFMLClass) sfRenderWindow_GetInput; bool function(SFMLClass) sfRenderWindow_IsOpened; uint function(SFMLClass) sfRenderWindow_GetWidth; uint function(SFMLClass) sfRenderWindow_GetHeight; /* void function(SFMLClass, SFMLClass) sfRenderWindow_DrawSprite; void function(SFMLClass, SFMLClass) sfRenderWindow_DrawShape; void function(SFMLClass, SFMLClass) sfRenderWindow_DrawText; void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawSpriteWithShader; void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawShapeWithShader; void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawTextWithShader; */ SFMLClass function(SFMLClass) sfRenderWindow_Capture; void function(SFMLClass, Color) sfRenderWindow_Clear; void function(SFMLClass, SFMLClass) sfRenderWindow_SetView; SFMLClass function(SFMLClass) sfRenderWindow_GetView; SFMLClass function(SFMLClass) sfRenderWindow_GetDefaultView; void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderWindow_ConvertCoords; // DSFML2 void function(SFMLClass) sfRenderWindow_SaveGLStates; void function(SFMLClass) sfRenderWindow_RestoreGLStates; IntRect function(SFMLClass, SFMLClass) sfRenderWindow_GetViewport; } mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle", "Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords", "GetWidth", "GetHeight", // DSFML2 "SaveGLStates", "RestoreGLStates", "GetViewport")); static ~this() { } }