SFML/DSFML/import/dsfml/graphics/renderwindow.d
trass3r 8431753ba3 initial commit of DSFML2
some basic things work, much still has to be done
- made as few changes as possible to make it compile under D2
- removed system.thread, use standard threads
- lots of other changes

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1333 4e206d99-4929-0410-ac5d-dfc041789085
2010-01-06 20:25:45 +00:00

237 lines
6.9 KiB
D

/*
* 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.common,
dsfml.graphics.color,
dsfml.graphics.sprite,
dsfml.graphics.shape,
dsfml.graphics.text,
dsfml.graphics.image,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.idrawable;
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.vector2;
/**
* Simple wrapper for Window that allows easy 2D rendering.
*/
class RenderWindow : Window
{
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, uint windowStyle = Style.RESIZE | Style.CLOSE, 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)
*
*/
void create(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, 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)
*
*/
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);
}
/**
* 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 setView(View newView)
{
if (m_view !is null)
{
m_view.setHandled(false);
}
sfRenderWindow_SetView(m_ptr, newView.getNativePointer);
m_view = newView;
m_view.setHandled(true);
}
/**
* Get the current view rectangle
*
* Returns:
* current view rectangle, in global coordinates
*/
View getView()
{
if (m_view is null)
{
void* cView = sfRenderWindow_GetView(m_ptr);
m_view = new View(cView, true);
}
return m_view;
}
/**
* Get the default view
*
* Returns:
* default view
*/
View getDefaultView()
{
if (m_defaultView is null)
{
void* cView = sfRenderWindow_GetDefaultView(m_ptr);
m_defaultView = new View(cView, true);
}
return m_defaultView;
}
/**
* 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.getNativePointer);
return vec;
}
}