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+ 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:
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ef216acc5f
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@ -26,38 +26,21 @@
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module dsfml.graphics.color;
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import std.string;
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alias RGBA Color; // standard Color is RGBA
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/**
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* Color is an utility structure for manipulating colors
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*/
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struct Color
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* Color is an utility structure for manipulating colors
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*/
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struct RGBA
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{
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ubyte r; /// Red component
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ubyte g; /// Green component
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ubyte b; /// Blue component
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ubyte a = 255; /// Alpha (transparency) component
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align(1):
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ubyte r; /// Red component
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ubyte g; /// Green component
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ubyte b; /// Blue component
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ubyte a = 255; /// Alpha (transparency) component, 255 = opaque
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/**
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* Construct the color from its 4 RGBA components
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*
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* Params:
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* r = Red component (0 .. 255)
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* g = Green component (0 .. 255)
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* b = Blue component (0 .. 255)
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* a = Alpha component (0 .. 255) (255 by default)
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*/
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/*
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static Color opCall(ubyte r, ubyte g, ubyte b, ubyte a = 255)
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{
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Color c;
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c.r = r;
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c.g = g;
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c.b = b;
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c.a = a;
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return c;
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}
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*/
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/**
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* Operator == and != overload to compare two colors
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*/
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@ -70,8 +53,8 @@ struct Color
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&& (a == color2.a);
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}
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/**
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* Operator + overload to add two colors
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*/
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* Operator + overload to add two colors
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*/
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Color opAdd(Color color2)
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{
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ubyte r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
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@ -83,8 +66,8 @@ struct Color
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}
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/**
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* Operator += overload
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*/
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* Operator += overload
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*/
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Color opAddAssign(Color color2)
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{
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this.r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
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@ -96,8 +79,8 @@ struct Color
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}
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/**
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* Operator * overload to modulate colors
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*/
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* Operator * overload to modulate colors
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*/
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Color opMul(Color color2)
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{
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ubyte r = cast(ubyte) (this.r * color2.r / 255);
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@ -109,8 +92,8 @@ struct Color
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}
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/**
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* Operator *= overload
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*/
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* Operator *= overload
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*/
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Color opMulAssign(Color color2)
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{
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this.r = cast(ubyte) (this.r * color2.r / 255);
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@ -121,12 +104,20 @@ struct Color
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return this;
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}
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static const Color BLACK = {0, 0, 0}; /// Black predefined color
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static const Color WHITE = {255, 255, 255}; /// White predefined color
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static const Color RED = {255, 0, 0}; /// Red predefined color
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static const Color GREEN = {0, 255, 0}; /// Green predefined color
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static const Color BLUE = {0, 0, 255}; /// Blue predefined color
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static const Color YELLOW = {255, 0, 255}; /// Yellow predefined color
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static const Color MAGENTA = {255, 0, 255}; /// Magenta predefined color
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static const Color CYAN = {0, 255, 255}; /// Cyan predefined color
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string toString()
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{
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return std.string.format("(%d,%d,%d,%d)", r,g,b,a);
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}
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static immutable
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{
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Color BLACK = Color(0, 0, 0); /// Black predefined color
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Color WHITE = Color(255, 255, 255); /// White predefined color
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Color RED = Color(255, 0, 0); /// Red predefined color
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Color GREEN = Color(0, 255, 0); /// Green predefined color
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Color BLUE = Color(0, 0, 255); /// Blue predefined color
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Color YELLOW = Color(255, 0, 255); /// Yellow predefined color
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Color MAGENTA = Color(255, 0, 255); /// Magenta predefined color
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Color CYAN = Color(0, 255, 255); /// Cyan predefined color
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}
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}
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@ -29,6 +29,7 @@ module dsfml.graphics.drawableimpl;
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public import dsfml.system.common;
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import dsfml.system.vector2;
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import dsfml.graphics.irendertarget;
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import dsfml.graphics.idrawable,
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dsfml.graphics.color,
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dsfml.graphics.blendmode,
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@ -195,24 +196,14 @@ public:
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return ret;
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}
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void render(RenderWindow window)
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void render(IRenderTarget window)
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{
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sfRenderWindow_DrawThis(window.getNativePointer(), m_ptr);
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sfRenderWindow_DrawThis((cast(DSFMLObject)window).getNativePointer(), m_ptr);
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}
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void renderWithShader(RenderWindow window, Shader shader)
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void renderWithShader(IRenderTarget window, Shader shader)
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{
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sfRenderWindow_DrawThisWithShader(window.getNativePointer, m_ptr, shader.getNativePointer);
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}
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void render(RenderImage image)
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{
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sfRenderImage_DrawThis(image.getNativePointer(), m_ptr);
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}
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void renderWithShader(RenderImage image, Shader shader)
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{
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sfRenderImage_DrawThisWithShader(image.getNativePointer, m_ptr, shader.getNativePointer);
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sfRenderWindow_DrawThisWithShader((cast(DSFMLObject)window).getNativePointer, m_ptr, shader.getNativePointer);
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}
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override void dispose()
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@ -1,33 +1,34 @@
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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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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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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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.idrawable;
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import dsfml.system.vector2;
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import dsfml.graphics.irendertarget;
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import dsfml.graphics.color,
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dsfml.graphics.blendmode,
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dsfml.graphics.renderwindow,
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@ -36,276 +37,259 @@ import dsfml.graphics.color,
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/**
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* Interface for drawable object
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*
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* Shape, Text and Sprite implement IDrawable
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*/
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* Interface for drawable object
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*
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* Shape, Text and Sprite implement IDrawable
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*/
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interface IDrawable
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{
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/**
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* Set the left position of the object
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*
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* Params:
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* x = New left coordinate
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*/
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* Set the left position of the object
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*
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* Params:
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* x = New left coordinate
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*/
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void setX(float x);
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/**
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* Set the top position of the object
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*
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* Params:
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* y = New top coordinate
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*/
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* Set the top position of the object
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*
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* Params:
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* y = New top coordinate
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*/
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void setY(float y);
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/**
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* Set the position of the object
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*
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* Params:
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* x = New left coordinate
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* y = New top coordinate
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*/
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* Set the position of the object
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*
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* Params:
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* x = New left coordinate
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* y = New top coordinate
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*/
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void setPosition(float x, float y);
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/**
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* Set the position of the object
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*
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* Params:
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* vec = new position
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*/
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* Set the position of the object
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*
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* Params:
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* vec = new position
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*/
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void setPosition(Vector2f vec);
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/**
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* Set the horizontal scale of the object
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*
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* Params:
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* scale = New horizontal scale (Strictly positive)
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*/
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* Set the horizontal scale of the object
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*
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* Params:
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* scale = New horizontal scale (Strictly positive)
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*/
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void setScaleX(float scale);
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/**
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* Set the vertical scale of the object
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*
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* Params:
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* scale = New vertical scale (Strictly positive)
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*/
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* Set the vertical scale of the object
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*
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* Params:
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* scale = New vertical scale (Strictly positive)
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*/
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void setScaleY(float scale);
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/**
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* Set the scale of the object
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*
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* Params:
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* scaleX = New horizontal scale
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* scaleY = New vertical scale
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*/
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* Set the scale of the object
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*
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* Params:
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* scaleX = New horizontal scale
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* scaleY = New vertical scale
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*/
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void setScale(float scaleX, float scaleY);
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/**
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* Set the scale of the object
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*
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* Params:
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* scale = new scale
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*/
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* Set the scale of the object
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*
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* Params:
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* scale = new scale
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*/
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void setScale(Vector2f scale);
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/**
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* Set the origin of the object, in coordinates relative to the
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* top-left of the object (take 2 values).
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* The default origin is (0, 0)
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*
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* Params:
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* originX : X coordinate of the origin
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* originY : Y coordinate of the origin
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*/
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* Set the origin of the object, in coordinates relative to the
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* top-left of the object (take 2 values).
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* The default origin is (0, 0)
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*
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* Params:
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* originX : X coordinate of the origin
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* originY : Y coordinate of the origin
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*/
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void setOrigin(float originX, float originY);
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/**
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* Set the origin of the object, in coordinates relative to the
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* top-left of the object (take a 2D vector).
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* The default origin is (0, 0)
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*
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* Params:
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* origin : New origin
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*/
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* Set the origin of the object, in coordinates relative to the
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* top-left of the object (take a 2D vector).
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* The default origin is (0, 0)
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*
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* Params:
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* origin : New origin
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*/
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void setOrigin(Vector2f origin);
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/**
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* Set the rotation of the object
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*
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* Params:
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* angle = Angle of rotation, in degree
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*/
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* Set the rotation of the object
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*
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* Params:
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* angle = Angle of rotation, in degree
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*/
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void setRotation(float angle);
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/**
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* Set the color
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*
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* Params:
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* c = New color
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*/
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* Set the color
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*
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* Params:
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* c = New color
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*/
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void setColor(Color c);
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/**
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* Set the blending mode for the object.
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* The default blend mode is Blend.Alpha
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*
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* Params:
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* mode = New blending mode
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*/
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* Set the blending mode for the object.
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* The default blend mode is Blend.Alpha
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*
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* Params:
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* mode = New blending mode
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*/
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void setBlendMode(BlendMode mode);
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/**
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* Get the position of the object
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*
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* Returns:
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* Current position
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*
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*/
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* Get the position of the object
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*
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* Returns:
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* Current position
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*
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*/
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Vector2f getPosition();
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/**
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* Get the current scale of the object
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*
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* Returns:
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* Current scale
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*/
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* Get the current scale of the object
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*
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* Returns:
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* Current scale
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*/
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Vector2f getScale();
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/**
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* Get the origin of the object
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*
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* Returns:
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* Current position of the origin
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*
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*/
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* Get the origin of the object
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*
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* Returns:
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* Current position of the origin
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*
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*/
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Vector2f getOrigin();
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/**
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* Get the rotation angle of the object
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*
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* Returns:
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* Angle of rotation, in degree
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*/
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* Get the rotation angle of the object
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*
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* Returns:
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* Angle of rotation, in degree
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*/
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float getRotation();
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/**
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* Get the color of the string
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*
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* Returns:
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* Current color
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*/
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* Get the color of the string
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*
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* Returns:
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* Current color
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*/
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Color getColor();
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/**
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* Get the current blending mode
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*
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* Returns:
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* Current blending mode
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*/
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* Get the current blending mode
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*
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* Returns:
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* Current blending mode
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*/
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BlendMode getBlendMode();
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/**
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* Rotate the object
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* Angle is added to the current orientation of the objet
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*
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* Params:
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* angle = Angle of rotation in degree
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*/
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* Rotate the object
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* Angle is added to the current orientation of the objet
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*
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* Params:
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* angle = Angle of rotation in degree
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*/
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void rotate(float angle);
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/**
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* Move the object
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* New offset is added to object current position
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*
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* Params:
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* offsetX = Offset on the X axis
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* offsetY = Offset on the Y axis
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*/
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* Move the object
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* New offset is added to object current position
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*
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* Params:
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* offsetX = Offset on the X axis
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* offsetY = Offset on the Y axis
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*/
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void move(float offsetX, float offsetY);
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/**
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* Move the object
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* New offset is added to object current position
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*
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* Params:
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* offset = Amount of units to move the object of
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*/
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* Move the object
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* New offset is added to object current position
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*
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* Params:
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* offset = Amount of units to move the object of
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*/
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void move(Vector2f offset);
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/**
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* Set the scale of the object
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*
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* Params:
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* scaleX = New horizontal scale (Strictly positive)
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* scaleY = New vertical scale (Strictly positive)
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*/
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* 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);
|
||||
}
|
@ -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));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user