Moved all bindings to the "bindings" sub-directory

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
This commit is contained in:
LaurentGom 2010-11-09 17:13:17 +00:00
parent 0cc5563cac
commit 0e2297af28
417 changed files with 0 additions and 0 deletions

View file

@ -0,0 +1,41 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.all;
public import
dsfml.graphics.blendmode,
dsfml.graphics.color,
dsfml.graphics.font,
dsfml.graphics.idrawable,
dsfml.graphics.image,
dsfml.graphics.shader,
dsfml.graphics.rect,
dsfml.graphics.renderwindow,
dsfml.graphics.shape,
dsfml.graphics.sprite,
dsfml.graphics.text,
dsfml.graphics.view;

View file

@ -0,0 +1,38 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.blendmode;
/**
* Enumerate the blending modes for drawable objects.
*/
enum BlendMode
{
ALPHA, /// Pixel = Src * a + Dest * (1 - a)
ADD, /// Pixel = Src + Dest
MULTIPLY, /// Pixel = Src * Dest
NONE /// No blending
}

View file

@ -0,0 +1,123 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.color;
import std.string;
alias RGBA Color; // standard Color is RGBA
/**
* Color is an utility structure for manipulating colors
*/
struct RGBA
{
align(1):
ubyte r; /// Red component
ubyte g; /// Green component
ubyte b; /// Blue component
ubyte a = 255; /// Alpha (transparency) component, 255 = opaque
/**
* Operator == and != overload to compare two colors
*/
const bool opEquals(ref const(Color) color2)
{
return
(r == color2.r)
&& (g == color2.g)
&& (b == color2.b)
&& (a == color2.a);
}
/**
* Operator + overload to add two colors
*/
Color opAdd(Color color2)
{
ubyte r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
ubyte g = this.g + color2.g > 255 ? 255 : cast(ubyte) (this.g + color2.g);
ubyte b = this.b + color2.b > 255 ? 255 : cast(ubyte) (this.b + color2.b);
ubyte a = this.a + color2.a > 255 ? 255 : cast(ubyte) (this.a + color2.a);
return Color(r, g, b, a);
}
/**
* Operator += overload
*/
Color opAddAssign(Color color2)
{
this.r = this.r + color2.r > 255 ? 255 : cast(ubyte) (this.r + color2.r);
this.g = this.g + color2.g > 255 ? 255 : cast(ubyte) (this.g + color2.g);
this.b = this.b + color2.b > 255 ? 255 : cast(ubyte) (this.b + color2.b);
this.a = this.a + color2.a > 255 ? 255 : cast(ubyte) (this.a + color2.a);
return this;
}
/**
* Operator * overload to modulate colors
*/
Color opMul(Color color2)
{
ubyte r = cast(ubyte) (this.r * color2.r / 255);
ubyte g = cast(ubyte) (this.g * color2.g / 255);
ubyte b = cast(ubyte) (this.b * color2.b / 255);
ubyte a = cast(ubyte) (this.a * color2.a / 255);
return Color(r, g, b, a);
}
/**
* Operator *= overload
*/
Color opMulAssign(Color color2)
{
this.r = cast(ubyte) (this.r * color2.r / 255);
this.g = cast(ubyte) (this.g * color2.g / 255);
this.b = cast(ubyte) (this.b * color2.b / 255);
this.a = cast(ubyte) (this.a * color2.a / 255);
return this;
}
string toString()
{
return std.string.format("(%d,%d,%d,%d)", r,g,b,a);
}
static immutable
{
Color BLACK = Color(0, 0, 0); /// Black predefined color
Color WHITE = Color(255, 255, 255); /// White predefined color
Color RED = Color(255, 0, 0); /// Red predefined color
Color GREEN = Color(0, 255, 0); /// Green predefined color
Color BLUE = Color(0, 0, 255); /// Blue predefined color
Color YELLOW = Color(255, 0, 255); /// Yellow predefined color
Color MAGENTA = Color(255, 0, 255); /// Magenta predefined color
Color CYAN = Color(0, 255, 255); /// Cyan predefined color
}
}

View file

@ -0,0 +1,268 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.drawableimpl;
public import dsfml.system.common;
import dsfml.system.vector;
import dsfml.graphics.irendertarget;
import dsfml.graphics.idrawable,
dsfml.graphics.color,
dsfml.graphics.blendmode,
dsfml.graphics.renderwindow,
dsfml.graphics.renderimage,
dsfml.graphics.shader;
/*
* Package base class of all drawable.
* Provide implementation of IDrawable and functions aliases.
*/
package class DrawableImpl(string derivedClassName) : DSFMLObject, IDrawable
{
protected:
this()
{
super(sfDrawable_Create());
}
this(SFMLClass ptr)
{
super(ptr, true);
}
override void dispose()
{
sfDrawable_Destroy(m_ptr);
}
public:
override void rotate(float angle)
{
sfDrawable_Rotate(m_ptr, angle);
}
override void move(float offsetX, float offsetY)
{
sfDrawable_Move(m_ptr, offsetX, offsetY);
}
override void move(Vector2f offset)
{
sfDrawable_Move(m_ptr, offset.x, offset.y);
}
override Vector2f transformToLocal(Vector2f point) const
{
Vector2f ret;
sfDrawable_TransformToLocal(m_ptr, point.x, point.y, &ret.x, &ret.y);
return ret;
}
override Vector2f transformToGlobal(Vector2f point) const
{
Vector2f ret;
sfDrawable_TransformToLocal(m_ptr, point.x, point.y, &ret.x, &ret.y);
return ret;
}
override void render(IRenderTarget window)
{
sfRenderWindow_DrawThis((cast(DSFMLObject)window).nativePointer, m_ptr);
}
override void renderWithShader(IRenderTarget window, Shader shader)
{
sfRenderWindow_DrawThisWithShader((cast(DSFMLObject)window).nativePointer, m_ptr, shader.nativePointer);
}
override void setPosition(float x, float y)
{
sfDrawable_SetPosition(m_ptr, x, y);
}
override void setScale(float scaleX, float scaleY)
{
sfDrawable_SetScale(m_ptr, scaleX, scaleY);
}
override void setOrigin(float originX, float originY)
{
sfDrawable_SetOrigin(m_ptr, originX, originY);
}
@property
{
override void x(float x)
{
sfDrawable_SetX(m_ptr, x);
}
override void y(float y)
{
sfDrawable_SetY(m_ptr, y);
}
override void position(Vector2f vec)
{
sfDrawable_SetPosition(m_ptr, vec.x, vec.y);
}
override void scaleX(float scale)
{
if (scale > 0)
sfDrawable_SetScaleX(m_ptr, scale);
}
override void scaleY(float scale)
{
if (scale > 0)
sfDrawable_SetScaleY(m_ptr, scale);
}
override void scale(Vector2f scale)
{
if (scale.x > 0 && scale.y > 0)
sfDrawable_SetScale(m_ptr, scale.x, scale.y);
}
override void origin(Vector2f origin)
{
sfDrawable_SetOrigin(m_ptr, origin.x, origin.y);
}
override void rotation(float angle)
{
sfDrawable_SetRotation(m_ptr, angle);
}
override void color(Color c)
{
sfDrawable_SetColor(m_ptr, c);
}
override void blendMode(BlendMode mode)
{
sfDrawable_SetBlendMode(m_ptr, mode);
}
override Vector2f position() const
{
return Vector2f(sfDrawable_GetX(m_ptr), sfDrawable_GetY(m_ptr));
}
override Vector2f scale() const
{
return Vector2f(sfDrawable_GetScaleX(m_ptr), sfDrawable_GetScaleY(m_ptr));
}
override Vector2f origin() const
{
return Vector2f(sfDrawable_GetOriginX(m_ptr), sfDrawable_GetOriginY(m_ptr));
}
override float rotation() const
{
return sfDrawable_GetRotation(m_ptr);
}
override Color color() const
{
return sfDrawable_GetColor(m_ptr);
}
override BlendMode blendMode() const
{
return cast(BlendMode)(sfDrawable_GetBlendMode(m_ptr));
}
override void scale(Vector2f scale)
{
sfDrawable_SetScale(m_ptr, scale.x, scale.y);
}
}
private:
static extern(C)
{
SFMLClass function() sfDrawable_Create;
void function(SFMLClass) sfDrawable_Destroy;
void function(SFMLClass, float) sfDrawable_SetX;
void function(SFMLClass, float) sfDrawable_SetY;
void function(SFMLClass, float, float) sfDrawable_SetPosition;
void function(SFMLClass, float) sfDrawable_SetScaleX;
void function(SFMLClass, float) sfDrawable_SetScaleY;
void function(SFMLClass, float, float) sfDrawable_SetScale;
void function(SFMLClass, float) sfDrawable_SetRotation;
void function(SFMLClass, float, float) sfDrawable_SetOrigin;
void function(SFMLClass, Color) sfDrawable_SetColor;
void function(SFMLClass, BlendMode) sfDrawable_SetBlendMode;
float function(SFMLClass) sfDrawable_GetX;
float function(SFMLClass) sfDrawable_GetY;
float function(SFMLClass) sfDrawable_GetScaleX;
float function(SFMLClass) sfDrawable_GetScaleY;
float function(SFMLClass) sfDrawable_GetRotation;
float function(SFMLClass) sfDrawable_GetOriginX;
float function(SFMLClass) sfDrawable_GetOriginY;
Color function(SFMLClass) sfDrawable_GetColor;
BlendMode function(SFMLClass) sfDrawable_GetBlendMode;
void function(SFMLClass, float, float) sfDrawable_Move;
void function(SFMLClass, float, float) sfDrawable_Scale;
void function(SFMLClass, float) sfDrawable_Rotate;
void function(SFMLClass, float, float, float*, float*) sfDrawable_TransformToLocal;
void function(SFMLClass, float, float, float*, float*) sfDrawable_TransformToGlobal;
typedef void function(SFMLClass, SFMLClass) pf_sfRenderWindow_DrawThis;
typedef void function(SFMLClass, SFMLClass, SFMLClass) pf_sfRenderWindow_DrawThisWithShader;
typedef void function(SFMLClass, SFMLClass) pf_sfRenderImage_DrawThis;
typedef void function(SFMLClass, SFMLClass, SFMLClass) pf_sfRenderImage_DrawThisWithShader;
pf_sfRenderWindow_DrawThis sfRenderWindow_DrawThis;
pf_sfRenderWindow_DrawThisWithShader sfRenderWindow_DrawThisWithShader;
pf_sfRenderImage_DrawThis sfRenderImage_DrawThis;
pf_sfRenderImage_DrawThisWithShader sfRenderImage_DrawThisWithShader;
}
mixin(loadDerivedFromSharedLib("csfml-graphics", "sfDrawable", derivedClassName,
"Create", "Destroy", "SetX", "SetY", "SetPosition", "SetScaleX", "SetScaleY", "SetScale", "SetRotation", "SetOrigin", "SetColor", "SetBlendMode",
"GetX", "GetY", "GetScaleX", "GetScaleY", "GetRotation", "GetOriginX", "GetOriginY", "GetColor", "GetBlendMode", "Move",
"Scale", "Rotate", "TransformToLocal", "TransformToGlobal"));
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-graphics-d");
else
DllLoader dll = DllLoader.load("csfml-graphics");
sfRenderWindow_DrawThis = cast(pf_sfRenderWindow_DrawThis)dll.getSymbol("sfRenderWindow_Draw" ~ derivedClassName[2..$]);
sfRenderWindow_DrawThisWithShader = cast(pf_sfRenderWindow_DrawThisWithShader)dll.getSymbol("sfRenderWindow_Draw" ~ derivedClassName[2..$] ~ "WithShader");
sfRenderImage_DrawThis = cast(pf_sfRenderImage_DrawThis)dll.getSymbol("sfRenderImage_Draw" ~ derivedClassName[2..$]);
sfRenderImage_DrawThisWithShader = cast(pf_sfRenderImage_DrawThisWithShader)dll.getSymbol("sfRenderImage_Draw" ~ derivedClassName[2..$] ~ "WithShader");
}
}

View file

@ -0,0 +1,193 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.font;
import dsfml.system.common,
dsfml.system.exception,
dsfml.system.stringutil;
import dsfml.graphics.rect,
dsfml.graphics.image;
/// Glyph describes a glyph (a visual character)
struct Glyph
{
int Advance; /// Offset to move horizontically to the next character
IntRect Bounds; /// Bounding rectangle of the glyph, in coordinates relative to the baseline
IntRect SubRect; /// Texture coordinates of the glyph inside the font's image
}
/**
* Font is the low-level class for loading and
* manipulating character fonts.
*/
class Font : DSFMLObject
{
private:
static Font s_default;
public:
/**
* Get SFML default built-in font (Arial)
*/
static Font getDefaultFont()
{
if (s_default is null)
s_default = new Font(sfFont_GetDefaultFont());
return s_default;
}
/**
* construct the Font from a file
*
* Params:
* filename = font file to load
*/
this(string filename)
{
if (filename is null || filename.length == 0)
throw new LoadingException("LoadingException : Filename is invalid.");
super(sfFont_CreateFromFile(toStringz(filename)));
}
/**
* construct the Font from a file in memory
*
* Params:
* data = data to load
*/
this(ubyte[] data)
{
if (data is null || data.length == 0)
throw new Exception("LoadingException : Memory stream is invalid.");
super(sfFont_CreateFromMemory(data.ptr, data.length));
}
override void dispose()
{
sfFont_Destroy(m_ptr);
}
/**
* get a glyph in a font
*
* Params:
* codePoint = Unicode code point of the character to get
* charSize = Reference character size
* bold = Retrieve the bold version or the regular one?
* Returns:
* The glyph corresponding to codePoint and charSize
*/
Glyph getGlyph(uint codePoint, uint charSize, bool bold)
{
return sfFont_GetGlyph(m_ptr, codePoint, charSize, bold);
}
/**
* Get the kerning offset of two glyphs
*
* Params:
* first = Unicode code point of the first character
* second = Unicode code point of the second character
* charSize = Reference character size
*
* Returns:
* Kerning value for first and second, in pixels
*/
int getKerning(uint first, uint second, uint charSize)
{
return sfFont_GetKerning(m_ptr, first, second, charSize);
}
/**
* Get the vertical offset to apply between two consecutive lines of text.
*
* Params:
* charSize = Reference character size
*
* Returns:
* Line spacing, in pixels
*/
int getLineSpacing(uint charSize)
{
return sfFont_GetLineSpacing(m_ptr, charSize);
}
Image getImage(uint charSize)
{
return new Image(sfFont_GetImage(m_ptr, charSize));
}
package:
this(SFMLClass ptr)
{
super(ptr, true);
}
private:
static extern(C)
{
// sfFont
SFMLClass function() sfFont_Create;
SFMLClass function(cchar*) sfFont_CreateFromFile;
SFMLClass function(ubyte*, size_t) sfFont_CreateFromMemory;
void function(SFMLClass) sfFont_Destroy;
SFMLClass function() sfFont_GetDefaultFont;
// DSFML2
Glyph function(SFMLClass, uint, uint, bool) sfFont_GetGlyph;
int function(SFMLClass, uint, uint, uint) sfFont_GetKerning;
int function(SFMLClass, uint) sfFont_GetLineSpacing;
SFMLClass function(SFMLClass, uint) sfFont_GetImage;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-graphics-d");
else
DllLoader dll = DllLoader.load("csfml-graphics");
// sfFont
mixin(loadFromSharedLib("sfFont_CreateFromFile"));
mixin(loadFromSharedLib("sfFont_CreateFromMemory"));
mixin(loadFromSharedLib("sfFont_Destroy"));
mixin(loadFromSharedLib("sfFont_GetDefaultFont"));
// DSFML2
mixin(loadFromSharedLib("sfFont_GetGlyph"));
mixin(loadFromSharedLib("sfFont_GetKerning"));
mixin(loadFromSharedLib("sfFont_GetLineSpacing"));
mixin(loadFromSharedLib("sfFont_GetImage"));
}
}

View file

@ -0,0 +1,285 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.idrawable;
import dsfml.system.vector;
import dsfml.graphics.irendertarget;
import dsfml.graphics.color,
dsfml.graphics.blendmode,
dsfml.graphics.renderwindow,
dsfml.graphics.renderimage,
dsfml.graphics.shader;
/**
* Interface for drawable object
*
* Shape, Text and Sprite implement IDrawable
*/
interface IDrawable
{
/**
* Set the position of the object
*
* Params:
* x = New left coordinate
* y = New top coordinate
*/
void setPosition(float x, float y);
/**
* Set the scale of the object
*
* Params:
* scaleX = New horizontal scale > 0
* scaleY = New vertical scale > 0
*/
void setScale(float scalex, float scaley);
// in {assert(scalex > 0 && scalex > 0);} // TODO: add in again when interface contracts work
/**
* Set the origin of the object, in coordinates relative to the
* top-left of the object (take 2 values).
* The default origin is (0, 0)
*
* Params:
* originX : X coordinate of the origin
* originY : Y coordinate of the origin
*/
void setOrigin(float originX, float originY);
@property
{
/**
* Set the left position of the object
*
* Params:
* x = New left coordinate
*/
void x(float x);
/**
* Set the top position of the object
*
* Params:
* y = New top coordinate
*/
void y(float y);
/**
* Set the position of the object
*
* Params:
* vec = new position
*/
void position(Vector2f vec);
/**
* Set the horizontal scale of the object
*
* Params:
* scale = New horizontal scale (Strictly positive)
*/
void scaleX(float scale);
/**
* Set the vertical scale of the object
*
* Params:
* scale = New vertical scale (Strictly positive)
*/
void scaleY(float scale);
/**
* Set the scale of the object
*
* Params:
* scale = new scale
*/
void scale(Vector2f scale);
// in {assert(scale.x > 0 && scale.y > 0);} // TODO
/**
* Set the origin of the object, in coordinates relative to the
* top-left of the object (take a 2D vector).
* The default origin is (0, 0)
*
* Params:
* origin : New origin
*/
void origin(Vector2f origin);
/**
* Set the rotation of the object
*
* Params:
* angle = Angle of rotation, in degree
*/
void rotation(float angle);
/**
* Set the color
*
* Params:
* c = New color
*/
void color(Color c);
/**
* Set the blending mode for the object.
* The default blend mode is Blend.Alpha
*
* Params:
* mode = New blending mode
*/
void blendMode(BlendMode mode);
const
{
/**
* Get the position of the object
*
* Returns:
* Current position
*
*/
Vector2f position();
/**
* Get the current scale of the object
*
* Returns:
* Current scale
*/
Vector2f scale();
/**
* Get the origin of the object
*
* Returns:
* Current position of the origin
*
*/
Vector2f origin();
/**
* Get the rotation angle of the object
*
* Returns:
* Angle of rotation, in degree
*/
float rotation();
/**
* Get the color of the string
*
* Returns:
* Current color
*/
Color color();
/**
* Get the current blending mode
*
* Returns:
* Current blending mode
*/
BlendMode blendMode();
} // const
} // @property
/**
* Rotate the object
* Angle is added to the current orientation of the objet
*
* Params:
* angle = Angle of rotation in degree
*/
void rotate(float angle);
/**
* Move the object
* New offset is added to object current position
*
* Params:
* offsetX = Offset on the X axis
* offsetY = Offset on the Y axis
*/
void move(float offsetX, float offsetY);
/**
* Move the object
* New offset is added to object current position
*
* Params:
* offset = Amount of units to move the object of
*/
void move(Vector2f offset);
/**
* Transform a point from global coordinates into local coordinates
* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
*
* Params:
* point = Point to transform
*
* Returns:
* Transformed point
*/
Vector2f transformToLocal(Vector2f point) const;
/**
* Transform a point from local coordinates into global coordinates
* (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
*
* Params:
* point = Point to transform
*
* Returns:
* Transformed point
*/
Vector2f transformToGlobal(Vector2f point) const;
/**
* Render the specific geometry of the object
*
* Params:
* window = Target into which render the object
*/
void render(IRenderTarget window);
/**
* Render the specific geometry of the object with a shader
*
* Params:
* window = Render target
* shader = Shader to use
*/
void renderWithShader(IRenderTarget window, Shader shader);
}

View file

@ -0,0 +1,352 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.image;
import dsfml.graphics.color,
dsfml.graphics.rect;
// dsfml.graphics.renderwindow;
import dsfml.system.common,
dsfml.system.exception,
dsfml.system.stringutil;
/**
* Image is the low-level class for loading and
* manipulating images
*/
class Image : DSFMLObject
{
package:
this(SFMLClass ptr)
{
super(ptr, true);
}
public:
/**
* Default constructor
*/
this()
{
super(sfImage_Create());
}
/**
* Construct an empty image
*
* Params:
* width = Image width
* height = Image height
* col = Image color (black by default)
*/
this(uint width, uint height, Color col = Color.BLACK)
{
super(sfImage_CreateFromColor(width, height, col));
}
/**
* Construct the image from a file
*
* Params:
* filename = Path of the image file to load
*
* Throws:
* LoadingException if filename is empty or null.
*/
this(string filename)
{
if (filename is null || filename.length == 0)
throw new LoadingException("LoadingException : Filename is invalid.");
super(sfImage_CreateFromFile(toStringz(filename)));
}
/**
* Construct the image from a file in memory
*
* Params:
* data = array of data in memory
* Throws:
* LoadingException if data is empty or null.
*/
this(ubyte[] data)
{
if (data is null || data.length == 0)
throw new LoadingException("Memory stream is invalid.");
super(sfImage_CreateFromMemory(data.ptr, data.length));
}
/**
* Construct the image directly from an array of pixels
*
* Params:
* width = Image width
* height = Image height
* data = array of pixels in memory (assumed format is RGBA)
*
* Throws:
* LoadingException if data length doesn't match Width * Height * 4
*/
this(uint width, uint height, ubyte[] data)
{
if (width * height * 4 != data.length)
throw new LoadingException("Pixels array length doesn't match the specified size.");
super(sfImage_CreateFromPixels(width, height, data.ptr));
}
override void dispose()
{
sfImage_Destroy(m_ptr);
}
/**
* Save the content of the image to a file
*
* Params:
* filename = Path of the file to save (overwritten if already exist)
*
* Returns:
* True if saving was successful
*/
bool saveToFile(string filename)
{
return cast(bool)sfImage_SaveToFile(m_ptr, toStringz(filename));
}
/**
* Create an empty image
*
* Params:
* width = Image width
* height = Image height
* col = Image color (black by default)
*
* Returns:
* True if creation was successful
*/
bool create(uint width, uint height, Color col = Color.BLACK)
{
m_ptr = sfImage_CreateFromColor(width, height, col);
return (m_ptr !is null);
}
/**
* Create transparency mask from a specified colorkey
*
* Params:
* colorKey = Color to become transparent
* alpha = Alpha value to use for transparent pixels (0 by default)
*/
void createMaskFromColor(Color colorKey, ubyte alpha = 0)
{
sfImage_CreateMaskFromColor(m_ptr, colorKey, alpha);
}
/+
/**
* Create the image from the current contents of the
* given window
*
* Params:
* window = Window to capture
* sourceRect = Sub-rectangle of the screen to copy (empty by default - entire image)
*
* Returns:
* True if copy was successful
*/
bool copyScreen(RenderWindow window, IntRect sourceRect = IntRect())
{
return cast(bool)sfImage_CopyScreen(m_ptr, window.nativePointer, sourceRect);
}
+/
/**
* Copy pixels from another image onto this one.
* This function does a slow pixel copy and should only
* be used at initialization time
*
* Params:
* source = Source image to copy
* destX = X coordinate of the destination position
* destY = Y coordinate of the destination position
* sourceRect = Sub-rectangle of the source image to copy
*/
void copyImage(Image source, uint destX, uint destY, IntRect sourceRect = IntRect())
{
sfImage_CopyImage(m_ptr, source.nativePointer, destX, destY, sourceRect);
}
/**
* Change the color of a pixel
* Don't forget to call Update when you end modifying pixels
*
* Params:
* x = X coordinate of pixel in the image
* y = Y coordinate of pixel in the image
* col = New color for pixel (X, Y)
*/
void setPixel(uint x, uint y, Color col)
{
sfImage_SetPixel(m_ptr, x, y, col);
}
/**
* Get a pixel from the image
*
* Params:
* x = X coordinate of pixel in the image
* y = Y coordinate of pixel in the image
*
* Returns:
* Color of pixel (x, y)
*/
Color getPixel(uint x, uint y)
{
return sfImage_GetPixel(m_ptr, x, y);
}
/**
* Get an array of pixels (8 bits integers RGBA)
* Array size is GetWidth() x GetHeight() x 4
* This array becomes invalid if you reload or resize the image
*
* Returns:
* array of pixels
*/
ubyte[] getPixelsArray()
{
return sfImage_GetPixelsPtr(m_ptr)[0..width() * height() * 4];
}
/**
* Bind the image for rendering
*/
void bind()
{
sfImage_Bind(m_ptr);
}
/**
* Update a sub-rectangle of the image from an array of pixels
*
* Warning: for performances reasons, this function doesn't
* perform any check; thus you're responsible of ensuring that
* rectangle does not exceed the image size, and that
* pixels contains enough elements.
*
* Params:
* rectangle = sub rectangle of the image to update
* pixels = array of pixels to write to the image
*/
void updatePixels(ubyte[] pixels, IntRect rectangle)
{
sfImage_UpdatePixels(m_ptr, pixels.ptr, rectangle);
}
@property
{
/**
* Enable or disable image smooth filter.
* This parameter is enabled by default
*
* Params:
* s = True to enable smoothing filter, false to disable it
*/
void smooth(bool s)
{
sfImage_SetSmooth(m_ptr, s);
}
/**
* Return the width of the image
*
* Returns:
* Width in pixels
*/
uint width()
{
return sfImage_GetWidth(m_ptr);
}
/**
* Return the height of the image
*
* Returns:
* Height in pixels
*/
uint height()
{
return sfImage_GetHeight(m_ptr);
}
/**
* Tells whether the smooth filtering is enabled or not
*
* Returns:
* True if image smoothing is enabled
*/
bool smooth()
{
return cast(bool)sfImage_IsSmooth(m_ptr);
}
}
private:
static extern (C)
{
SFMLClass function() sfImage_Create;
SFMLClass function(uint, uint, Color) sfImage_CreateFromColor;
SFMLClass function(uint, uint, ubyte*) sfImage_CreateFromPixels;
SFMLClass function(cchar*) sfImage_CreateFromFile;
SFMLClass function(ubyte* ,size_t) sfImage_CreateFromMemory;
void function(SFMLClass) sfImage_Destroy;
int function(SFMLClass, cchar*) sfImage_SaveToFile;
void function(SFMLClass, Color, ubyte) sfImage_CreateMaskFromColor;
SFMLClass function(SFMLClass) sfImage_Copy;
int function(SFMLClass, SFMLClass, IntRect) sfImage_CopyScreen;
void function(SFMLClass, SFMLClass, uint, uint, IntRect) sfImage_CopyImage;
void function(SFMLClass, uint, uint, Color) sfImage_SetPixel;
Color function(SFMLClass, uint, uint) sfImage_GetPixel;
ubyte* function(SFMLClass) sfImage_GetPixelsPtr;
void function(SFMLClass) sfImage_Bind;
void function(SFMLClass, int) sfImage_SetSmooth;
uint function(SFMLClass) sfImage_GetWidth;
uint function(SFMLClass) sfImage_GetHeight;
int function(SFMLClass) sfImage_IsSmooth;
void function(SFMLClass, ubyte*, IntRect) sfImage_UpdatePixels;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfImage",
"Create", "CreateFromColor", "CreateFromPixels", "CreateFromFile", "CreateFromMemory", "Destroy", "SaveToFile",
"CreateMaskFromColor", "Copy", "CopyScreen", "CopyImage", "SetPixel", "GetPixel", "GetPixelsPtr", "Bind", "SetSmooth", "GetWidth",
"GetHeight", "IsSmooth", "UpdatePixels"));
}

View file

@ -0,0 +1,138 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.irendertarget;
import dsfml.system.vector;
import dsfml.graphics.idrawable;
import dsfml.graphics.rect;
import dsfml.graphics.shader;
import dsfml.graphics.view;
import dsfml.graphics.color;
interface IRenderTarget
{
/**
* Clear the entire target with a single color
*
* \param color : Color to use to clear the render target
*
*/
void clear(Color color = Color());
/**
* Draw something into the target
*
* \param object : Object to draw
*
*/
void draw(IDrawable object);
/**
* Draw something into the target with a shader
*
* \param object : Object to draw
* \param shader : Shader to apply
*
*/
void draw(IDrawable object, Shader shader);
/**
* Convert a point in target coordinates into view coordinates
*
* \param x : X coordinate of the point to convert, relative to the target
* \param y : Y coordinate of the point to convert, relative to the target
* \param view : Target view to convert the point to, null to use the currently associated view
*
* \return Converted point
*
*/
Vector2f convertCoords(uint x, uint y, View view = null);
/**
* Save the current OpenGL render states and matrices
*
*/
void saveGLStates();
/**
* Restore the previously saved OpenGL render states and matrices
*
*/
void restoreGLStates();
@property
{
/**
* Get the width of the rendering region of the target
*
* \return Width in pixels
*
*/
uint width();
/**
* Get the height of the rendering region of the target
*
* \return Height in pixels
*
*/
uint height();
/**
* Change the current active view.
*
* \param view : New view to use (pass GetDefaultView() to set the default view)
*
*/
void view(View view);
/**
* Get the current view
*
* \return Current view active in the window
*
*/
View view();
/**
* Get the default view of the window
*
* \return Default view
*
*/
View defaultView();
/**
* Get the viewport of a view applied to this target
*
* \param view Target view
*
* \return Viewport rectangle, expressed in pixels in the current target
*
*/
IntRect viewport(View view);
}
}

View file

@ -0,0 +1,149 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.rect;
version (Tango)
{
import tango.core.Traits;
}
else
{
template isIntegerType(T)
{
const bool isIntegerType =
is (T == byte) ||
is (T == short) ||
is (T == int) ||
is (T == long);
}
template isRealType(T)
{
const bool isRealType =
is (T == float) ||
is (T == double) ||
is (T == real);
}
}
/**
* Rect is an utility class for manipulating rectangles.
* Template parameter defines the type of coordinates (integer float, ...)
*/
struct Rect(T)
{
T left; // Left coordinate of the rectangle
T top; // Top coordinate of the rectangle
T width; // width
T height; // height
static if (!isIntegerType!(T) && !isRealType!(T))
{
static assert (0, "This type is not supported by Rectangle");
}
T min(T)(T i, T j)
{
return i < j ? i : j;
}
T max(T)(T i, T j)
{
return i > j ? i : j;
}
/**
* Get the right coordinate of the rectangle
*/
T right()
{
return left + width;
}
/**
* Get the bottom coordinate of the rectangle
*/
T bottom()
{
return top + height;
}
/**
* Check if a point is inside the rectangle's area
*
* Params:
* x = X coordinate of the point to test
* y = Y coordinate of the point to test
*
* Returns:
* True if the point is inside
*/
bool contains(T x, T y)
{
return (x >= left) && (x < right) && (y >= top) && (y < bottom);
}
/**
* Check intersection between two rectangles
*
* Params:
* rectangle = Rectangle to test
* overlappingRect = Rectangle to be filled with overlapping rect (NULL by default)
*
* Returns:
* True if rectangles overlap
*/
bool intersects(Rect!(T) rectangle, out Rect!(T) overlappingRect = Rect!(T)())
{
// Compute overlapping rect
auto overlapping = Rect!(T)(
max(left, rectangle.left),
max(top, rectangle.top),
min(right, rectangle.right),
min(bottom, rectangle.bottom)
);
// If overlapping rect is valid, then there is intersection
if ((overlapping.left < overlapping.right) && (overlapping.top < overlapping.bottom))
{
overlappingRect = overlapping;
return true;
}
else
{
overlappingRect = Rect!(T)();
return false;
}
}
//bool opEquals
}
///Alias
alias Rect!(int) IntRect;
///ditto
alias Rect!(float) FloatRect;

View file

@ -0,0 +1,316 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.renderimage;
import dsfml.system.common,
dsfml.system.exception,
dsfml.system.stringutil,
dsfml.system.vector;
import dsfml.graphics.idrawable,
dsfml.graphics.image,
dsfml.graphics.color,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.irendertarget;
/**
* Target for 2D rendering into an image that can be reused in a sprite
*/
class RenderImage : DSFMLObject, IRenderTarget
{
private:
Image _image = null;
View _view = null;
View _defaultView = null;
package:
this(SFMLClass ptr)
{
super(ptr, true);
}
override void dispose()
{
sfRenderImage_Destroy(m_ptr);
}
public:
/**
* Construct a new renderimage
*
* Params:
* width = Width of the renderimage
* height = Height of the renderimage
* depthBuffer = Do you want a depth-buffer attached? (useful only if you're doing 3D OpenGL on the renderimage)
*/
this(uint width, uint height, bool depthBuffer = false)
{
super(sfRenderImage_Create(width, height, depthBuffer));
}
/**
* Update the contents of the target image
*/
void display()
{
sfRenderImage_Display(m_ptr);
}
/**
* Draw something on a renderimage
*
* Params:
* drawable = object to draw
*/
void draw(IDrawable drawable)
{
drawable.render(this);
}
/**
*
* Params:
* drawable = Object to draw
* shader = Shader to use
*/
void draw(IDrawable drawable, Shader shader)
{
drawable.renderWithShader(this, shader);
}
/**
* Clear the renderimage with the given color
*
* Params:
* color = Fill color
*/
void clear(Color color)
{
sfRenderImage_Clear(m_ptr, color);
}
/**
* Convert a point in image coordinates into view coordinates
*
* Params:
* imageX = X coordinate of the point to convert, relative to the image
* imageY = Y coordinate of the point to convert, relative to the image
* targetView = Target view to convert the point to (pass NULL to use the current view)
*
* Returns:
* Converted point
*/
Vector2f convertCoords(uint imageX, uint imageY, View targetView = null)
{
Vector2f vec;
sfRenderImage_ConvertCoords(m_ptr, imageX, imageY, &vec.x, &vec.y, targetView is null ? null : targetView.nativePointer);
return vec;
}
/**
* Save the current OpenGL render states and matrices
*/
void saveGLStates()
{
sfRenderImage_SaveGLStates(m_ptr);
}
/**
* Restore the previously saved OpenGL render states and matrices
*/
void restoreGLStates()
{
sfRenderImage_RestoreGLStates(m_ptr);
}
@property
{
/**
* Return the width of the rendering region of a renderimage
*
* Returns:
* Width in pixels
*/
uint width()
{
return sfRenderImage_GetWidth(m_ptr);
}
/**
* Return the height of the rendering region of a renderimage
*
* Returns:
* Height in pixels
*/
uint height()
{
return sfRenderImage_GetHeight(m_ptr);
}
/**
* Activate or deactivate a renderimage as the current target for rendering
*
* Params:
* active = true to activate, false to deactivate
* Returns:
* true if operation was successful, false otherwise
*/
bool active(bool activ)
{
return sfRenderImage_SetActive(m_ptr, activ);
}
/**
* Change the current active view of a renderimage
*
* Params:
* view = Pointer to the new view
*/
void view(View v)
{
if (_view !is null)
{
_view.setHandled(false);
}
sfRenderImage_SetView(m_ptr, v.nativePointer);
_view = v;
_view.setHandled(true);
}
/**
* Get the current active view rectangle
*
* Returns:
* current view rectangle, in global coordinates
*/
View view()
{
if (_view is null)
{
SFMLClass cView = sfRenderImage_GetView(m_ptr);
_view = new View(cView, true);
}
return _view;
}
/**
* Get the default view
*
* Returns:
* default view
*/
View defaultView()
{
if (_defaultView is null)
{
SFMLClass cView = sfRenderImage_GetDefaultView(m_ptr);
_defaultView = new View(cView, true);
}
return _defaultView;
}
IntRect viewport(View v = null) // TODO: is there a need to accept other Views than the currently assigned one?
{
return sfRenderImage_GetViewport(m_ptr, v is null ? _view.nativePointer : v.nativePointer);
}
/**
* Get the target image
*
* Returns:
* target image
*/
Image image()
{
if (_image is null)
{
SFMLClass cImage = sfRenderImage_GetImage(m_ptr);
_image = new Image(cImage);
}
return _image;
}
/**
* Check whether the system supports render images or not
*
* Returns:
* true if the RenderImage class can be used
*/
bool isAvailable()
{
return sfRenderImage_IsAvailable();
}
}
private:
static extern(C)
{
SFMLClass function(uint, uint, bool) sfRenderImage_Create;
void function(SFMLClass) sfRenderImage_Destroy;
uint function(SFMLClass) sfRenderImage_GetWidth;
uint function(SFMLClass) sfRenderImage_GetHeight;
bool function(SFMLClass, bool) sfRenderImage_SetActive;
void function(SFMLClass) sfRenderImage_Display;
void function(SFMLClass, void*) sfRenderImage_DrawSprite;
void function(SFMLClass, void*) sfRenderImage_DrawShape;
void function(SFMLClass, void*) sfRenderImage_DrawText;
void function(SFMLClass, void*, void*) sfRenderImage_DrawSpriteWithShader;
void function(SFMLClass, void*, void*) sfRenderImage_DrawShapeWithShader;
void function(SFMLClass, void*, void*) sfRenderImage_DrawTextWithShader;
void function(SFMLClass, Color) sfRenderImage_Clear;
void function(SFMLClass, SFMLClass) sfRenderImage_SetView;
SFMLClass function(SFMLClass) sfRenderImage_GetView;
SFMLClass function(SFMLClass) sfRenderImage_GetDefaultView;
IntRect function(SFMLClass, SFMLClass) sfRenderImage_GetViewport;
void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderImage_ConvertCoords;
SFMLClass function(SFMLClass) sfRenderImage_GetImage;
bool function() sfRenderImage_IsAvailable;
// DSFML2
void function(SFMLClass) sfRenderImage_SaveGLStates;
void function(SFMLClass) sfRenderImage_RestoreGLStates;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfRenderImage", "Create", "Destroy", "GetWidth", "GetHeight",
"SetActive", "Display", "Clear", "SetView", "GetView", "GetDefaultView", "GetViewport", "ConvertCoords",
"GetImage", "IsAvailable",
// DSFML2
"SaveGLStates", "RestoreGLStates"));
}

View file

@ -0,0 +1,339 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.renderwindow;
import dsfml.graphics.color,
dsfml.graphics.sprite,
dsfml.graphics.shape,
dsfml.graphics.text,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.idrawable,
dsfml.graphics.irendertarget;
import dsfml.window.event,
dsfml.window.input,
dsfml.window.videomode,
dsfml.window.window,
dsfml.window.windowhandle;
import dsfml.system.common,
dsfml.system.stringutil,
dsfml.system.vector;
/**
* Simple wrapper for Window that allows easy 2D rendering.
*/
class RenderWindow : Window, IRenderTarget
{
private:
View m_view = null;
View m_defaultView = null;
public:
/**
* Construct the window
*
* Params:
* mode = Video mode to use
* title = Title of the window
* windowStyle = Window style (Resize | Close by default)
* settings = Context settings (default is default ContextSettings values)
*/
this(VideoMode mode, string title, Style windowStyle = Style.Default, ContextSettings settings = ContextSettings())
{
super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings));
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
/**
* Construct the window from an existing control
*
* Params:
* handle = Platform-specific handle of the control
* settings = Context settings (default is default ContextSettings values)
*/
this(WindowHandle handle, ContextSettings settings = ContextSettings())
{
super(sfRenderWindow_CreateFromHandle(handle, &settings));
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
override void dispose()
{
sfRenderWindow_Destroy(m_ptr);
}
/**
* Create (or recreate) the window
*
* Input created with getInput will become invalid.
*
* Params:
* mode = Video mode to use
* title = Title of the window
* windowStyle = Window style (Resize | Close by default)
* settings = Context settings (default is default ContextSettings values)
*
*/
override void create(VideoMode mode, string title, Style windowStyle = Style.Default, ContextSettings settings = ContextSettings())
{
if (m_ptr !is null)
dispose();
m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings);
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
/**
* Create (or recreate) the window from an existing control
*
* Input created with getInput become invalid.
*
* Params:
* handle = Platform-specific handle of the control
* settings = Context settings (default is default ContextSettings values)
*
*/
override void create(WindowHandle handle, ContextSettings settings = ContextSettings())
{
if (m_ptr !is null)
dispose();
m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings);
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
/**
* Draw a sprite, shape or text on the window with a shader
*
* Params:
* drawable = IDrawable to draw
* shader = Shader to use
*/
void draw(IDrawable drawable, Shader shader)
{
drawable.renderWithShader(this, shader);
}
/**
* Draw a sprite, shape or text
*
* Params:
* drawable = IDrawable to draw
*/
void draw(IDrawable drawable)
{
drawable.render(this);
}
/**
* Clear the screen with the given color.
*
* Params:
* col = Fill color
*/
void clear(Color col = Color.BLACK)
{
sfRenderWindow_Clear(m_ptr, col);
}
/**
* Convert a point in window coordinates into view coordinates
*
* Params:
* windowX = X coordinate of the point to convert, relative to the window
* windowY = Y coordinate of the point to convert, relative to the window
* targetView = Target view to convert the point to (pass NULL to use the current view)
*
* Returns:
* Converted point
*/
Vector2f convertCoords(uint windowX, uint windowY, View targetView = null)
{
Vector2f vec;
sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.nativePointer);
return vec;
}
/**
* Save the current OpenGL render states and matrices
*/
void saveGLStates()
{
sfRenderWindow_SaveGLStates(m_ptr);
}
/**
* Restore the previously saved OpenGL render states and matrices
*/
void restoreGLStates()
{
sfRenderWindow_RestoreGLStates(m_ptr);
}
@property
{
/**
* Change the current active view.
* The current view is defined with the initial size of the window
*
* Params:
* newView = Pointer to the new view (pass getDefaultView to set the default view)
*/
void view(View newView)
{
if (m_view !is null)
{
m_view.setHandled(false);
}
sfRenderWindow_SetView(m_ptr, newView.nativePointer);
m_view = newView;
m_view.setHandled(true);
}
/**
* Get the current view rectangle
*
* Returns:
* current view rectangle, in global coordinates
*/
View view()
{
if (m_view is null)
{
SFMLClass cView = sfRenderWindow_GetView(m_ptr);
m_view = new View(cView, true);
}
return m_view;
}
/**
* Get the default view
*
* Returns:
* default view
*/
View defaultView()
{
if (m_defaultView is null)
{
SFMLClass cView = sfRenderWindow_GetDefaultView(m_ptr);
m_defaultView = new View(cView, true);
}
return m_defaultView;
}
/**
* Return the width of the rendering region of a renderwindow
*
* Returns:
* Width in pixels
*/
override uint width()
{
return sfRenderWindow_GetWidth(m_ptr);
}
/**
* Return the height of the rendering region of a renderwindow
*
* Returns:
* Height in pixels
*/
override uint height()
{
return sfRenderWindow_GetHeight(m_ptr);
}
/**
* Get the viewport of a view applied to this target
*
* Params:
* view = Target view
* Returns:
* Viewport rectangle, expressed in pixels in the current target
*/
IntRect viewport(View v = null) // TODO: is there a need to accept other Views than the currently assigned one?
{
return sfRenderWindow_GetViewport(m_ptr, v is null ? m_view.nativePointer : v.nativePointer);
}
}
private:
static extern(C)
{
SFMLClass function(VideoMode, cchar*, Style, ContextSettings*)sfRenderWindow_Create;
SFMLClass function(WindowHandle, ContextSettings*) sfRenderWindow_CreateFromHandle;
void function(SFMLClass) sfRenderWindow_Destroy;
SFMLClass function(SFMLClass) sfRenderWindow_GetInput;
bool function(SFMLClass) sfRenderWindow_IsOpened;
uint function(SFMLClass) sfRenderWindow_GetWidth;
uint function(SFMLClass) sfRenderWindow_GetHeight;
/*
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawSprite;
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawShape;
void function(SFMLClass, SFMLClass) sfRenderWindow_DrawText;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawSpriteWithShader;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawShapeWithShader;
void function(SFMLClass, SFMLClass, SFMLClass) sfRenderWindow_DrawTextWithShader;
*/
SFMLClass function(SFMLClass) sfRenderWindow_Capture;
void function(SFMLClass, Color) sfRenderWindow_Clear;
void function(SFMLClass, SFMLClass) sfRenderWindow_SetView;
SFMLClass function(SFMLClass) sfRenderWindow_GetView;
SFMLClass function(SFMLClass) sfRenderWindow_GetDefaultView;
void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderWindow_ConvertCoords;
// DSFML2
void function(SFMLClass) sfRenderWindow_SaveGLStates;
void function(SFMLClass) sfRenderWindow_RestoreGLStates;
IntRect function(SFMLClass, SFMLClass) sfRenderWindow_GetViewport;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfRenderWindow", "Create", "CreateFromHandle",
"Destroy", "GetInput", "Clear", "SetView", "GetView", "GetDefaultView", "ConvertCoords",
"GetWidth", "GetHeight",
// DSFML2
"SaveGLStates", "RestoreGLStates", "GetViewport"));
static ~this()
{
}
}

View file

@ -0,0 +1,177 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.shader;
import dsfml.graphics.image;
import dsfml.system.common;
import dsfml.system.exception;
import dsfml.system.stringutil;
/**
* Define loading methods for effect
*/
enum LoadingType
{
FROMFILE, /// string represents a file path
FROMSTRING /// string represents effect code
}
/**
* Shader is used to apply a post effect to a window
*
* See_Also:
* $(LINK2 http://www.sfml-dev.org/tutorials/graphics-postfx.php, SFML post FX tutorial) from more informations about Post effects and GLSL fragment shaders syntax.
*/
class Shader : DSFMLObject
{
private:
Image m_texture;
public:
/**
* construct the effect
*
* Params:
* effect = Path of a file or string containing the effect.
* type = type of the effect (default is FROMFILE)
*/
this(string effect, LoadingType type = LoadingType.FROMFILE)
{
if (effect is null || effect.length == 0)
throw new LoadingException("LoadingException : Effect is invalid.");
if (type == LoadingType.FROMFILE)
super(sfShader_CreateFromFile(toStringz(effect)));
else
super(sfShader_CreateFromMemory(toStringz(effect)));
}
override void dispose()
{
sfShader_Destroy(m_ptr);
}
/**
* Change parameters of the effect
*
* Params:
* name = Parameter name in the effect
*/
void setParameter(string name, float x)
{
sfShader_SetParameter1(m_ptr, toStringz(name), x);
}
/**
* ditto
*/
void setParameter(string name, float x, float y)
{
sfShader_SetParameter2(m_ptr, toStringz(name), x, y);
}
/**
* ditto
*/
void setParameter(string name, float x, float y, float z)
{
sfShader_SetParameter3(m_ptr, toStringz(name), x, y, z);
}
/**
* ditto
*/
void setParameter(string name, float x, float y, float z, float w)
{
sfShader_SetParameter4(m_ptr, toStringz(name), x, y, z, w);
}
/**
* Set a texture parameter
*
* Params:
* name = Texture name in the effect
* texture = Image to set (pass NULL to use content of current framebuffer)
*/
void setTexture(string name, Image texture)
{
m_texture = texture;
sfShader_SetTexture(m_ptr, toStringz(name), texture is null ? null : texture.nativePointer);
}
/**
* Tell whether or not the system supports shaders
*
* Returns:
* True if the system can use shaders
*/
static bool isAvailable()
{
return cast(bool)sfShader_IsAvailable();
}
private:
static extern(C)
{
SFMLClass function(cchar*) sfShader_CreateFromFile;
SFMLClass function(cchar*) sfShader_CreateFromMemory;
void function(SFMLClass) sfShader_Destroy;
void function(SFMLClass, cchar*, float) sfShader_SetParameter1;
void function(SFMLClass, cchar*, float, float) sfShader_SetParameter2;
void function(SFMLClass, cchar*, float, float, float) sfShader_SetParameter3;
void function(SFMLClass, cchar*, float, float, float, float) sfShader_SetParameter4;
void function(SFMLClass, cchar*, SFMLClass) sfShader_SetTexture;
int function() sfShader_IsAvailable;
void function(SFMLClass) sfShader_Bind;
void function(SFMLClass) sfShader_Unbind;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-graphics-d");
else
DllLoader dll = DllLoader.load("csfml-graphics");
mixin(loadFromSharedLib("sfShader_CreateFromFile"));
mixin(loadFromSharedLib("sfShader_CreateFromMemory"));
mixin(loadFromSharedLib("sfShader_Destroy"));
mixin(loadFromSharedLib("sfShader_SetParameter1"));
mixin(loadFromSharedLib("sfShader_SetParameter2"));
mixin(loadFromSharedLib("sfShader_SetParameter3"));
mixin(loadFromSharedLib("sfShader_SetParameter4"));
mixin(loadFromSharedLib("sfShader_SetTexture"));
mixin(loadFromSharedLib("sfShader_IsAvailable"));
mixin(loadFromSharedLib("sfShader_Bind"));
mixin(loadFromSharedLib("sfShader_Unbind"));
}
}

View file

@ -0,0 +1,306 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.shape;
import dsfml.system.vector;
import dsfml.graphics.blendmode;
import dsfml.graphics.color;
import dsfml.graphics.drawableimpl;
/**
* Shape defines a drawable convex shape ; it also defines
* helper functions to draw simple shapes like
* lines, rectangles, circles, etc.
*/
class Shape : DrawableImpl!("sfShape")
{
private:
this (SFMLClass ptr)
{
super(ptr);
}
public:
this()
{
super();
}
/**
* Add a point to the shape
*
* Params:
* x = X position of the point
* y = Y position of the point
* col = Color of the point (white by default)
* outlineCol = Outline color of the point (black by default)
*/
void addPoint(float x, float y, Color col = Color.WHITE, Color outlineCol = Color.BLACK)
{
sfShape_AddPoint(m_ptr, x, y, col, outlineCol);
}
/**
* Add a point to the shape
*
* Params:
* position = position of the point
* col = Color of the point (white by default)
* outlineCol = Outline color of the point (black by default)
*/
void addPoint(Vector2f position, Color col = Color.WHITE, Color outlineCol = Color.BLACK)
{
sfShape_AddPoint(m_ptr, position.x, position.x, col, outlineCol);
}
@property
{
/**
* Enable or disable filling the shape.
* Fill is enabled by default.
*
* Params:
* enable = True to enable, false to disable
*/
void enableFill(bool enable)
{
sfShape_EnableFill(m_ptr, enable);
}
/**
* Enable or disable drawing a shape outline.
* Outline is enabled by default
*
* Params:
* enable = True to enable, false to disable
*/
void enableOutline(bool enable)
{
sfShape_EnableOutline(m_ptr, enable);
}
/**
* Change the width of a shape outline
*
* Params:
* width = New width
*/
void outlineWidth(float width)
{
sfShape_SetOutlineWidth(m_ptr, width);
}
/**
* Get the width of the shape outline
*
* Returns:
* Current outline width
*
*/
float outlineWidth()
{
return sfShape_GetOutlineWidth(m_ptr);
}
/**
* Get the number of points composing a shape
*
* Returns:
* Total number of points
*/
uint pointsCount()
{
return sfShape_GetPointsCount(m_ptr);
}
}
/**
* Get a point of the shape
*
* Params:
* index = Index of the point
*
* Returns:
* position of the point
*/
Vector2f getPointPosition(uint index)
{
float x, y;
sfShape_GetPointPosition(m_ptr, index, &x, &y);
return Vector2f(x, y);
}
/**
* Set the position of a shape point
*
* Params:
* index = Index of the point
* position = New position of the point
*/
void setPointPosition(uint index, Vector2f position)
{
sfShape_SetPointPosition(m_ptr, index, position.x, position.y);
}
/**
* Get the color of a shape's point
*
* Params:
* index = Index of the point
*
* Returns:
* Color of the point
*/
Color getPointColor(uint index)
{
return sfShape_GetPointColor(m_ptr, index);
}
/**
* Set the color of a shape's point
*
* Params:
* index = Index of the point
* color = new color of the point
*/
void setPointColor(uint index, Color color)
{
sfShape_SetPointColor(m_ptr, index, color);
}
/**
* Get the outline color of a shape's point
*
* Params:
* index = Index of the point
*
* Returns:
* Color of the outline
*/
Color getPointOutlineColor(uint index)
{
return sfShape_GetPointOutlineColor(m_ptr, index);
}
/**
* Set the outline color of a shape's point
*
* Params:
* index = Index of the point
* color = new color of the point
*/
void setPointOutlineColor(uint index, Color color)
{
sfShape_SetPointOutlineColor(m_ptr, index, color);
}
/**
* Create a shape made of a single line
*
* Params:
* p1X, p1Y = Position of the first point
* p2X, p2Y = Position second point
* thickness = Line thickness
* col = Color used to draw the line
* outline = Outline width (0 by default)
* outlineCol = Color used to draw the outline (black by default)
*
* Returns:
* New line shape
*/
static Shape line(float p1X, float p1Y, float p2X, float p2Y, float thickness, Color col, float outline = 0.f, Color outlineCol = Color.BLACK)
{
return new Shape(sfShape_CreateLine(p1X, p1Y, p2X, p2Y, thickness, col, outline, outlineCol));
}
/**
* Create a shape made of a single rectangle
*
* Params:
* left, top = Top-left corner of the rectangle
* width, height = Size of the rectangle
* col = Color used to fill the rectangle
* outline = Outline width (0 by default)
* outlineCol = Color used to draw the outline (black by default)
*
* Returns:
* new rectangle shape
*/
static Shape rectangle(float left, float top, float width, float height, Color col, float outline = 0.f, Color outlineCol = Color.BLACK)
{
return new Shape(sfShape_CreateRectangle(left, top, width, height, col, outline, outlineCol));
}
/**
* Create a shape made of a single circle
*
* Params:
* x = X position of the center
* y = Y position of the center
* radius = Radius
* col = Color used to fill the circle
* outline = Outline width (0 by default)
* outlineCol = Color used to draw the outline (black by default)
*
* Returns:
* new circle shape
*/
static Shape circle(float x, float y, float radius, Color col, float outline = 0.f, Color outlineCol = Color.BLACK)
{
return new Shape(sfShape_CreateCircle(x, y, radius, col, outline, outlineCol));
}
private:
static extern(C)
{
SFMLClass function(float, float, float, float, float, Color, float, Color) sfShape_CreateLine;
SFMLClass function(float, float, float, float, Color, float, Color) sfShape_CreateRectangle;
SFMLClass function(float, float, float, Color, float, Color) sfShape_CreateCircle;
void function(SFMLClass, float, float, Color, Color) sfShape_AddPoint;
void function(SFMLClass, int) sfShape_EnableFill;
void function(SFMLClass, int) sfShape_EnableOutline;
void function(SFMLClass, float Width) sfShape_SetOutlineWidth;
float function(SFMLClass) sfShape_GetOutlineWidth;
uint function(SFMLClass) sfShape_GetPointsCount;
void function(SFMLClass, uint Index, float* X, float* Y) sfShape_GetPointPosition;
void function(SFMLClass, uint Index, float X, float Y) sfShape_SetPointPosition;
Color function(SFMLClass, uint index) sfShape_GetPointColor;
void function(SFMLClass, uint index, Color color) sfShape_SetPointColor;
Color function(SFMLClass, uint index) sfShape_GetPointOutlineColor;
void function(SFMLClass, uint index, Color color) sfShape_SetPointOutlineColor;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfShape",
"CreateLine", "CreateRectangle", "CreateCircle", "AddPoint", "EnableFill", "EnableOutline", "SetOutlineWidth", "GetOutlineWidth",
"GetPointsCount", "GetPointPosition", "SetPointPosition", "GetPointColor", "SetPointColor", "GetPointOutlineColor",
"SetPointOutlineColor"));
}

View file

@ -0,0 +1,238 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.sprite;
import dsfml.graphics.blendmode;
import dsfml.graphics.color;
import dsfml.graphics.drawableimpl;
import dsfml.graphics.image;
import dsfml.graphics.rect;
import dsfml.system.vector;
/**
* Sprite defines a sprite : texture, transformations,
* color, and draw on screen
* See_Also:
* IDrawable
*/
class Sprite : DrawableImpl!("sfSprite")
{
private:
Image m_image; //< Image used to draw the sprite
IntRect m_subRect; //< Sub-rectangle of source image to assign to the sprite
public:
/**
* Default constructor
*/
this()
{
super();
}
/**
* Construct the sprite from a source image
*
* Params:
* img = Image of the sprite
* left = Left coordinate of the sprite (0 by default)
* top = Top coordinate of the sprite (0 by default)
* scalex = Horizontal scale (1 by default)
* scaley = Vertical scale (1 by default)
* rot = Orientation, in degrees (0 by default)
* col = Color of the sprite (white by default)
*/
this(Image img, float left = 0.f, float top = 0.f, float scalex = 1.f, float scaley = 1.f, float rot = 0.f, Color col = Color.WHITE)
{
super();
m_image = img;
sfSprite_SetImage(m_ptr, img.nativePointer, true);
x = left;
y = top;
scaleX = scalex;
scaleY = scaley;
rotation = rot;
color = col;
}
/**
* Change the image of the sprite
*
* Params:
* img = New image
* adjustToNewSize = adjust sprite subrect to new image size
*/
void setImage(Image img, bool adjustToNewSize = false)
{
assert(img !is null, "Trying to set a null image.");
sfSprite_SetImage(m_ptr, img.nativePointer, adjustToNewSize);
m_image = img;
}
@property void image(Image img)
{
setImage(img, false);
}
/**
* Resize the sprite (by changing its scale factors).
* The default size is defined by the subrect
*
* Params:
* width = New width (must be strictly positive)
* height = New height (must be strictly positive)
*/
void resize(float width, float height)
{
if (width > 0 && height > 0)
sfSprite_Resize(m_ptr, width, height);
}
/**
* Resize the sprite (by changing its scale factors).
* The default size is defined by the subrect
*
* Params:
* size = New size (both coordinates must be strictly positive)
*/
void resize(Vector2f size)
{
if (size.x > 0 && size.y > 0)
sfSprite_Resize(m_ptr, size.x, size.y);
}
/**
* Flip the sprite horizontally
*
* Params:
* flipped = True to flip the sprite
*/
void flipX(bool flipped)
{
sfSprite_FlipX(m_ptr, flipped);
}
/**
* Flip the sprite vertically
*
* Params:
* flipped = True to flip the sprite
*/
void flipY(bool flipped)
{
sfSprite_FlipY(m_ptr, flipped);
}
/**
* Get the color of a given pixel in the sprite
*
* Params:
* x = X coordinate
* y = Y coordinate
*
* Returns:
* Color of pixel
*/
Color getPixel(uint x, uint y) const
{
return sfSprite_GetPixel(m_ptr, x, y);
}
@property
{
/**
* Set the sub-rectangle of a sprite inside the source image.
*
* Params:
* rect = New sub-rectangle
*/
void subRect(IntRect rect)
{
sfSprite_SetSubRect(m_ptr, rect);
m_subRect = rect;
}
/**
* Get the source image of the sprite
*
* Returns:
* Pointer to the image (can be NULL)
*/
Image image()
{
return m_image;
}
/**
* Get the sub-rectangle of the sprite inside the source image
*
* Returns:
* Sub-rectangle
*/
IntRect subRect()
{
if (m_subRect == IntRect())
m_subRect = sfSprite_GetSubRect(m_ptr);
//m_subRect = IntRect(0, 0, m_image.getWidth(), m_image.getHeight());
return m_subRect;
}
/**
* Get the sprite size
*
* Returns:
* Size of the sprite
*/
Vector2f size() const
{
return Vector2f(sfSprite_GetWidth(m_ptr), sfSprite_GetHeight(m_ptr));
}
}
private:
static extern(C)
{
void function(SFMLClass, SFMLClass, bool) sfSprite_SetImage;
void function(SFMLClass, IntRect) sfSprite_SetSubRect;
void function(SFMLClass, float, float) sfSprite_Resize;
void function(SFMLClass, int) sfSprite_FlipX;
void function(SFMLClass, int) sfSprite_FlipY;
SFMLClass function(SFMLClass) sfSprite_GetImage;
IntRect function(SFMLClass) sfSprite_GetSubRect;
float function(SFMLClass) sfSprite_GetWidth;
float function(SFMLClass) sfSprite_GetHeight;
Color function(SFMLClass, uint, uint) sfSprite_GetPixel;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfSprite",
"SetImage", "SetSubRect", "Resize", "FlipX", "FlipY", "GetImage", "GetSubRect", "GetWidth", "GetHeight", "GetPixel"));
}

View file

@ -0,0 +1,277 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.text;
import dsfml.graphics.blendmode;
import dsfml.graphics.color;
import dsfml.graphics.font;
import dsfml.graphics.drawableimpl;
import dsfml.graphics.rect;
import dsfml.system.stringutil;
import dsfml.system.vector;
/**
* Enumerate the text drawing styles
*/
enum TextStyle
{
REGULAR = 0, /// Regular characters, no style
BOLD = 1 << 0, /// Characters are bold
ITALIC = 1 << 1, /// Characters are in italic
UNDERLINED = 1 << 2 /// Characters are underlined
}
/**
* Text defines a graphical 2D text, that can be drawn on screen
*
* All string litterals used must be prefixed with c for utf-8
* and d for utf-32 string.
*
* Examples :
* ---------------------------------------------------------------
* Text s = new Text("Hello"c);
* //this(string, Font, float)
* s = new Text("Hello"d);
* //this(dstring, Font, float)
* ---------------------------------------------------------------
*
* See_Also:
* IDrawable
*/
class Text : DrawableImpl!("sfText")
{
private:
Font m_font;
public:
/**
* Construct the string from a text
*
* Prefixs string litterals with c
*
* Params:
* s = Text assigned to the string
* f = Font used to draw the string (use default font)
* size = Characters size, in pixels (32 by default)
*/
this(string s, Font f = Font.getDefaultFont(), uint size = 30)
{
super();
font = f;
text = s;
characterSize = size;
}
/**
* Construct the string from a unicode text
*
* Prefixs string litterals with d
*
* Params:
* s = Text assigned to the string
* f = Font used to draw the string (use default font)
* size = Characters size, in pixels (32 by default)
*/
this(dstring s, Font f = Font.getDefaultFont(), uint size = 30)
{
super();
font = f;
text = s;
characterSize = size;
}
@property
{
/**
* Set the text (from a multibyte string)
*
* Params:
* text = New text
*/
void text(string text)
{
sfText_SetString(m_ptr, toStringz(text));
}
/**
* Set the text (from a unicode string)
*
* Params:
* text = New text
*/
void text(dstring text)
{
sfText_SetUnicodeString(m_ptr, toStringz(text));
}
/**
* Get the text (returns a multibyte string)
*
* Returns:
* Text
*/
string text()
{
return fromStringz(sfText_GetString(m_ptr));
}
/**
* Set the font of the string
*
* Params:
* f = Font
*/
void font(Font f)
{
m_font = f;
sfText_SetFont(m_ptr, f.nativePointer);
}
/**
* Set the size of the string
*
* Params:
* size = New size, in pixels
*/
void characterSize(uint size)
{
sfText_SetCharacterSize(m_ptr, size);
}
/**
* Set the style of the text
* The default style is Regular
*
* Params:
* TextStyle = New text style, (combination of Style enum values)
*
*/
void style(TextStyle tstyle)
{
sfText_SetStyle(m_ptr, tstyle);
}
/**
* Get the text (returns a unicode string)
*
* Returns:
* Text
*/
dstring unicodeText()
{
return fromStringz(sfText_GetUnicodeString(m_ptr));
}
/**
* Get the font used by the string
*
* Returns:
* Font name
*/
Font font()
{
return m_font;
}
/**
* Get the size of the characters
*
* Returns:
* Size of the characters
*/
uint characterSize()
{
return sfText_GetCharacterSize(m_ptr);
}
/**
* Get the current font style
*
* Returns:
* Font style
*/
TextStyle style()
{
return sfText_GetStyle(m_ptr);
}
/**
* Get the string rectangle on screen
*
* Returns:
* Rectangle contaning the string in screen coordinates
*/
FloatRect rect()
{
return sfText_GetRect(m_ptr);
}
}
/**
* Return the visual position of the Index-th character of the string,
* in coordinates relative to the string
* (note : translation, center, rotation and scale are not applied)
*
* Params:
* index = Index of the character
*
* Returns:
* Position of the Index-th character (end of string of Index is out of range)
*/
Vector2f getCharacterPos(size_t index)
{
Vector2f ret;
sfText_GetCharacterPos(m_ptr, index, &ret.x, &ret.y);
return ret;
}
private:
static extern(C)
{
void function(SFMLClass, cchar*) sfText_SetString;
void function(SFMLClass, cdchar*) sfText_SetUnicodeString;
void function(SFMLClass, SFMLClass) sfText_SetFont;
void function(SFMLClass, uint) sfText_SetCharacterSize;
void function(SFMLClass, TextStyle) sfText_SetStyle;
idchar* function(SFMLClass) sfText_GetUnicodeString;
ichar* function(SFMLClass) sfText_GetString;
SFMLClass function(SFMLClass) sfText_GetFont;
uint function(SFMLClass) sfText_GetCharacterSize;
TextStyle function (SFMLClass) sfText_GetStyle;
void function(SFMLClass, size_t, float*, float*) sfText_GetCharacterPos;
FloatRect function(SFMLClass) sfText_GetRect;
}
mixin(loadFromSharedLib2("csfml-graphics", "sfText",
"SetString", "SetUnicodeString", "SetFont", "SetCharacterSize", "SetStyle", "GetUnicodeString", "GetString", "GetFont",
"GetCharacterSize", "GetStyle", "GetCharacterPos", "GetRect"));
}

View file

@ -0,0 +1,347 @@
/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
* liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute
* it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented;
* you must not claim that you wrote the original software.
* If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but
* is not required.
*
* 2. Altered source versions must be plainly marked as such,
* and must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any
* source distribution.
*/
module dsfml.graphics.view;
import dsfml.graphics.rect;
import dsfml.system.common,
dsfml.system.vector;
/**
* This class defines a view (position, size and zoom) ;
* you can consider it as a camera
*/
class View : DSFMLObject
{
private:
FloatRect _rect; // a view defines a source area of the scene to display, and a destination area into the rendertarget where to map the source area
FloatRect _viewport; // the viewport is the destination area in the rendertarget
bool m_isModified = true;
public:
/**
* Constructor
*
* Default view (1000 x 1000)
*/
this()
{
super(sfView_Create());
}
/**
* Constructor
*
* Params:
* center = center of the view
* size = size of the view (width, height)
*/
this(Vector2f center, Vector2f size)
{
super(sfView_CreateFromRect(FloatRect(center.x - size.x / 2, center.y - size.y / 2, size.x, size.y) ));
}
/**
* Constructor
*
* Params:
* rect = Rectangle defining the position and size of the view
*/
this(FloatRect rect)
{
super(sfView_CreateFromRect(rect));
}
override void dispose()
{
sfView_Destroy(m_ptr);
}
/**
* Change the center of the view
*
* Params:
* x = X coordinates of the new center
* y = Y coordinates of the new center
*/
void setCenter(float x, float y)
{
sfView_SetCenter(m_ptr, x, y);
m_isModified = true;
}
/**
* Change the center of the view
*
* Params:
* center = New center
*/
void setCenter(Vector2f center)
{
sfView_SetCenter(m_ptr, center.x, center.y);
m_isModified = true;
}
/**
* Change the size of the view (take 2 values)
*
* Params:
* width = New width
* height = New height
*/
void setSize(float width, float height)
{
sfView_SetSize(m_ptr, width, height);
m_isModified = true;
}
/**
* Change the size of the view (take 2 values)
*
* Params:
* size = New size
*/
void setSize(Vector2f size)
{
sfView_SetSize(m_ptr, size.x, size.y);
m_isModified = true;
}
/**
* Rebuild the view from a rectangle
*
* Params:
* viewport : Rectangle defining the position and size of the view
*/
void setViewport(FloatRect viewport)
{
sfView_SetViewport(m_ptr, viewport);
_viewport = viewport;
}
/**
* Get the center of the view
*
* Returns:
* Center of the view
*/
Vector2f getCenter()
{
return Vector2f(sfView_GetCenterX(m_ptr), sfView_GetCenterY(m_ptr));
}
/**
* Get the size of the view
*
* Returns:
* size of the view
*/
Vector2f getSize()
{
return Vector2f(sfView_GetWidth(m_ptr), sfView_GetHeight(m_ptr));
}
/**
* Get the width of the view
*
* Returns:
* width of the view
*/
float getWidth()
{
return sfView_GetWidth(m_ptr);
}
/**
* Get the height of the view
*
* Returns:
* height of the view
*/
float getHeight()
{
return sfView_GetHeight(m_ptr);
}
/**
* Get the bounding retangle of the view
*/
FloatRect getViewport()
{
if (m_isModified)
{
m_isModified = false;
_viewport = sfView_GetViewport(m_ptr);
}
return _viewport;
}
/**
* Move the view
*
* Params:
* offsetX = Offset to move the view, on X axis
* offsetY = Offset to move the view, on Y axis
*/
View move(float offsetX, float offsetY)
{
sfView_Move(m_ptr, offsetX, offsetY);
m_isModified = true;
return this;
}
/**
* Move the view
*
* Params:
* offset = offsetto move the view
*/
View move(Vector2f offset)
{
sfView_Move(m_ptr, offset.x, offset.y);
m_isModified = true;
return this;
}
/**
* Resize the view rectangle to simulate a zoom / unzoom effect
*
* Params:
* factor = Zoom factor to apply, relative to the current zoom
*/
View zoom(float factor)
{
sfView_Zoom(m_ptr, factor);
m_isModified = true;
return this;
}
/**
* Rotate the view relatively to its current orientation.
*
* Params:
* angle = Angle to rotate, in degree
*/
View rotate(float angle)
{
sfView_Rotate(m_ptr, angle);
return this;
}
/**
* Set the orientation of the view
* The default rotation of a view is 0 degree
*
* Params:
* angle = New angle, in degrees
*/
View setRotation(float angle)
{
sfView_SetRotation(m_ptr, angle);
return this;
}
/**
* Get the current orientation of the view
*
* Returns:
* Rotation angle of the view, in degrees
*/
float getRotation()
{
return sfView_GetRotation(m_ptr);
}
void reset(FloatRect rect)
{
sfView_Reset(m_ptr, rect);
_rect = rect;
}
package:
this(SFMLClass ptr, bool preventDelete)
{
super(ptr, preventDelete);
}
private:
static extern(C)
{
SFMLClass function() sfView_Create;
SFMLClass function(FloatRect) sfView_CreateFromRect;
void function(SFMLClass) sfView_Destroy;
void function(SFMLClass, float, float) sfView_SetCenter;
void function(SFMLClass, float, float) sfView_SetSize;
void function(SFMLClass, FloatRect) sfView_SetViewport;
float function(SFMLClass) sfView_GetCenterX;
float function(SFMLClass) sfView_GetCenterY;
float function(SFMLClass) sfView_GetWidth;
float function(SFMLClass) sfView_GetHeight;
FloatRect function(SFMLClass) sfView_GetViewport;
void function(SFMLClass, float, float) sfView_Move;
void function(SFMLClass, float) sfView_Zoom;
// DSFML2
void function(SFMLClass, float) sfView_SetRotation;
float function(SFMLClass) sfView_GetRotation;
void function(SFMLClass, float) sfView_Rotate;
void function(SFMLClass, FloatRect) sfView_Reset;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-graphics-d");
else
DllLoader dll = DllLoader.load("csfml-graphics");
mixin(loadFromSharedLib("sfView_Create"));
mixin(loadFromSharedLib("sfView_CreateFromRect"));
mixin(loadFromSharedLib("sfView_Destroy"));
mixin(loadFromSharedLib("sfView_SetCenter"));
mixin(loadFromSharedLib("sfView_SetSize"));
mixin(loadFromSharedLib("sfView_SetViewport"));
mixin(loadFromSharedLib("sfView_GetCenterX"));
mixin(loadFromSharedLib("sfView_GetCenterY"));
mixin(loadFromSharedLib("sfView_GetWidth"));
mixin(loadFromSharedLib("sfView_GetHeight"));
mixin(loadFromSharedLib("sfView_GetViewport"));
mixin(loadFromSharedLib("sfView_Move"));
mixin(loadFromSharedLib("sfView_Zoom"));
// DSFML2
mixin(loadFromSharedLib("sfView_SetRotation"));
mixin(loadFromSharedLib("sfView_GetRotation"));
mixin(loadFromSharedLib("sfView_Rotate"));
mixin(loadFromSharedLib("sfView_Reset"));
}
}