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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
339 lines
9.1 KiB
D
339 lines
9.1 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.renderwindow;
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import 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.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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dsfml.graphics.irendertarget;
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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.vector;
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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, IRenderTarget
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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, Style windowStyle = Style.Default, 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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override 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 = 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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override 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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* 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.nativePointer);
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return vec;
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}
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/**
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* Save the current OpenGL render states and matrices
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*/
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void saveGLStates()
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{
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sfRenderWindow_SaveGLStates(m_ptr);
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}
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/**
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* Restore the previously saved OpenGL render states and matrices
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*/
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void restoreGLStates()
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{
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sfRenderWindow_RestoreGLStates(m_ptr);
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}
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@property
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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 view(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.nativePointer);
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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 view()
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{
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if (m_view is null)
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{
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SFMLClass 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 defaultView()
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{
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if (m_defaultView is null)
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{
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SFMLClass 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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* Return the width of the rendering region of a renderwindow
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*
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* Returns:
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* Width in pixels
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*/
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override uint width()
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{
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return sfRenderWindow_GetWidth(m_ptr);
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}
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/**
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* Return the height of the rendering region of a renderwindow
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*
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* Returns:
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* Height in pixels
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*/
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override uint height()
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{
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return sfRenderWindow_GetHeight(m_ptr);
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}
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/**
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* Get the viewport of a view applied to this target
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*
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* Params:
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* view = Target view
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* Returns:
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* Viewport rectangle, expressed in pixels in the current target
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*/
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IntRect viewport(View v = null) // TODO: is there a need to accept other Views than the currently assigned one?
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{
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return sfRenderWindow_GetViewport(m_ptr, v is null ? m_view.nativePointer : v.nativePointer);
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}
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}
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private:
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static extern(C)
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{
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SFMLClass function(VideoMode, cchar*, Style, ContextSettings*)sfRenderWindow_Create;
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SFMLClass function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle;
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void function(SFMLClass) sfRenderWindow_Destroy;
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SFMLClass function(SFMLClass) sfRenderWindow_GetInput;
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bool function(SFMLClass) sfRenderWindow_IsOpened;
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uint function(SFMLClass) sfRenderWindow_GetWidth;
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uint function(SFMLClass) sfRenderWindow_GetHeight;
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/*
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void function(SFMLClass, SFMLClass) sfRenderWindow_DrawSprite;
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void function(SFMLClass, SFMLClass) sfRenderWindow_DrawShape;
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void function(SFMLClass, SFMLClass) sfRenderWindow_DrawText;
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void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawSpriteWithShader;
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void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawShapeWithShader;
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void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawTextWithShader;
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*/
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SFMLClass function(SFMLClass) sfRenderWindow_Capture;
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void function(SFMLClass, Color) sfRenderWindow_Clear;
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void function(SFMLClass, SFMLClass) sfRenderWindow_SetView;
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SFMLClass function(SFMLClass) sfRenderWindow_GetView;
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SFMLClass function(SFMLClass) sfRenderWindow_GetDefaultView;
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void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderWindow_ConvertCoords;
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// DSFML2
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void function(SFMLClass) sfRenderWindow_SaveGLStates;
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void function(SFMLClass) sfRenderWindow_RestoreGLStates;
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IntRect function(SFMLClass, SFMLClass) sfRenderWindow_GetViewport;
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}
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mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle",
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"Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords",
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"GetWidth", "GetHeight",
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// DSFML2
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"SaveGLStates", "RestoreGLStates", "GetViewport"));
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static ~this()
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{
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}
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} |