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0e2297af28
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
285 lines
6.1 KiB
D
285 lines
6.1 KiB
D
/*
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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.vector;
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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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dsfml.graphics.renderimage,
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dsfml.graphics.shader;
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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 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 scale of the object
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*
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* Params:
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* scaleX = New horizontal scale > 0
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* scaleY = New vertical scale > 0
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*/
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void setScale(float scalex, float scaley);
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// in {assert(scalex > 0 && scalex > 0);} // TODO: add in again when interface contracts work
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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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@property
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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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void x(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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void y(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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void position(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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void scaleX(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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void scaleY(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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* scale = new scale
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*/
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void scale(Vector2f scale);
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// in {assert(scale.x > 0 && scale.y > 0);} // TODO
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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 origin(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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void rotation(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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void color(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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void blendMode(BlendMode mode);
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const
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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 position();
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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 scale();
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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 origin();
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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 rotation();
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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 color();
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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 blendMode();
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} // const
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} // @property
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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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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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void move(Vector2f offset);
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/**
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* Transform a point from global coordinates into local coordinates
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* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
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*
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* Params:
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* point = Point to transform
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*
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* Returns:
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* Transformed point
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*/
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Vector2f transformToLocal(Vector2f point) const;
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/**
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* Transform a point from local coordinates into global coordinates
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* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
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*
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* Params:
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* point = Point to transform
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*
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* Returns:
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* Transformed point
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*/
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Vector2f transformToGlobal(Vector2f point) const;
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/**
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* Render the specific geometry of the object
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*
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* Params:
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* window = Target into which render the object
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*/
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void render(IRenderTarget window);
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/**
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* Render the specific geometry of the object with a shader
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*
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* Params:
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* window = Render target
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* shader = Shader to use
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*/
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void renderWithShader(IRenderTarget window, Shader shader);
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} |