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
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bindings/d/import/dsfml/graphics/renderimage.d
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bindings/d/import/dsfml/graphics/renderimage.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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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.renderimage;
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import dsfml.system.common,
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dsfml.system.exception,
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dsfml.system.stringutil,
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dsfml.system.vector;
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import dsfml.graphics.idrawable,
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dsfml.graphics.image,
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dsfml.graphics.color,
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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.irendertarget;
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/**
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* Target for 2D rendering into an image that can be reused in a sprite
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*/
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class RenderImage : DSFMLObject, IRenderTarget
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{
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private:
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Image _image = null;
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View _view = null;
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View _defaultView = null;
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package:
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this(SFMLClass ptr)
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{
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super(ptr, true);
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}
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override void dispose()
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{
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sfRenderImage_Destroy(m_ptr);
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}
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public:
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/**
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* Construct a new renderimage
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*
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* Params:
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* width = Width of the renderimage
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* height = Height of the renderimage
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* depthBuffer = Do you want a depth-buffer attached? (useful only if you're doing 3D OpenGL on the renderimage)
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*/
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this(uint width, uint height, bool depthBuffer = false)
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{
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super(sfRenderImage_Create(width, height, depthBuffer));
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}
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/**
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* Update the contents of the target image
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*/
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void display()
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{
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sfRenderImage_Display(m_ptr);
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}
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/**
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* Draw something on a renderimage
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*
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* Params:
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* drawable = object 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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*
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* Params:
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* drawable = Object 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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* Clear the renderimage with the given color
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*
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* Params:
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* color = Fill color
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*/
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void clear(Color color)
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{
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sfRenderImage_Clear(m_ptr, color);
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}
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/**
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* Convert a point in image coordinates into view coordinates
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*
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* Params:
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* imageX = X coordinate of the point to convert, relative to the image
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* imageY = Y coordinate of the point to convert, relative to the image
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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 imageX, uint imageY, View targetView = null)
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{
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Vector2f vec;
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sfRenderImage_ConvertCoords(m_ptr, imageX, imageY, &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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sfRenderImage_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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sfRenderImage_RestoreGLStates(m_ptr);
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}
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@property
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{
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/**
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* Return the width of the rendering region of a renderimage
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*
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* Returns:
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* Width in pixels
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*/
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uint width()
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{
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return sfRenderImage_GetWidth(m_ptr);
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}
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/**
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* Return the height of the rendering region of a renderimage
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*
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* Returns:
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* Height in pixels
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*/
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uint height()
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{
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return sfRenderImage_GetHeight(m_ptr);
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}
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/**
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* Activate or deactivate a renderimage as the current target for rendering
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*
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* Params:
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* active = true to activate, false to deactivate
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* Returns:
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* true if operation was successful, false otherwise
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*/
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bool active(bool activ)
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{
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return sfRenderImage_SetActive(m_ptr, activ);
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}
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/**
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* Change the current active view of a renderimage
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*
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* Params:
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* view = Pointer to the new view
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*/
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void view(View v)
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{
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if (_view !is null)
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{
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_view.setHandled(false);
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}
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sfRenderImage_SetView(m_ptr, v.nativePointer);
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_view = v;
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_view.setHandled(true);
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}
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/**
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* Get the current active 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 (_view is null)
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{
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SFMLClass cView = sfRenderImage_GetView(m_ptr);
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_view = new View(cView, true);
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}
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return _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 (_defaultView is null)
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{
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SFMLClass cView = sfRenderImage_GetDefaultView(m_ptr);
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_defaultView = new View(cView, true);
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}
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return _defaultView;
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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 sfRenderImage_GetViewport(m_ptr, v is null ? _view.nativePointer : v.nativePointer);
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}
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/**
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* Get the target image
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*
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* Returns:
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* target image
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*/
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Image image()
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{
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if (_image is null)
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{
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SFMLClass cImage = sfRenderImage_GetImage(m_ptr);
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_image = new Image(cImage);
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}
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return _image;
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}
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/**
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* Check whether the system supports render images or not
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*
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* Returns:
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* true if the RenderImage class can be used
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*/
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bool isAvailable()
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{
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return sfRenderImage_IsAvailable();
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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(uint, uint, bool) sfRenderImage_Create;
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void function(SFMLClass) sfRenderImage_Destroy;
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uint function(SFMLClass) sfRenderImage_GetWidth;
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uint function(SFMLClass) sfRenderImage_GetHeight;
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bool function(SFMLClass, bool) sfRenderImage_SetActive;
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void function(SFMLClass) sfRenderImage_Display;
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void function(SFMLClass, void*) sfRenderImage_DrawSprite;
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void function(SFMLClass, void*) sfRenderImage_DrawShape;
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void function(SFMLClass, void*) sfRenderImage_DrawText;
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void function(SFMLClass, void*, void*) sfRenderImage_DrawSpriteWithShader;
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void function(SFMLClass, void*, void*) sfRenderImage_DrawShapeWithShader;
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void function(SFMLClass, void*, void*) sfRenderImage_DrawTextWithShader;
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void function(SFMLClass, Color) sfRenderImage_Clear;
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void function(SFMLClass, SFMLClass) sfRenderImage_SetView;
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SFMLClass function(SFMLClass) sfRenderImage_GetView;
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SFMLClass function(SFMLClass) sfRenderImage_GetDefaultView;
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IntRect function(SFMLClass, SFMLClass) sfRenderImage_GetViewport;
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void function(SFMLClass, uint, uint, float*, float*, SFMLClass) sfRenderImage_ConvertCoords;
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SFMLClass function(SFMLClass) sfRenderImage_GetImage;
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bool function() sfRenderImage_IsAvailable;
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// DSFML2
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void function(SFMLClass) sfRenderImage_SaveGLStates;
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void function(SFMLClass) sfRenderImage_RestoreGLStates;
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}
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mixin(loadFromSharedLib2("csfml-graphics", "sfRenderImage", "Create", "Destroy", "GetWidth", "GetHeight",
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"SetActive", "Display", "Clear", "SetView", "GetView", "GetDefaultView", "GetViewport", "ConvertCoords",
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"GetImage", "IsAvailable",
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// DSFML2
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"SaveGLStates", "RestoreGLStates"));
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}
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