SFML/bindings/d/import/dsfml/graphics/idrawable.d

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/*
* 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.idrawable;
import dsfml.system.vector;
import dsfml.graphics.irendertarget;
import dsfml.graphics.color,
dsfml.graphics.blendmode,
dsfml.graphics.renderwindow,
dsfml.graphics.renderimage,
dsfml.graphics.shader;
/**
* Interface for drawable object
*
* Shape, Text and Sprite implement IDrawable
*/
interface IDrawable
{
/**
* Set the position of the object
*
* Params:
* x = New left coordinate
* y = New top coordinate
*/
void setPosition(float x, float y);
/**
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale > 0
* scaleY = New vertical scale > 0
*/
void setScale(float scalex, float scaley);
// in {assert(scalex > 0 && scalex > 0);} // TODO: add in again when interface contracts work
/**
* Set the origin of the object, in coordinates relative to the
* top-left of the object (take 2 values).
* The default origin is (0, 0)
*
* Params:
* originX : X coordinate of the origin
* originY : Y coordinate of the origin
*/
void setOrigin(float originX, float originY);
@property
{
/**
* Set the left position of the object
*
* Params:
* x = New left coordinate
*/
void x(float x);
/**
* Set the top position of the object
*
* Params:
* y = New top coordinate
*/
void y(float y);
/**
* Set the position of the object
*
* Params:
* vec = new position
*/
void position(Vector2f vec);
/**
* Set the horizontal scale of the object
*
* Params:
* scale = New horizontal scale (Strictly positive)
*/
void scaleX(float scale);
/**
* Set the vertical scale of the object
*
* Params:
* scale = New vertical scale (Strictly positive)
*/
void scaleY(float scale);
/**
* Set the scale of the object
*
* Params:
* scale = new scale
*/
void scale(Vector2f scale);
// in {assert(scale.x > 0 && scale.y > 0);} // TODO
/**
* Set the origin of the object, in coordinates relative to the
* top-left of the object (take a 2D vector).
* The default origin is (0, 0)
*
* Params:
* origin : New origin
*/
void origin(Vector2f origin);
/**
* Set the rotation of the object
*
* Params:
* angle = Angle of rotation, in degree
*/
void rotation(float angle);
/**
* Set the color
*
* Params:
* c = New color
*/
void color(Color c);
/**
* Set the blending mode for the object.
* The default blend mode is Blend.Alpha
*
* Params:
* mode = New blending mode
*/
void blendMode(BlendMode mode);
const
{
/**
* Get the position of the object
*
* Returns:
* Current position
*
*/
Vector2f position();
/**
* Get the current scale of the object
*
* Returns:
* Current scale
*/
Vector2f scale();
/**
* Get the origin of the object
*
* Returns:
* Current position of the origin
*
*/
Vector2f origin();
/**
* Get the rotation angle of the object
*
* Returns:
* Angle of rotation, in degree
*/
float rotation();
/**
* Get the color of the string
*
* Returns:
* Current color
*/
Color color();
/**
* Get the current blending mode
*
* Returns:
* Current blending mode
*/
BlendMode blendMode();
} // const
} // @property
/**
* Rotate the object
* Angle is added to the current orientation of the objet
*
* Params:
* angle = Angle of rotation in degree
*/
void rotate(float angle);
/**
* Move the object
* New offset is added to object current position
*
* Params:
* offsetX = Offset on the X axis
* offsetY = Offset on the Y axis
*/
void move(float offsetX, float offsetY);
/**
* Move the object
* New offset is added to object current position
*
* Params:
* offset = Amount of units to move the object of
*/
void move(Vector2f offset);
/**
* Transform a point from global coordinates into local coordinates
* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
*
* Params:
* point = Point to transform
*
* Returns:
* Transformed point
*/
Vector2f transformToLocal(Vector2f point) const;
/**
* Transform a point from local coordinates into global coordinates
* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
*
* Params:
* point = Point to transform
*
* Returns:
* Transformed point
*/
Vector2f transformToGlobal(Vector2f point) const;
/**
* Render the specific geometry of the object
*
* Params:
* window = Target into which render the object
*/
void render(IRenderTarget window);
/**
* Render the specific geometry of the object with a shader
*
* Params:
* window = Render target
* shader = Shader to use
*/
void renderWithShader(IRenderTarget window, Shader shader);
}