SFML/bindings/d/import/dsfml/graphics/renderwindow.d
LaurentGom 0e2297af28 Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
2010-11-09 17:13:17 +00:00

339 lines
9.1 KiB
D

/*
* 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.color,
dsfml.graphics.sprite,
dsfml.graphics.shape,
dsfml.graphics.text,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.idrawable,
dsfml.graphics.irendertarget;
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.vector;
/**
* Simple wrapper for Window that allows easy 2D rendering.
*/
class RenderWindow : Window, IRenderTarget
{
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, Style windowStyle = Style.Default, 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)
*
*/
override void create(VideoMode mode, string title, Style windowStyle = Style.Default, 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)
*
*/
override 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);
}
/**
* 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.nativePointer);
return vec;
}
/**
* Save the current OpenGL render states and matrices
*/
void saveGLStates()
{
sfRenderWindow_SaveGLStates(m_ptr);
}
/**
* Restore the previously saved OpenGL render states and matrices
*/
void restoreGLStates()
{
sfRenderWindow_RestoreGLStates(m_ptr);
}
@property
{
/**
* 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 view(View newView)
{
if (m_view !is null)
{
m_view.setHandled(false);
}
sfRenderWindow_SetView(m_ptr, newView.nativePointer);
m_view = newView;
m_view.setHandled(true);
}
/**
* Get the current view rectangle
*
* Returns:
* current view rectangle, in global coordinates
*/
View view()
{
if (m_view is null)
{
SFMLClass cView = sfRenderWindow_GetView(m_ptr);
m_view = new View(cView, true);
}
return m_view;
}
/**
* Get the default view
*
* Returns:
* default view
*/
View defaultView()
{
if (m_defaultView is null)
{
SFMLClass cView = sfRenderWindow_GetDefaultView(m_ptr);
m_defaultView = new View(cView, true);
}
return m_defaultView;
}
/**
* Return the width of the rendering region of a renderwindow
*
* Returns:
* Width in pixels
*/
override uint width()
{
return sfRenderWindow_GetWidth(m_ptr);
}
/**
* Return the height of the rendering region of a renderwindow
*
* Returns:
* Height in pixels
*/
override uint height()
{
return sfRenderWindow_GetHeight(m_ptr);
}
/**
* Get the viewport of a view applied to this target
*
* Params:
* view = Target view
* Returns:
* Viewport rectangle, expressed in pixels in the current target
*/
IntRect viewport(View v = null) // TODO: is there a need to accept other Views than the currently assigned one?
{
return sfRenderWindow_GetViewport(m_ptr, v is null ? m_view.nativePointer : v.nativePointer);
}
}
private:
static extern(C)
{
SFMLClass function(VideoMode, cchar*, Style, ContextSettings*)sfRenderWindow_Create;
SFMLClass function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle;
void function(SFMLClass) sfRenderWindow_Destroy;
SFMLClass function(SFMLClass) sfRenderWindow_GetInput;
bool function(SFMLClass) sfRenderWindow_IsOpened;
uint function(SFMLClass) sfRenderWindow_GetWidth;
uint function(SFMLClass) sfRenderWindow_GetHeight;
/*
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawSprite;
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawShape;
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawText;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawSpriteWithShader;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawShapeWithShader;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawTextWithShader;
*/
SFMLClass function(SFMLClass) sfRenderWindow_Capture;
void function(SFMLClass, Color) sfRenderWindow_Clear;
void function(SFMLClass, SFMLClass) sfRenderWindow_SetView;
SFMLClass function(SFMLClass) sfRenderWindow_GetView;
SFMLClass function(SFMLClass) sfRenderWindow_GetDefaultView;
void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderWindow_ConvertCoords;
// DSFML2
void function(SFMLClass) sfRenderWindow_SaveGLStates;
void function(SFMLClass) sfRenderWindow_RestoreGLStates;
IntRect function(SFMLClass, SFMLClass) sfRenderWindow_GetViewport;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle",
"Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords",
"GetWidth", "GetHeight",
// DSFML2
"SaveGLStates", "RestoreGLStates", "GetViewport"));
static ~this()
{
}
}