SFML/DSFML/import/dsfml/graphics/idrawable.d
trass3r 8431753ba3 initial commit of DSFML2
some basic things work, much still has to be done
- made as few changes as possible to make it compile under D2
- removed system.thread, use standard threads
- lots of other changes

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1333 4e206d99-4929-0410-ac5d-dfc041789085
2010-01-06 20:25:45 +00:00

293 lines
7.4 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.idrawable;
import dsfml.system.vector2;
import dsfml.graphics.color,
dsfml.graphics.blendmode,
dsfml.graphics.renderwindow,
dsfml.graphics.shader;
/**
* Interface for drawable object
*
* Shape, Text and Sprite implement IDrawable
*/
interface IDrawable
{
/**
* 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
*/
void setY(float y);
/**
* 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
*/
void setPosition(Vector2f vec);
/**
* 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)
*/
void setScaleY(float 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
*/
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
*/
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
*/
void setOrigin(Vector2f origin);
/**
* Set the rotation of the object
*
* Params:
* angle = Angle of rotation, in degree
*/
void setRotation(float angle);
/**
* 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
*/
void setBlendMode(BlendMode mode);
/**
* Get the position of the object
*
* Returns:
* Current position
*
*/
Vector2f getPosition();
/**
* Get the current scale of the object
*
* Returns:
* Current scale
*/
Vector2f getScale();
/**
* 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
*/
float getRotation();
/**
* Get the color of the string
*
* Returns:
* Current color
*/
Color getColor();
/**
* 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
*/
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
*/
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
*/
void move(Vector2f offset);
/**
* 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)
*/
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
*/
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
*/
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
*
* Params:
* window = Render target
* shader = Shader to use
*/
void renderWithShader(RenderWindow window, Shader shader);
}