SFML/DSFML/import/dsfml/graphics/irendertarget.d
trass3r dcdf39bf74 * D-ified property functions and used SFMLClass in:
- Window
 - RenderTargets
 - Image
 - Drawable
* fixed Image.copy -> copyImage

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1461 4e206d99-4929-0410-ac5d-dfc041789085
2010-03-16 02:04:52 +00:00

138 lines
3.2 KiB
D

/*
* DSFML - SFML Library wrapper for the D programming language.
* 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.irendertarget;
import dsfml.system.vector2;
import dsfml.graphics.idrawable;
import dsfml.graphics.rect;
import dsfml.graphics.shader;
import dsfml.graphics.view;
import dsfml.graphics.color;
interface IRenderTarget
{
/**
* Clear the entire target with a single color
*
* \param color : Color to use to clear the render target
*
*/
void clear(Color color = Color());
/**
* Draw something into the target
*
* \param object : Object to draw
*
*/
void draw(IDrawable object);
/**
* Draw something into the target with a shader
*
* \param object : Object to draw
* \param shader : Shader to apply
*
*/
void draw(IDrawable object, Shader shader);
/**
* Convert a point in target coordinates into view coordinates
*
* \param x : X coordinate of the point to convert, relative to the target
* \param y : Y coordinate of the point to convert, relative to the target
* \param view : Target view to convert the point to, null to use the currently associated view
*
* \return Converted point
*
*/
Vector2f convertCoords(uint x, uint y, View view = null);
/**
* Save the current OpenGL render states and matrices
*
*/
void saveGLStates();
/**
* Restore the previously saved OpenGL render states and matrices
*
*/
void restoreGLStates();
@property
{
/**
* Get the width of the rendering region of the target
*
* \return Width in pixels
*
*/
uint width();
/**
* Get the height of the rendering region of the target
*
* \return Height in pixels
*
*/
uint height();
/**
* Change the current active view.
*
* \param view : New view to use (pass GetDefaultView() to set the default view)
*
*/
void view(View view);
/**
* Get the current view
*
* \return Current view active in the window
*
*/
View view();
/**
* Get the default view of the window
*
* \return Default view
*
*/
View defaultView();
/**
* Get the viewport of a view applied to this target
*
* \param view Target view
*
* \return Viewport rectangle, expressed in pixels in the current target
*
*/
IntRect viewport(View view);
}
}