/* * 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.window; import dsfml.window.event; import dsfml.window.input; import dsfml.window.videomode; import dsfml.window.windowhandle; import dsfml.system.common; import dsfml.system.stringutil; /** * Window style */ enum Style { NONE = 0, /// No border / title bar (this flag and all others are mutually exclusive) TITLEBAR = 1 << 0, /// Title bar + fixed border RESIZE = 1 << 1, /// Titlebar + resizable border + maximize button CLOSE = 1 << 2, /// Titlebar + close button FULLSCREEN = 1 << 3 /// Fullscreen mode (this flag and all others are mutually exclusive) } /** * Structure defining the creation settings of windows */ struct ContextSettings { uint DepthBits = 24; /// Bits of the depth buffer uint StencilBits = 8; /// Bits of the stencil buffer uint AntialiasingLevel = 0; /// Level of antialiasing uint MajorVersion = 3; /// Major number of the context version to create uint MinorVersion = 0; /// Minor number of the context version to create } /** * Window is a rendering window ; it can create a new window * or connect to an existing one */ class Window : DSFMLObject { protected: this(void* ptr) { super(ptr); } Input m_input; public: /** * Construct a new 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.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings()) { super(sfWindow_Create(mode, toStringz(title), windowStyle, settings)); } /** * 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(sfWindow_CreateFromHandle(handle, settings)); } override void dispose() { m_input = null; sfWindow_Destroy(m_ptr); } /** * Create (or recreate) the window * * Input created with getInput becomes 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) */ void create(VideoMode mode, string title, Style windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfWindow_Create(mode, toStringz(title), windowStyle, settings); } /** * Create (or recreate) the window from an existing control * * Input created with getInput becomes invalid. * * Params: * handle = Platform-specific handle of the control * settings = Context settings (default is default ContextSettings values) */ void create(WindowHandle handle, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfWindow_CreateFromHandle(handle, settings); } /** * Close (destroy) the window. * You can call create to recreate a valid window */ void close() { sfWindow_Close(m_ptr); } /** * Tell whether or not a window is opened * * Returns: * True if window is currently open. */ bool isOpened() { return cast(bool) sfWindow_IsOpened(m_ptr); } /** * Get the width of the rendering region of the window * * Returns: * Width in pixels */ uint getWidth() { return sfWindow_GetWidth(m_ptr); } /** * Get the height of the rendering region of the window * * Returns: * Height in pixels */ uint getHeight() { return sfWindow_GetHeight(m_ptr); } /** * Get the creation settings of a window * * Returns: * Settings used to create the window */ ContextSettings getSettings() { return sfWindow_GetSettings(m_ptr); } /** * Get the event on top of events stack, if any, and pop it * * Params: * eventReceived = Event to fill, if any * * Returns: * True if an event was returned, false if events stack was empty */ bool getEvent(out Event eventReceived) { return cast(bool) sfWindow_GetEvent(m_ptr, &eventReceived); } /** * Enable / disable vertical synchronization * * Params: * enabled : True to enable v-sync, false to deactivate */ void useVerticalSync(bool enabled) { sfWindow_UseVerticalSync(m_ptr, enabled); } /** * Show or hide the mouse cursor * * Params: * show : True to show, false to hide */ void showMouseCursor(bool show) { sfWindow_ShowMouseCursor(m_ptr, show); } /** * Change the position of the mouse cursor * * Params: * left = Left coordinate of the cursor, relative to the window * top = Top coordinate of the cursor, relative to the window */ void setCursorPosition(uint left, uint top) { sfWindow_SetCursorPosition(m_ptr, left, top); } /** * Change the position of the window on screen. * Only works for top-level windows * * Params: * left = Left position * top = Top position */ void setPosition(int left, int top) { sfWindow_SetPosition(m_ptr, left, top); } /** * change the size of the rendering region of the window * * Params: * width : new width * height : new height */ void setSize(uint width, uint height) { sfWindow_SetSize(m_ptr, width, height); } /** * Show or hide the window * * Params: * state = True to show, false to hide * */ void show(bool state) { sfWindow_Show(m_ptr, state); } /** * Enable or disable automatic key-repeat for keydown events. * Automatic key-repeat is enabled by default. * * Params: * enabled = true to enable, false to disable */ void enableKeyRepeat(bool enabled) { sfWindow_EnableKeyRepeat(m_ptr, enabled); } /** * Change the window's icon * * Params: * width = Icon's width, in pixels * height = Icon's height, in pixels * data = array of pixels in memory, format must be RGBA 32 bits * */ void setIcon(size_t width, size_t height, ubyte[] data) { sfWindow_SetIcon(m_ptr, width, height, data.ptr); } /** * Set the window as the current target for rendering * * Params: * active = True to activate, false to deactivate * Returns: * True if operation was successful, false otherwise */ bool setActive(bool active = true) { return cast(bool)sfWindow_SetActive(m_ptr, active); } /** * Display the window on screen */ void display() { sfWindow_Display(m_ptr); } /** * Get the input manager of the window * * Returns: * An input manager * See_Also : * Input */ Input getInput() { if (m_input is null) m_input = new Input(sfWindow_GetInput(m_ptr)); return m_input; } /** * Limit the framerate to a maximum fixed frequency * * Params: * limit : Framerate limit, in frames per seconds (use 0 to disable limit) */ void setFramerateLimit(uint limit) { sfWindow_SetFramerateLimit(m_ptr, limit); } /** * Get time elapsed since last frame * * Returns: * Time elapsed, in seconds */ float getFrameTime() { return sfWindow_GetFrameTime(m_ptr); } /** * Change the joystick threshold, ie. the value below which * no move event will be generated * * Params: * threshold : New threshold, in range [0, 100] */ void setJoystickThreshold(float threshold) { sfWindow_SetJoystickThreshold(m_ptr, threshold); } /** * Wait for an event and return it * * This function is blocking: if there's no pending event then it will wait until an event is received. * After this function returns (and no error occured), the \a event object is always valid and filled properly. * This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread * sleep as long as no new event is received. * * Params: * e Event to be returned * * Returns: * false if any error occured */ bool waitEvent(out Event e) { return sfWindow_WaitEvent(m_ptr, &e); } private: // External ==================================================================== extern (C) { static { void* function(VideoMode, cchar*, uint, ContextSettings) sfWindow_Create; void* function(WindowHandle, ContextSettings) sfWindow_CreateFromHandle; void function(void*) sfWindow_Destroy; void function(void*) sfWindow_Close; int function(void*) sfWindow_IsOpened; uint function(void*) sfWindow_GetWidth; uint function(void*) sfWindow_GetHeight; ContextSettings function(void* Window) sfWindow_GetSettings; int function(void*, Event*) sfWindow_GetEvent; void function(void*, int) sfWindow_UseVerticalSync; void function(void*, int) sfWindow_ShowMouseCursor; void function(void*, uint, uint) sfWindow_SetCursorPosition; void function(void*, int, int) sfWindow_SetPosition; void function(void*, uint, uint) sfWindow_SetSize; void function(void*, int) sfWindow_Show; void function(void*, int) sfWindow_EnableKeyRepeat; void function(void*, size_t, size_t, ubyte*) sfWindow_SetIcon; int function(void*, int) sfWindow_SetActive; void function(void*) sfWindow_Display; void* function(void*) sfWindow_GetInput; void function(void*, uint) sfWindow_SetFramerateLimit; float function(void*) sfWindow_GetFrameTime; void function(void*, float) sfWindow_SetJoystickThreshold; // DSFML2 bool function(void*, void*) sfWindow_WaitEvent; } } static this() { debug DllLoader dll = DllLoader.load("csfml-window-d"); else DllLoader dll = DllLoader.load("csfml-window"); mixin(loadFromSharedLib("sfWindow_Create")); mixin(loadFromSharedLib("sfWindow_CreateFromHandle")); mixin(loadFromSharedLib("sfWindow_Destroy")); mixin(loadFromSharedLib("sfWindow_Close")); mixin(loadFromSharedLib("sfWindow_IsOpened")); mixin(loadFromSharedLib("sfWindow_GetWidth")); mixin(loadFromSharedLib("sfWindow_GetHeight")); mixin(loadFromSharedLib("sfWindow_GetSettings")); mixin(loadFromSharedLib("sfWindow_GetEvent")); mixin(loadFromSharedLib("sfWindow_UseVerticalSync")); mixin(loadFromSharedLib("sfWindow_ShowMouseCursor")); mixin(loadFromSharedLib("sfWindow_SetCursorPosition")); mixin(loadFromSharedLib("sfWindow_SetPosition")); mixin(loadFromSharedLib("sfWindow_SetSize")); mixin(loadFromSharedLib("sfWindow_Show")); mixin(loadFromSharedLib("sfWindow_EnableKeyRepeat")); mixin(loadFromSharedLib("sfWindow_SetIcon")); mixin(loadFromSharedLib("sfWindow_SetActive")); mixin(loadFromSharedLib("sfWindow_Display")); mixin(loadFromSharedLib("sfWindow_GetInput")); mixin(loadFromSharedLib("sfWindow_SetFramerateLimit")); mixin(loadFromSharedLib("sfWindow_GetFrameTime")); mixin(loadFromSharedLib("sfWindow_SetJoystickThreshold")); mixin(loadFromSharedLib("sfWindow_WaitEvent")); } }