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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
454 lines
12 KiB
D
454 lines
12 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.window.window;
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import dsfml.window.event;
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import dsfml.window.input;
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import dsfml.window.videomode;
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import dsfml.window.windowhandle;
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import dsfml.system.common;
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import dsfml.system.stringutil;
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/**
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* Window style
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*/
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enum Style : uint
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{
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None = 0, /// No border / title bar (this flag and all others are mutually exclusive)
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Titlebar = 1 << 0, /// Title bar + fixed border
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Resize = 1 << 1, /// Titlebar + resizable border + maximize button
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Close = 1 << 2, /// Titlebar + close button
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Fullscreen = 1 << 3, /// Fullscreen mode (this flag and all others are mutually exclusive)
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Default = Titlebar | Resize | Close /// Default window style
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}
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/**
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* Structure defining the creation settings of windows
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*/
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struct ContextSettings
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{
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uint DepthBits = 24; /// Bits of the depth buffer
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uint StencilBits = 8; /// Bits of the stencil buffer
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uint AntialiasingLevel = 0; /// Level of antialiasing
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uint MajorVersion = 3; /// Major number of the context version to create
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uint MinorVersion = 0; /// Minor number of the context version to create
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}
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/**
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* Window is a rendering window ; it can create a new window
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* or connect to an existing one
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*/
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class Window : DSFMLObject
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{
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protected:
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this(SFMLClass ptr)
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{
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super(ptr);
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}
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Input m_input;
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override void dispose()
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{
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m_input = null;
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sfWindow_Destroy(m_ptr);
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}
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public:
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/**
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* Construct a new 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, Style windowStyle = Style.Default, ContextSettings settings = ContextSettings())
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{
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super(sfWindow_Create(mode, toStringz(title), windowStyle, &settings));
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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(sfWindow_CreateFromHandle(handle, &settings));
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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 becomes 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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void create(VideoMode mode, string title, Style windowStyle = Style.Default, 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 = sfWindow_Create(mode, toStringz(title), windowStyle, &settings);
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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 becomes 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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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 = sfWindow_CreateFromHandle(handle, &settings);
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}
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/**
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* Close (destroy) the window.
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* You can call create to recreate a valid window
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*/
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void close()
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{
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sfWindow_Close(m_ptr);
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}
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/**
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* Get the event on top of events stack, if any, and pop it
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*
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* Params:
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* eventReceived = Event to fill, if any
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*
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* Returns:
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* True if an event was returned, false if events stack was empty
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*/
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bool getEvent(out Event eventReceived)
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{
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return cast(bool) sfWindow_GetEvent(m_ptr, &eventReceived);
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}
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/**
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* Wait for an event and return it
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*
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* This function is blocking: if there's no pending event then it will wait until an event is received.
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* After this function returns (and no error occured), the \a event object is always valid and filled properly.
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* This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread
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* sleep as long as no new event is received.
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*
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* Params:
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* e Event to be returned
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*
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* Returns:
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* false if any error occured
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*/
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bool waitEvent(out Event e)
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{
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return sfWindow_WaitEvent(m_ptr, &e);
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}
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/**
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* Show or hide the window
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*
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* Params:
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* state = True to show, false to hide
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*
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*/
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void show(bool state)
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{
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sfWindow_Show(m_ptr, state);
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}
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/**
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* Display the window on screen
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*/
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void display()
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{
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sfWindow_Display(m_ptr);
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}
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@property
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{
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/**
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* Tell whether or not a window is opened
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*
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* Returns:
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* True if window is currently open.
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*/
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bool isOpened()
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{
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return cast(bool) sfWindow_IsOpened(m_ptr);
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}
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/**
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* Get the width of the rendering region of the window
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*
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* Returns:
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* Width in pixels
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*/
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uint width()
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{
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return sfWindow_GetWidth(m_ptr);
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}
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/**
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* Get the height of the rendering region of the window
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*
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* Returns:
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* Height in pixels
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*/
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uint height()
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{
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return sfWindow_GetHeight(m_ptr);
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}
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/**
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* Get the creation settings of a window
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*
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* Returns:
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* Settings used to create the window
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*/
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ContextSettings settings()
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{
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return sfWindow_GetSettings(m_ptr);
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}
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/**
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* Enable / disable vertical synchronization
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*
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* Params:
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* enabled : True to enable v-sync, false to deactivate
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*/
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void useVerticalSync(bool enabled)
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{
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sfWindow_UseVerticalSync(m_ptr, enabled);
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}
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/**
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* Show or hide the mouse cursor
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*
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* Params:
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* show : True to show, false to hide
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*/
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void showMouseCursor(bool show)
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{
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sfWindow_ShowMouseCursor(m_ptr, show);
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}
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/**
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* Enable or disable automatic key-repeat for keydown events.
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* Automatic key-repeat is enabled by default.
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*
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* Params:
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* enabled = true to enable, false to disable
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*/
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void enableKeyRepeat(bool enabled)
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{
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sfWindow_EnableKeyRepeat(m_ptr, enabled);
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}
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/**
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* Set the window as the current target for rendering
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*
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* Params:
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* active = True to activate, false to deactivate
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* Returns:
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* True if operation was successful, false otherwise
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*/
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bool active(bool active)
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{
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return cast(bool)sfWindow_SetActive(m_ptr, active);
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}
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/**
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* Get the input manager of the window
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*
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* Returns:
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* An input manager
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* See_Also :
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* Input
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*/
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Input input()
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{
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if (m_input is null)
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m_input = new Input(sfWindow_GetInput(m_ptr));
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return m_input;
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}
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/**
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* Limit the framerate to a maximum fixed frequency
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*
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* Params:
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* limit : Framerate limit, in frames per seconds (use 0 to disable limit)
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*/
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void framerateLimit(uint limit)
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{
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sfWindow_SetFramerateLimit(m_ptr, limit);
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}
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/**
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* Get the time the last frame took
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*
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* Returns:
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* time in seconds
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*/
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float frameTime()
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{
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return sfWindow_GetFrameTime(m_ptr);
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}
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/**
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* Change the joystick threshold, ie. the value below which
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* no move event will be generated
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*
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* Params:
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* threshold : New threshold, in range [0, 100]
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*/
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void joystickThreshold(float threshold)
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{
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sfWindow_SetJoystickThreshold(m_ptr, threshold);
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}
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/**
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* Retrieve the Os-specific handle of a window
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*
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* Params:
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* renderWindow = Renderwindow object
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*/
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WindowHandle windowHandle()
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{
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return sfWindow_GetSystemHandle(m_ptr);
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}
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}
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/**
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* Change the position of the mouse cursor
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*
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* Params:
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* left = Left coordinate of the cursor, relative to the window
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* top = Top coordinate of the cursor, relative to the window
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*/
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void setCursorPosition(uint left, uint top)
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{
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sfWindow_SetCursorPosition(m_ptr, left, top);
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}
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/**
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* Change the position of the window on screen.
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* Only works for top-level windows
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*
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* Params:
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* left = Left position
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* top = Top position
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*/
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void setPosition(int left, int top)
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{
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sfWindow_SetPosition(m_ptr, left, top);
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}
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/**
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* change the size of the rendering region of the window
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*
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* Params:
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* width : new width
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* height : new height
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*/
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void setSize(uint width, uint height)
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{
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sfWindow_SetSize(m_ptr, width, height);
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}
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/**
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* Change the window's icon
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*
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* Params:
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* width = Icon's width, in pixels
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* height = Icon's height, in pixels
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* data = array of pixels in memory, format must be RGBA 32 bits
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*
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*/
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void setIcon(size_t width, size_t height, ubyte[] data)
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{
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sfWindow_SetIcon(m_ptr, width, height, data.ptr);
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}
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private:
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// External ====================================================================
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static extern(C)
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{
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SFMLClass function(VideoMode, cchar*, Style, ContextSettings*)sfWindow_Create;
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SFMLClass function(WindowHandle, ContextSettings*) sfWindow_CreateFromHandle;
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void function(SFMLClass) sfWindow_Destroy;
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void function(SFMLClass) sfWindow_Close;
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int function(SFMLClass) sfWindow_IsOpened;
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uint function(SFMLClass) sfWindow_GetWidth;
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uint function(SFMLClass) sfWindow_GetHeight;
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ContextSettings function(SFMLClass Window) sfWindow_GetSettings;
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int function(SFMLClass, Event*) sfWindow_GetEvent;
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void function(SFMLClass, int) sfWindow_UseVerticalSync;
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void function(SFMLClass, int) sfWindow_ShowMouseCursor;
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void function(SFMLClass, uint, uint) sfWindow_SetCursorPosition;
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void function(SFMLClass, int, int) sfWindow_SetPosition;
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void function(SFMLClass, uint, uint) sfWindow_SetSize;
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void function(SFMLClass, int) sfWindow_Show;
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void function(SFMLClass, int) sfWindow_EnableKeyRepeat;
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void function(SFMLClass, size_t, size_t, ubyte*) sfWindow_SetIcon;
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int function(SFMLClass, int) sfWindow_SetActive;
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void function(SFMLClass) sfWindow_Display;
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SFMLClass function(SFMLClass) sfWindow_GetInput;
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void function(SFMLClass, uint) sfWindow_SetFramerateLimit;
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float function(SFMLClass) sfWindow_GetFrameTime;
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void function(SFMLClass, float) sfWindow_SetJoystickThreshold;
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// DSFML2
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bool function(SFMLClass, void*) sfWindow_WaitEvent;
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WindowHandle function(SFMLClass) sfWindow_GetSystemHandle;
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}
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mixin(loadFromSharedLib2("csfml-window", "sfWindow",
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"Create", "CreateFromHandle", "Destroy", "Close", "IsOpened", "GetWidth", "GetHeight", "GetSettings", "GetEvent", "UseVerticalSync",
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"ShowMouseCursor", "SetCursorPosition", "SetPosition", "SetSize", "Show", "EnableKeyRepeat", "SetIcon", "SetActive", "Display",
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"GetInput", "SetFramerateLimit", "GetFrameTime", "SetJoystickThreshold", "WaitEvent", "GetSystemHandle"));
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} |