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307 lines
11 KiB
D
307 lines
11 KiB
D
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/*
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* DSFML - SFML Library binding in D language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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module dsfml.graphics.renderwindow;
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import dsfml.graphics.color;
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import dsfml.graphics.idrawable;
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import dsfml.graphics.image;
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import dsfml.graphics.rect;
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import dsfml.graphics.postfx;
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import dsfml.graphics.view;
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import dsfml.window.event;
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import dsfml.window.input;
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import dsfml.window.videomode;
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import dsfml.window.window;
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import dsfml.window.windowhandle;
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import dsfml.window.windowsettings;
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import dsfml.window.windowstyle;
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import dsfml.system.common;
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import dsfml.system.stringutil;
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import dsfml.system.vector2;
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/**
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* Simple wrapper for Window that allows easy 2D rendering.
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*/
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class RenderWindow : Window
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{
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/**
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* Construct the window
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*
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* Params:
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Window settings (default is default WindowSettings values)
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*/
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this(VideoMode mode, in char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
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{
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super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Construct the window from an existing control
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Window settings (default is default WindowSettings values)
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*/
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this(WindowHandle handle, WindowSettings settings = WindowSettings())
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{
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super(sfRenderWindow_CreateFromHandle(handle, settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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override void dispose()
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{
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sfRenderWindow_Destroy(m_ptr);
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}
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/**
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* Create (or recreate) the window
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*
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* Input created with getInput will become invalid.
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*
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* Params:
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Window settings (default is default WindowSettings values)
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*
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*/
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void create(VideoMode mode, char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Create (or recreate) the window from an existing control
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*
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* Input created with getInput become invalid.
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Window settings (default is default WindowSettings values)
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*
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*/
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void create(WindowHandle handle, WindowSettings settings = WindowSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_CreateFromHandle(handle, settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Draw a PostFX on the window
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*
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* Params:
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* postFX = PostFX to draw
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*/
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void draw(PostFX postFX)
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{
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sfRenderWindow_DrawPostFX(m_ptr, postFX.getNativePointer);
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}
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/**
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* Draw a Sprite or a String
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*
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* Params:
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* obj = IDrawable object to draw
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*/
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void draw(IDrawable obj)
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{
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obj.render(this);
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}
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/**
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* Save the content of the window to an image
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*
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* Returns:
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* Image instance containing the contents of the screen
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*/
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Image capture()
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{
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return new Image(sfRenderWindow_Capture(m_ptr));
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}
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/**
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* Clear the screen with the given color.
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*
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* Params:
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* col = Fill color
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*/
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void clear(Color col = Color.BLACK)
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{
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sfRenderWindow_Clear(m_ptr, col);
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}
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/**
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* Change the current active view.
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* The current view is defined with the initial size of the window
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*
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* Params:
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* newView = Pointer to the new view (pass getDefaultView to set the default view)
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*/
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void setView(View newView)
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{
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if (m_view !is null)
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{
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m_view.setHandled(false);
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}
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sfRenderWindow_SetView(m_ptr, newView.getNativePointer);
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m_view = newView;
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m_view.setHandled(true);
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}
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/**
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* Get the current view rectangle
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*
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* Returns:
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* current view rectangle, in global coordinates
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*/
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View getView()
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{
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if (m_view is null)
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{
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void* cView = sfRenderWindow_GetView(m_ptr);
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m_view = new View(cView, true);
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}
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return m_view;
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}
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/**
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* Get the default view
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*
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* Returns:
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* default view
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*/
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View getDefaultView()
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{
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if (m_defaultView is null)
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{
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void* cView = sfRenderWindow_GetDefaultView(m_ptr);
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m_defaultView = new View(cView, true);
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}
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return m_defaultView;
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}
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/**
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* Convert a point in window coordinates into view coordinates
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*
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* Params:
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* windowX = X coordinate of the point to convert, relative to the window
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* windowY = Y coordinate of the point to convert, relative to the window
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* targetView = Target view to convert the point to (pass NULL to use the current view)
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*
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* Returns:
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* Converted point
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*/
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Vector2f convertCoords(uint windowX, uint windowY, View targetView = null)
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{
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Vector2f vec;
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sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
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return vec;
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}
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/**
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* Tell SFML to preserve external OpenGL states, at the expense of
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* more CPU charge. Use this function if you don't want SFML
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* to mess up your own OpenGL states (if any).
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* Don't enable state preservation if not needed, as it will allow
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* SFML to do internal optimizations and improve performances.
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* This parameter is false by default
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*
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* Params:
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* preserve = True to preserve OpenGL states, false to let SFML optimize
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*
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*/
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void preserveOpenGLStates(bool preserve)
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{
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sfRenderWindow_PreserveOpenGLStates(m_ptr, preserve);
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}
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private:
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View m_view = null;
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View m_defaultView = null;
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extern (C)
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{
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typedef void* function(VideoMode, char*, uint, WindowSettings) pf_sfRenderWindow_Create;
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typedef void* function(WindowHandle, WindowSettings) pf_sfRenderWindow_CreateFromHandle;
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typedef void function(void*) pf_sfRenderWindow_Destroy;
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typedef void* function(void*) pf_sfRenderWindow_GetInput;
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typedef void function(void*, void*) pf_sfRenderWindow_DrawPostFX;
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typedef void* function(void*) pf_sfRenderWindow_Capture;
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typedef void function(void*, Color) pf_sfRenderWindow_Clear;
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typedef void function(void*, void*) pf_sfRenderWindow_SetView;
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typedef void* function(void*) pf_sfRenderWindow_GetView;
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typedef void* function (void*) pf_sfRenderWindow_GetDefaultView;
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typedef void function(void*, uint, uint, float*, float*, void*) pf_sfRenderWindow_ConvertCoords;
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typedef void function(void*, int) pf_sfRenderWindow_PreserveOpenGLStates;
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static pf_sfRenderWindow_Create sfRenderWindow_Create;
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static pf_sfRenderWindow_CreateFromHandle sfRenderWindow_CreateFromHandle;
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static pf_sfRenderWindow_Destroy sfRenderWindow_Destroy;
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static pf_sfRenderWindow_GetInput sfRenderWindow_GetInput;
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static pf_sfRenderWindow_DrawPostFX sfRenderWindow_DrawPostFX;
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static pf_sfRenderWindow_Capture sfRenderWindow_Capture;
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static pf_sfRenderWindow_Clear sfRenderWindow_Clear;
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static pf_sfRenderWindow_SetView sfRenderWindow_SetView;
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static pf_sfRenderWindow_GetView sfRenderWindow_GetView;
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static pf_sfRenderWindow_GetDefaultView sfRenderWindow_GetDefaultView;
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static pf_sfRenderWindow_ConvertCoords sfRenderWindow_ConvertCoords;
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static pf_sfRenderWindow_PreserveOpenGLStates sfRenderWindow_PreserveOpenGLStates;
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}
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static this()
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{
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DllLoader dll = DllLoader.load("csfml-graphics");
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sfRenderWindow_Create = cast(pf_sfRenderWindow_Create)dll.getSymbol("sfRenderWindow_Create");
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sfRenderWindow_CreateFromHandle = cast(pf_sfRenderWindow_CreateFromHandle)dll.getSymbol("sfRenderWindow_CreateFromHandle");
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sfRenderWindow_Destroy = cast(pf_sfRenderWindow_Destroy)dll.getSymbol("sfRenderWindow_Destroy");
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sfRenderWindow_GetInput = cast(pf_sfRenderWindow_GetInput)dll.getSymbol("sfRenderWindow_GetInput");
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sfRenderWindow_DrawPostFX = cast(pf_sfRenderWindow_DrawPostFX)dll.getSymbol("sfRenderWindow_DrawPostFX");
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sfRenderWindow_Capture = cast(pf_sfRenderWindow_Capture)dll.getSymbol("sfRenderWindow_Capture");
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sfRenderWindow_Clear = cast(pf_sfRenderWindow_Clear)dll.getSymbol("sfRenderWindow_Clear");
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sfRenderWindow_SetView = cast(pf_sfRenderWindow_SetView)dll.getSymbol("sfRenderWindow_SetView");
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sfRenderWindow_GetView = cast(pf_sfRenderWindow_GetView)dll.getSymbol("sfRenderWindow_GetView");
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sfRenderWindow_GetDefaultView = cast(pf_sfRenderWindow_GetDefaultView)dll.getSymbol("sfRenderWindow_GetDefaultView");
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sfRenderWindow_ConvertCoords = cast(pf_sfRenderWindow_ConvertCoords)dll.getSymbol("sfRenderWindow_ConvertCoords");
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sfRenderWindow_PreserveOpenGLStates = cast(pf_sfRenderWindow_PreserveOpenGLStates)dll.getSymbol("sfRenderWindow_PreserveOpenGLStates");
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}
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}
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