mirror of
https://github.com/SFML/SFML.git
synced 2025-01-19 15:55:13 +08:00
+ IRenderTarget interface
+ RenderTarget.SaveGLStates + RenderTarget.RestoreGLStates - RenderTarget.Flush * some bugfixes git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1367 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
5a0feadb8f
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@ -296,8 +296,8 @@ private:
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int function() sfSoundRecorder_IsAvailable;
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}
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mixin(loadFromSharedLib2("csfml-audio", "sfSoundRecorder_Create", "sfSoundRecorder_Destroy", "sfSoundRecorder_Start",
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"sfSoundRecorder_Stop", "sfSoundRecorder_GetSampleRate", "sfSoundRecorder_IsAvailable"));
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mixin(loadFromSharedLib2("csfml-audio", "sfSoundRecorder", "Create", "Destroy", "Start",
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"Stop", "GetSampleRate", "IsAvailable"));
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}
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// Use explicit alloc to allow instaciation by C thread
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@ -181,7 +181,7 @@ public:
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// * Returns:
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// * True if copy was successful
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// */
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// void copyScreen(RenderWindow window, IntRect sourceRect = new IntRect())
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// void copyScreen(RenderWindow window, IntRect sourceRect = IntRect())
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// {
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// return cast(bool)sfImage_CopyScreen(m_ptr, window.getNativePointer, sourceRect);
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// }
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115
DSFML/import/dsfml/graphics/irendertarget.d
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115
DSFML/import/dsfml/graphics/irendertarget.d
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@ -0,0 +1,115 @@
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/**
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*
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*/
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module dsfml.graphics.irendertarget;
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import dsfml.system.vector2;
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import dsfml.graphics.idrawable;
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import dsfml.graphics.rect;
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import dsfml.graphics.shader;
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import dsfml.graphics.view;
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import dsfml.graphics.color;
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interface IRenderTarget
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{
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/*
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* Clear the entire target with a single color
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*
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* \param color : Color to use to clear the render target
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*
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*/
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void clear(Color color = Color());
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/*
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* Draw something into the target
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*
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* \param object : Object to draw
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*
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*/
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void draw(IDrawable object);
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/*
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* Draw something into the target with a shader
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*
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* \param object : Object to draw
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* \param shader : Shader to apply
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*
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*/
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void draw(IDrawable object, Shader shader);
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/*
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* Get the width of the rendering region of the target
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*
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* \return Width in pixels
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*
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*/
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uint getWidth();
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/*
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* Get the height of the rendering region of the target
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*
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* \return Height in pixels
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*
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*/
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uint getHeight();
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/*
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* Change the current active view.
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*
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* \param view : New view to use (pass GetDefaultView() to set the default view)
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*
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*/
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void setView(View view);
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/*
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* Get the current view
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*
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* \return Current view active in the window
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*
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*/
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View getView();
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/*
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* Get the default view of the window
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*
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* \return Default view
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*
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*/
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View getDefaultView();
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/*
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* Get the viewport of a view applied to this target
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*
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* \param view Target view
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*
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* \return Viewport rectangle, expressed in pixels in the current target
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*
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*/
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IntRect getViewport(View view);
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/*
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* Convert a point in target coordinates into view coordinates
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*
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* \param x : X coordinate of the point to convert, relative to the target
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* \param y : Y coordinate of the point to convert, relative to the target
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* \param view : Target view to convert the point to, null to use the currently associated view
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*
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* \return Converted point
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*
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*/
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Vector2f convertCoords(uint x, uint y, View view = null);
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/*
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* Save the current OpenGL render states and matrices
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*
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*/
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void saveGLStates();
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/*
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* Restore the previously saved OpenGL render states and matrices
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*
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*/
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void restoreGLStates();
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}
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@ -36,13 +36,14 @@ import dsfml.graphics.idrawable,
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dsfml.graphics.color,
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dsfml.graphics.rect,
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dsfml.graphics.shader,
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dsfml.graphics.view;
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dsfml.graphics.view,
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dsfml.graphics.irendertarget;
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/**
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* Target for 2D rendering into an image that can be reused in a sprite
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*/
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class RenderImage : DSFMLObject
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class RenderImage : DSFMLObject, IRenderTarget
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{
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private:
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Image _image = null;
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@ -110,20 +111,6 @@ public:
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return sfRenderImage_SetActive(m_ptr, active);
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}
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/**
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* Make sure that what has been drawn so far is rendered
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*
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* Use this function if you use OpenGL rendering commands, and you want to make sure that things will appear on top
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* of all the SFML objects that have been drawn so far. This is needed because SFML doesn't use immediate rendering,
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* it first accumulates drawables into a queue and trigger the actual rendering afterwards.
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*
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* You don't need to call this function if you're not dealing with OpenGL directly.
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*/
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void flush()
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{
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sfRenderImage_Flush(m_ptr);
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}
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/**
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* Update the contents of the target image
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*/
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@ -149,7 +136,7 @@ public:
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* drawable = Object to draw
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* shader = Shader to use
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*/
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void drawWithShader(IDrawable drawable, Shader shader)
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void draw(IDrawable drawable, Shader shader)
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{
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drawable.renderWithShader(this, shader);
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}
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@ -217,9 +204,9 @@ public:
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}
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IntRect getViewport() // TODO: is there a need to accept other Views than the currently assigned one?
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IntRect getViewport(View view = null) // TODO: is there a need to accept other Views than the currently assigned one?
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{
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return sfRenderImage_GetViewport(m_ptr, _view.getNativePointer);
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return sfRenderImage_GetViewport(m_ptr, view is null ? _view.getNativePointer : view.getNativePointer);
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}
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/**
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@ -267,17 +254,30 @@ public:
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return sfRenderImage_IsAvailable();
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}
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private:
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extern (C)
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/**
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* Save the current OpenGL render states and matrices
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*/
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void saveGLStates()
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{
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static
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sfRenderImage_SaveGLStates(m_ptr);
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}
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/**
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* Restore the previously saved OpenGL render states and matrices
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*/
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void restoreGLStates()
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{
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sfRenderImage_RestoreGLStates(m_ptr);
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}
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private:
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static extern(C)
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{
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void* function(uint, uint, bool) sfRenderImage_Create;
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void function(void*) sfRenderImage_Destroy;
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uint function(void*) sfRenderImage_GetWidth;
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uint function(void*) sfRenderImage_GetHeight;
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bool function(void*, bool) sfRenderImage_SetActive;
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void function(void*) sfRenderImage_Flush;
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void function(void*) sfRenderImage_Display;
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void function(void*, void*) sfRenderImage_DrawSprite;
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@ -296,40 +296,16 @@ private:
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void function(void*, uint, uint, float*, float*, void*) sfRenderImage_ConvertCoords;
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void* function(void*) sfRenderImage_GetImage;
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bool function() sfRenderImage_IsAvailable;
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}
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// DSFML2
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void function(void*) sfRenderImage_SaveGLStates;
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void function(void*) sfRenderImage_RestoreGLStates;
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}
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static this()
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{
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debug
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DllLoader dll = DllLoader.load("csfml-graphics-d");
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else
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DllLoader dll = DllLoader.load("csfml-graphics");
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mixin(loadFromSharedLib2("csfml-graphics", "sfRenderImage", "Create", "Destroy", "GetWidth", "GetHeight",
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"SetActive", "Display", "Clear", "SetView", "GetView", "GetDefaultView", "GetViewport", "ConvertCoords",
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"GetImage", "IsAvailable",
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// DSFML2
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"SaveGLStates", "RestoreGLStates"));
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mixin(loadFromSharedLib("sfRenderImage_Create"));
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mixin(loadFromSharedLib("sfRenderImage_Destroy"));
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mixin(loadFromSharedLib("sfRenderImage_GetWidth"));
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mixin(loadFromSharedLib("sfRenderImage_GetHeight"));
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mixin(loadFromSharedLib("sfRenderImage_SetActive"));
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mixin(loadFromSharedLib("sfRenderImage_Flush"));
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mixin(loadFromSharedLib("sfRenderImage_Display"));
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/*
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mixin(loadFromSharedLib("sfRenderImage_DrawSprite"));
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mixin(loadFromSharedLib("sfRenderImage_DrawShape"));
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mixin(loadFromSharedLib("sfRenderImage_DrawText"));
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mixin(loadFromSharedLib("sfRenderImage_DrawSpriteWithShader"));
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mixin(loadFromSharedLib("sfRenderImage_DrawShapeWithShader"));
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mixin(loadFromSharedLib("sfRenderImage_DrawTextWithShader"));
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*/
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mixin(loadFromSharedLib("sfRenderImage_Clear"));
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mixin(loadFromSharedLib("sfRenderImage_SetView"));
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mixin(loadFromSharedLib("sfRenderImage_GetView"));
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mixin(loadFromSharedLib("sfRenderImage_GetDefaultView"));
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mixin(loadFromSharedLib("sfRenderImage_GetViewport"));
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mixin(loadFromSharedLib("sfRenderImage_ConvertCoords"));
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mixin(loadFromSharedLib("sfRenderImage_GetImage"));
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mixin(loadFromSharedLib("sfRenderImage_IsAvailable"));
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}
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}
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@ -34,7 +34,8 @@ import dsfml.graphics.color,
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dsfml.graphics.rect,
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dsfml.graphics.shader,
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dsfml.graphics.view,
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dsfml.graphics.idrawable;
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dsfml.graphics.idrawable,
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dsfml.graphics.irendertarget;
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import dsfml.window.event,
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dsfml.window.input,
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@ -49,7 +50,7 @@ import dsfml.system.common,
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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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class RenderWindow : Window, IRenderTarget
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{
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private:
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View m_view = null;
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@ -235,16 +236,47 @@ public:
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}
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/**
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* Make sure that what has been drawn so far is rendered
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* Use this function if you use OpenGL rendering commands, and you want to make sure that things will appear on top
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* of all the SFML objects that have been drawn so far. This is needed because SFML doesn't use immediate rendering,
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* it first accumulates drawables into a queue and trigger the actual rendering afterwards.
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*
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* You don't need to call this function if you're not dealing with OpenGL directly.
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* Save the current OpenGL render states and matrices
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*/
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void flush()
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void saveGLStates()
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{
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sfRenderWindow_Flush(m_ptr);
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sfRenderWindow_SaveGLStates(m_ptr);
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}
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/**
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* Restore the previously saved OpenGL render states and matrices
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*/
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void restoreGLStates()
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{
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sfRenderWindow_RestoreGLStates(m_ptr);
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}
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/**
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* Return the width of the rendering region of a renderwindow
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*
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* Returns:
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* Width in pixels
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*/
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uint getWidth()
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{
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return sfRenderWindow_GetWidth(m_ptr);
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}
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/**
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* Return the height of the rendering region of a renderwindow
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*
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* Returns:
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* Height in pixels
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*/
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uint getHeight()
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{
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return sfRenderWindow_GetHeight(m_ptr);
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}
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IntRect getViewport(View view = null) // TODO: is there a need to accept other Views than the currently assigned one?
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{
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return sfRenderWindow_GetViewport(m_ptr, view is null ? m_view.getNativePointer : view.getNativePointer);
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}
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private:
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@ -255,7 +287,9 @@ private:
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void* function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle;
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void function(void*) sfRenderWindow_Destroy;
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void* function(void*) sfRenderWindow_GetInput;
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// bool function(void*) sfRenderWindow_IsOpened; // also in Window
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bool function(void*) sfRenderWindow_IsOpened;
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uint function(void*) sfRenderWindow_GetWidth;
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uint function(void*) sfRenderWindow_GetHeight;
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/*
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void function(void*, void*) sfRenderWindow_DrawSprite;
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@ -275,40 +309,17 @@ private:
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void function(void*, uint, uint, float*, float*, void*) sfRenderWindow_ConvertCoords;
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// DSFML2
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void function(void*) sfRenderWindow_Flush;
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void function(void*) sfRenderWindow_SaveGLStates;
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void function(void*) sfRenderWindow_RestoreGLStates;
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IntRect function(void*, void*) sfRenderWindow_GetViewport;
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}
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static this()
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{
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debug
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DllLoader dll = DllLoader.load("csfml-graphics-d");
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else
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DllLoader dll = DllLoader.load("csfml-graphics");
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mixin(loadFromSharedLib("sfRenderWindow_Create"));
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mixin(loadFromSharedLib("sfRenderWindow_CreateFromHandle"));
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mixin(loadFromSharedLib("sfRenderWindow_Destroy"));
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mixin(loadFromSharedLib("sfRenderWindow_GetInput"));
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/*
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mixin(loadFromSharedLib("sfRenderWindow_DrawSprite"));
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mixin(loadFromSharedLib("sfRenderWindow_DrawShape"));
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mixin(loadFromSharedLib("sfRenderWindow_DrawText"));
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mixin(loadFromSharedLib("sfRenderWindow_DrawSpriteWithShader"));
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mixin(loadFromSharedLib("sfRenderWindow_DrawShapeWithShader"));
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mixin(loadFromSharedLib("sfRenderWindow_DrawTextWithShader"));
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*/
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mixin(loadFromSharedLib("sfRenderWindow_Clear"));
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mixin(loadFromSharedLib("sfRenderWindow_SetView"));
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mixin(loadFromSharedLib("sfRenderWindow_GetView"));
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mixin(loadFromSharedLib("sfRenderWindow_GetDefaultView"));
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mixin(loadFromSharedLib("sfRenderWindow_ConvertCoords"));
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mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle",
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"Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords",
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"GetWidth", "GetHeight",
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// DSFML2
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mixin(loadFromSharedLib("sfRenderWindow_Flush"));
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}
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"SaveGLStates", "RestoreGLStates", "GetViewport"));
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static ~this()
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{
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@ -177,7 +177,8 @@ public:
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IntRect getSubRect()
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{
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if (m_subRect == IntRect())
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m_subRect = IntRect(0, 0, m_image.getWidth(), m_image.getHeight());
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m_subRect = sfSprite_GetSubRect(m_ptr);
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//m_subRect = IntRect(0, 0, m_image.getWidth(), m_image.getHeight());
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return m_subRect;
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}
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@ -218,7 +219,7 @@ private:
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typedef void function(void*, int) pf_sfSprite_FlipX;
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typedef void function(void*, int) pf_sfSprite_FlipY;
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typedef void* function(void*) pf_sfSprite_GetImage;
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typedef void* function(void*) pf_sfSprite_GetSubRect;
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typedef IntRect function(void*) pf_sfSprite_GetSubRect;
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typedef float function(void*) pf_sfSprite_GetWidth;
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typedef float function(void*) pf_sfSprite_GetHeight;
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typedef Color function(void*, uint, uint) pf_sfSprite_GetPixel;
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@ -47,7 +47,7 @@ string loadFromSharedLib(string fname)
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}
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//used to mixin code function
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string loadFromSharedLib2(S...)(string lib, S fnames)
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string loadFromSharedLib2(S...)(string lib, string object, S fnames)
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{
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string res = `static this()
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{
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@ -60,7 +60,7 @@ string loadFromSharedLib2(S...)(string lib, S fnames)
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foreach(fname; fnames)
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{
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res ~= "\t" ~ fname ~ " = " ~ "cast(typeof(" ~ fname ~ ")) dll.getSymbol(\"" ~ fname ~ "\");\n";
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res ~= "\t" ~ object ~ "_" ~ fname ~ " = " ~ "cast(typeof(" ~ object ~ "_" ~ fname ~ ")) dll.getSymbol(\"" ~ object ~ "_" ~ fname ~ "\");\n";
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}
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return res ~ "}\n";
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}
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@ -32,7 +32,7 @@ extern(C)
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{
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typedef void function(float) pf_sfSleep;
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private static __gshared pf_sfSleep sfSleep;
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private static const __gshared pf_sfSleep sfSleep;
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}
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static this()
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@ -155,4 +155,6 @@ alias Vector2!(float) Vector2f;
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/// ditto
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alias Vector2!(int) Vector2i;
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/// ditto
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alias Vector2!(int) Vector2ui;
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alias Vector2!(uint) Vector2ui;
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/// ditto
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alias Vector2!(ubyte) Vector2ub;
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