mirror of
https://github.com/SFML/SFML.git
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be3741de5b
+ RenderWindow.flush() + View.reset() + Window.waitEvent() * moved TextStyle to module text * Sprite was strangefully missing base constructor call * changed Rect to be a struct instead of a class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1335 4e206d99-4929-0410-ac5d-dfc041789085
250 lines
6.6 KiB
D
250 lines
6.6 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.renderwindow;
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import dsfml.graphics.common,
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dsfml.graphics.color,
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dsfml.graphics.sprite,
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dsfml.graphics.shape,
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dsfml.graphics.text,
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dsfml.graphics.image,
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dsfml.graphics.rect,
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dsfml.graphics.shader,
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dsfml.graphics.view,
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dsfml.graphics.idrawable;
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import dsfml.window.event,
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dsfml.window.input,
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dsfml.window.videomode,
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dsfml.window.window,
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dsfml.window.windowhandle;
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import dsfml.system.common,
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dsfml.system.stringutil,
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dsfml.system.vector2;
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/**
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* Simple wrapper for Window that allows easy 2D rendering.
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*/
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class RenderWindow : Window
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{
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private:
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View m_view = null;
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View m_defaultView = null;
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public:
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/**
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* Construct the window
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*
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* Params:
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Context settings (default is default ContextSettings values)
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*/
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this(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
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{
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super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Construct the window from an existing control
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Context settings (default is default ContextSettings values)
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*/
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this(WindowHandle handle, ContextSettings settings = ContextSettings())
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{
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super(sfRenderWindow_CreateFromHandle(handle, &settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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override void dispose()
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{
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sfRenderWindow_Destroy(m_ptr);
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}
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/**
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* Create (or recreate) the window
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*
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* Input created with getInput will become invalid.
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*
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* Params:
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Context settings (default is default ContextSettings values)
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*
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*/
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void create(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Create (or recreate) the window from an existing control
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*
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* Input created with getInput become invalid.
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Context settings (default is default ContextSettings values)
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*
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*/
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void create(WindowHandle handle, ContextSettings settings = ContextSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Draw a sprite, shape or text on the window with a shader
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*
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* Params:
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* drawable = IDrawable to draw
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* shader = Shader to use
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*/
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void draw(IDrawable drawable, Shader shader)
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{
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drawable.renderWithShader(this, shader);
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}
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/**
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* Draw a sprite, shape or text
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*
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* Params:
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* drawable = IDrawable to draw
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*/
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void draw(IDrawable drawable)
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{
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drawable.render(this);
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}
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/**
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* Clear the screen with the given color.
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*
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* Params:
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* col = Fill color
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*/
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void clear(Color col = Color.BLACK)
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{
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sfRenderWindow_Clear(m_ptr, col);
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}
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/**
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* Change the current active view.
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* The current view is defined with the initial size of the window
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*
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* Params:
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* newView = Pointer to the new view (pass getDefaultView to set the default view)
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*/
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void setView(View newView)
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{
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if (m_view !is null)
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{
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m_view.setHandled(false);
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}
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sfRenderWindow_SetView(m_ptr, newView.getNativePointer);
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m_view = newView;
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m_view.setHandled(true);
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}
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/**
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* Get the current view rectangle
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*
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* Returns:
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* current view rectangle, in global coordinates
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*/
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View getView()
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{
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if (m_view is null)
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{
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void* cView = sfRenderWindow_GetView(m_ptr);
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m_view = new View(cView, true);
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}
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return m_view;
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}
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/**
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* Get the default view
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*
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* Returns:
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* default view
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*/
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View getDefaultView()
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{
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if (m_defaultView is null)
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{
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void* cView = sfRenderWindow_GetDefaultView(m_ptr);
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m_defaultView = new View(cView, true);
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}
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return m_defaultView;
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}
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/**
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* Convert a point in window coordinates into view coordinates
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*
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* Params:
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* windowX = X coordinate of the point to convert, relative to the window
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* windowY = Y coordinate of the point to convert, relative to the window
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* targetView = Target view to convert the point to (pass NULL to use the current view)
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*
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* Returns:
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* Converted point
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*/
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Vector2f convertCoords(uint windowX, uint windowY, View targetView = null)
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{
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Vector2f vec;
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sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
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return vec;
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}
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/**
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* Make sure that what has been drawn so far is rendered
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* Use this function if you use OpenGL rendering commands, and you want to make sure that things will appear on top
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* of all the SFML objects that have been drawn so far. This is needed because SFML doesn't use immediate rendering,
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* it first accumulates drawables into a queue and trigger the actual rendering afterwards.
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*
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* You don't need to call this function if you're not dealing with OpenGL directly.
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*/
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void flush()
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{
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sfRenderWindow_Flush(m_ptr);
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}
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} |