/* * 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.renderwindow; import dsfml.graphics.common, dsfml.graphics.color, dsfml.graphics.sprite, dsfml.graphics.shape, dsfml.graphics.text, dsfml.graphics.image, dsfml.graphics.rect, dsfml.graphics.shader, dsfml.graphics.view, dsfml.graphics.idrawable; import dsfml.window.event, dsfml.window.input, dsfml.window.videomode, dsfml.window.window, dsfml.window.windowhandle; import dsfml.system.common, dsfml.system.stringutil, dsfml.system.vector2; /** * Simple wrapper for Window that allows easy 2D rendering. */ class RenderWindow : Window { private: View m_view = null; View m_defaultView = null; public: /** * Construct the window * * Params: * mode = Video mode to use * title = Title of the window * windowStyle = Window style (Resize | Close by default) * settings = Context settings (default is default ContextSettings values) */ this(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings()) { super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings)); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Construct the window from an existing control * * Params: * handle = Platform-specific handle of the control * settings = Context settings (default is default ContextSettings values) */ this(WindowHandle handle, ContextSettings settings = ContextSettings()) { super(sfRenderWindow_CreateFromHandle(handle, &settings)); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } override void dispose() { sfRenderWindow_Destroy(m_ptr); } /** * Create (or recreate) the window * * Input created with getInput will become invalid. * * Params: * mode = Video mode to use * title = Title of the window * windowStyle = Window style (Resize | Close by default) * settings = Context settings (default is default ContextSettings values) * */ void create(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Create (or recreate) the window from an existing control * * Input created with getInput become invalid. * * Params: * handle = Platform-specific handle of the control * settings = Context settings (default is default ContextSettings values) * */ void create(WindowHandle handle, ContextSettings settings = ContextSettings()) { if (m_ptr !is null) dispose(); m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings); m_input = new Input(sfRenderWindow_GetInput(m_ptr)); } /** * Draw a sprite, shape or text on the window with a shader * * Params: * drawable = IDrawable to draw * shader = Shader to use */ void draw(IDrawable drawable, Shader shader) { drawable.renderWithShader(this, shader); } /** * Draw a sprite, shape or text * * Params: * drawable = IDrawable to draw */ void draw(IDrawable drawable) { drawable.render(this); } /** * Clear the screen with the given color. * * Params: * col = Fill color */ void clear(Color col = Color.BLACK) { sfRenderWindow_Clear(m_ptr, col); } /** * Change the current active view. * The current view is defined with the initial size of the window * * Params: * newView = Pointer to the new view (pass getDefaultView to set the default view) */ void setView(View newView) { if (m_view !is null) { m_view.setHandled(false); } sfRenderWindow_SetView(m_ptr, newView.getNativePointer); m_view = newView; m_view.setHandled(true); } /** * Get the current view rectangle * * Returns: * current view rectangle, in global coordinates */ View getView() { if (m_view is null) { void* cView = sfRenderWindow_GetView(m_ptr); m_view = new View(cView, true); } return m_view; } /** * Get the default view * * Returns: * default view */ View getDefaultView() { if (m_defaultView is null) { void* cView = sfRenderWindow_GetDefaultView(m_ptr); m_defaultView = new View(cView, true); } return m_defaultView; } /** * Convert a point in window coordinates into view coordinates * * Params: * windowX = X coordinate of the point to convert, relative to the window * windowY = Y coordinate of the point to convert, relative to the window * targetView = Target view to convert the point to (pass NULL to use the current view) * * Returns: * Converted point */ Vector2f convertCoords(uint windowX, uint windowY, View targetView = null) { Vector2f vec; sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer); return vec; } }