+ toString for Color

* IDrawable.render now correctly takes an IRenderTarget

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1446 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-03-09 18:58:41 +00:00
parent ef216acc5f
commit 64fb9a139a
4 changed files with 239 additions and 273 deletions

View File

@ -26,38 +26,21 @@
module dsfml.graphics.color;
import std.string;
alias RGBA Color; // standard Color is RGBA
/**
* Color is an utility structure for manipulating colors
*/
struct Color
* Color is an utility structure for manipulating colors
*/
struct RGBA
{
ubyte r; /// Red component
ubyte g; /// Green component
ubyte b; /// Blue component
ubyte a = 255; /// Alpha (transparency) component
align(1):
ubyte r; /// Red component
ubyte g; /// Green component
ubyte b; /// Blue component
ubyte a = 255; /// Alpha (transparency) component, 255 = opaque
/**
* Construct the color from its 4 RGBA components
*
* Params:
* r = Red component (0 .. 255)
* g = Green component (0 .. 255)
* b = Blue component (0 .. 255)
* a = Alpha component (0 .. 255) (255 by default)
*/
/*
static Color opCall(ubyte r, ubyte g, ubyte b, ubyte a = 255)
{
Color c;
c.r = r;
c.g = g;
c.b = b;
c.a = a;
return c;
}
*/
/**
* Operator == and != overload to compare two colors
*/
@ -70,8 +53,8 @@ struct Color
&& (a == color2.a);
}
/**
* Operator + overload to add two colors
*/
* Operator + overload to add two colors
*/
Color opAdd(Color color2)
{
ubyte r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
@ -83,8 +66,8 @@ struct Color
}
/**
* Operator += overload
*/
* Operator += overload
*/
Color opAddAssign(Color color2)
{
this.r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
@ -96,8 +79,8 @@ struct Color
}
/**
* Operator * overload to modulate colors
*/
* Operator * overload to modulate colors
*/
Color opMul(Color color2)
{
ubyte r = cast(ubyte) (this.r * color2.r / 255);
@ -109,8 +92,8 @@ struct Color
}
/**
* Operator *= overload
*/
* Operator *= overload
*/
Color opMulAssign(Color color2)
{
this.r = cast(ubyte) (this.r * color2.r / 255);
@ -121,12 +104,20 @@ struct Color
return this;
}
static const Color BLACK = {0, 0, 0}; /// Black predefined color
static const Color WHITE = {255, 255, 255}; /// White predefined color
static const Color RED = {255, 0, 0}; /// Red predefined color
static const Color GREEN = {0, 255, 0}; /// Green predefined color
static const Color BLUE = {0, 0, 255}; /// Blue predefined color
static const Color YELLOW = {255, 0, 255}; /// Yellow predefined color
static const Color MAGENTA = {255, 0, 255}; /// Magenta predefined color
static const Color CYAN = {0, 255, 255}; /// Cyan predefined color
string toString()
{
return std.string.format("(%d,%d,%d,%d)", r,g,b,a);
}
static immutable
{
Color BLACK = Color(0, 0, 0); /// Black predefined color
Color WHITE = Color(255, 255, 255); /// White predefined color
Color RED = Color(255, 0, 0); /// Red predefined color
Color GREEN = Color(0, 255, 0); /// Green predefined color
Color BLUE = Color(0, 0, 255); /// Blue predefined color
Color YELLOW = Color(255, 0, 255); /// Yellow predefined color
Color MAGENTA = Color(255, 0, 255); /// Magenta predefined color
Color CYAN = Color(0, 255, 255); /// Cyan predefined color
}
}

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@ -29,6 +29,7 @@ module dsfml.graphics.drawableimpl;
public import dsfml.system.common;
import dsfml.system.vector2;
import dsfml.graphics.irendertarget;
import dsfml.graphics.idrawable,
dsfml.graphics.color,
dsfml.graphics.blendmode,
@ -195,24 +196,14 @@ public:
return ret;
}
void render(RenderWindow window)
void render(IRenderTarget window)
{
sfRenderWindow_DrawThis(window.getNativePointer(), m_ptr);
sfRenderWindow_DrawThis((cast(DSFMLObject)window).getNativePointer(), m_ptr);
}
void renderWithShader(RenderWindow window, Shader shader)
void renderWithShader(IRenderTarget window, Shader shader)
{
sfRenderWindow_DrawThisWithShader(window.getNativePointer, m_ptr, shader.getNativePointer);
}
void render(RenderImage image)
{
sfRenderImage_DrawThis(image.getNativePointer(), m_ptr);
}
void renderWithShader(RenderImage image, Shader shader)
{
sfRenderImage_DrawThisWithShader(image.getNativePointer, m_ptr, shader.getNativePointer);
sfRenderWindow_DrawThisWithShader((cast(DSFMLObject)window).getNativePointer, m_ptr, shader.getNativePointer);
}
override void dispose()

View File

@ -1,33 +1,34 @@
/*
* 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.
*/
* 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.vector2;
import dsfml.graphics.irendertarget;
import dsfml.graphics.color,
dsfml.graphics.blendmode,
dsfml.graphics.renderwindow,
@ -36,276 +37,259 @@ import dsfml.graphics.color,
/**
* Interface for drawable object
*
* Shape, Text and Sprite implement IDrawable
*/
* Interface for drawable object
*
* Shape, Text and Sprite implement IDrawable
*/
interface IDrawable
{
/**
* Set the left position of the object
*
* Params:
* x = New left coordinate
*/
* Set the left position of the object
*
* Params:
* x = New left coordinate
*/
void setX(float x);
/**
* Set the top position of the object
*
* Params:
* y = New top coordinate
*/
* Set the top position of the object
*
* Params:
* y = New top coordinate
*/
void setY(float y);
/**
* Set the position of the object
*
* Params:
* x = New left coordinate
* y = New top coordinate
*/
* Set the position of the object
*
* Params:
* x = New left coordinate
* y = New top coordinate
*/
void setPosition(float x, float y);
/**
* Set the position of the object
*
* Params:
* vec = new position
*/
* Set the position of the object
*
* Params:
* vec = new position
*/
void setPosition(Vector2f vec);
/**
* Set the horizontal scale of the object
*
* Params:
* scale = New horizontal scale (Strictly positive)
*/
* Set the horizontal scale of the object
*
* Params:
* scale = New horizontal scale (Strictly positive)
*/
void setScaleX(float scale);
/**
* Set the vertical scale of the object
*
* Params:
* scale = New vertical scale (Strictly positive)
*/
* Set the vertical scale of the object
*
* Params:
* scale = New vertical scale (Strictly positive)
*/
void setScaleY(float scale);
/**
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale
* scaleY = New vertical scale
*/
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale
* scaleY = New vertical scale
*/
void setScale(float scaleX, float scaleY);
/**
* Set the scale of the object
*
* Params:
* scale = new scale
*/
* Set the scale of the object
*
* Params:
* scale = new scale
*/
void setScale(Vector2f scale);
/**
* 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
*/
* 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);
/**
* 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
*/
* 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 setOrigin(Vector2f origin);
/**
* Set the rotation of the object
*
* Params:
* angle = Angle of rotation, in degree
*/
* Set the rotation of the object
*
* Params:
* angle = Angle of rotation, in degree
*/
void setRotation(float angle);
/**
* Set the color
*
* Params:
* c = New color
*/
* Set the color
*
* Params:
* c = New color
*/
void setColor(Color c);
/**
* Set the blending mode for the object.
* The default blend mode is Blend.Alpha
*
* Params:
* mode = New blending mode
*/
* Set the blending mode for the object.
* The default blend mode is Blend.Alpha
*
* Params:
* mode = New blending mode
*/
void setBlendMode(BlendMode mode);
/**
* Get the position of the object
*
* Returns:
* Current position
*
*/
* Get the position of the object
*
* Returns:
* Current position
*
*/
Vector2f getPosition();
/**
* Get the current scale of the object
*
* Returns:
* Current scale
*/
* Get the current scale of the object
*
* Returns:
* Current scale
*/
Vector2f getScale();
/**
* Get the origin of the object
*
* Returns:
* Current position of the origin
*
*/
* Get the origin of the object
*
* Returns:
* Current position of the origin
*
*/
Vector2f getOrigin();
/**
* Get the rotation angle of the object
*
* Returns:
* Angle of rotation, in degree
*/
* Get the rotation angle of the object
*
* Returns:
* Angle of rotation, in degree
*/
float getRotation();
/**
* Get the color of the string
*
* Returns:
* Current color
*/
* Get the color of the string
*
* Returns:
* Current color
*/
Color getColor();
/**
* Get the current blending mode
*
* Returns:
* Current blending mode
*/
* Get the current blending mode
*
* Returns:
* Current blending mode
*/
BlendMode getBlendMode();
/**
* Rotate the object
* Angle is added to the current orientation of the objet
*
* Params:
* angle = Angle of rotation in degree
*/
* 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
*/
* 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
*/
* 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);
/**
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale (Strictly positive)
* scaleY = New vertical scale (Strictly positive)
*/
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale (Strictly positive)
* scaleY = New vertical scale (Strictly positive)
*/
void scale(float scaleX, float scaleY);
/**
* Scale the object (take a 2D vector)
*
* Params:
* factor = Scaling factors (both values must be strictly positive)
*/
* Scale the object (take a 2D vector)
*
* Params:
* factor = Scaling factors (both values must be strictly positive)
*/
void scale(Vector2f factor);
/**
* 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
*/
* 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 tranformToLocal(Vector2f point);
/**
* 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
*/
* 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 tranformToGlobal(Vector2f point);
/**
* Render the specific geometry of the object
*
* Params:
* window = Target into which render the object
*/
void render(RenderWindow window);
/**
* Render the specific geometry of the object with a shader
* Render the specific geometry of the object
*
* Params:
* window = Render target
* shader = Shader to use
* Params:
* window = Target into which render the object
*/
void renderWithShader(RenderWindow window, Shader shader);
void render(IRenderTarget window);
/**
* Render the specific geometry of the object
*
* Params:
* image = Target into which render the object
*/
void render(RenderImage image);
/**
* Render the specific geometry of the object with a shader
* Render the specific geometry of the object with a shader
*
* Params:
* image = Render target
* shader = Shader to use
* Params:
* window = Render target
* shader = Shader to use
*/
void renderWithShader(RenderImage image, Shader shader);
void renderWithShader(IRenderTarget window, Shader shader);
}

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@ -98,7 +98,7 @@ public:
this(ubyte[] data)
{
if (data is null || data.length == 0)
throw new LoadingException("LoadingException : Memory stream is invalid.");
throw new LoadingException("Memory stream is invalid.");
super(sfImage_CreateFromMemory(data.ptr, data.length));
}
@ -117,7 +117,7 @@ public:
this(uint width, uint height, ubyte[] data)
{
if (width * height * 4 != data.length)
throw new LoadingException("LoadingException : Pixels array length doesn't match the specified size.");
throw new LoadingException("Pixels array length doesn't match the specified size.");
super(sfImage_CreateFromPixels(width, height, data.ptr));
}