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

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/*
* 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.window.all;
public import
dsfml.window.event,
dsfml.window.input,
dsfml.window.videomode,
dsfml.window.window,
dsfml.window.windowhandle;

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/*
* 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.window.context;
import dsfml.system.common;
/**
*
*/
class Context : DSFMLObject
{
/**
*
*/
this()
{
super(sfContext_Create());
}
override void dispose()
{
sfContext_Destroy(m_ptr);
}
/**
*
* Params:
* active =
*/
void setActive(bool active)
{
sfContext_SetActive(m_ptr, active);
}
private:
static extern(C)
{
SFMLClass function() sfContext_Create;
void function(SFMLClass) sfContext_Destroy;
void function(SFMLClass, bool) sfContext_SetActive;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-window-d");
else
DllLoader dll = DllLoader.load("csfml-window");
mixin(loadFromSharedLib("sfContext_Create"));
mixin(loadFromSharedLib("sfContext_Destroy"));
mixin(loadFromSharedLib("sfContext_SetActive"));
}
}

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/*
* 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.window.event;
/**
* Definition of key codes for keyboard events
*
* $(B Possibles values:)$(BR)
* Except letters and numbers, you can use :$(BR)
* * LCONTROL, LSHIFT, LALT, LSYSTEM, RCONTROL, RSHIFT, RALT, RSYSTEM.$(BR)
* * LBRACKET, RBRACKET, SEMICOLON, COMMA, PERIOD, QUOTE, SLASH, BACKSLASH, TILDE, EQUAL, DASH.$(BR)
* * SPACE, RETURN, BACK, TAB, PAGEUP, PAGEDOWN, END, HOME, INSERT, DELETE.$(BR)
* * ADD, SUBTRACT, MULTIPLY, DIVIDE, LEFT, RIGHT, UP, DOWN.$(BR)
* * Numpad0, Numpad1, Numpad2, Numpad3, Numpad4, Numpad5, Numpad6, Numpad7, Numpad8, Numpad9.$(BR)
* * F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, F13, F14, F15.$(BR)
*/
enum KeyCode
{
A = 'a',
B = 'b',
C = 'c',
D = 'd',
E = 'e',
F = 'f',
G = 'g',
H = 'h',
I = 'i',
J = 'j',
K = 'k',
L = 'l',
M = 'm',
N = 'n',
O = 'o',
P = 'p',
Q = 'q',
R = 'r',
S = 's',
T = 't',
U = 'u',
V = 'v',
W = 'w',
X = 'x',
Y = 'y',
Z = 'z',
Num0 = '0',
Num1 = '1',
Num2 = '2',
Num3 = '3',
Num4 = '4',
Num5 = '5',
Num6 = '6',
Num7 = '7',
Num8 = '8',
Num9 = '9',
Escape = 256,
LControl,
LShift,
LAlt,
LSystem,
RControl,
RShist,
RAlt,
RSystem,
Menu,
LBracket,
RBracket,
Semicolon,
Comma,
Period,
Quote,
Slash,
Backslash,
Tilde,
Equal,
Dash,
Space,
Return,
Back,
Tab,
PageUp,
PageDown,
End,
Home,
Insert,
Delete,
Add,
Subtract,
Multiply,
Divide,
Left,
Right,
Up,
Down,
Numpad0,
Numpad1,
Numpad2,
Numpad3,
Numpad4,
Numpad5,
Numpad6,
Numpad7,
Numpad8,
Numpad9,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
Pause,
}
/**
* Definition of button codes for mouse events
*/
enum MouseButtons
{
Left, ///
Right, ///
Middle, ///
XButton1, ///
XButton2 ///
}
/**
* Definition of joystick axis for joystick events
*/
enum JoyAxis
{
AxisX, ///
AxisY, ///
AxisZ, ///
AxisR, ///
AxisU, ///
AxisV, ///
AxisPOV ///
}
/// EventType
enum EventType
{
Closed,
Resized,
LostFocus,
GainedFocus,
TextEntered,
KeyPressed,
KeyReleased,
MouseWheelMoved,
MouseButtonPressed,
MouseButtonReleased,
MouseMoved,
MouseEntered,
MouseLeft,
JoyButtonPressed,
JoyButtonReleased,
JoyMoved
}
/**
* Event defines a system event and its parameters
*/
align(1) struct Event
{
/**
* Enumeration of the different types of events. Accessing a value of another event that the one received (e.g. Event.Size.Width when receiving an KEYPRESSED event) will result in undefined behavior.
* $(UL
* $(LI CLOSED)
* $(LI LOSTFOCUS)
* $(LI GAINEDFOCUS)
* $(LI RESIZED
* $(UL
* $(LI Event.Size.Width : new Width, in pixels.)
* $(LI Event.Size.Height : new height, in pixels.)
* )
* )
* $(LI TEXTENTERED
* $(UL
* $(LI Event.Text.Unicode : dchar entered.)
* )
* )
* $(LI KEYPRESSED, KEYRELEASED
* $(UL
* $(LI Event.Key.Code : Key code of the key.)
* $(LI Event.Key.Alt : Alt pressed ?)
* $(LI Event.Key.Control : Control pressed ?)
* $(LI Event.Key.Shift : Shift pressed ?)
* )
* )
* $(LI MOUSEWHEELMOVED
* $(UL
* $(LI Event.MouseWheel.Delta : Wheel move (positive if forward, negative else.) )
* )
* )
* $(LI MOUSEBUTTONPRESSED, MOUSEBUTTONRELEASED
* $(UL
* $(LI Event.MouseButton.Button : Mouse button pressed.)
* $(LI Event.MouseButton.X : Cursor X position.)
* $(LI Event.MouseButton.Y : Cursor X position.)
* )
* )
* $(LI MOUSEMOVED
* $(UL
* $(LI Event.MouseMove.X : Cursor X position. Local coordinates.)
* $(LI Event.MouseMove.Y : Cursor Y position. Local coordinates.)
* )
* )
* $(LI MOUSEENTERED)
* $(LI MOUSELEFT)
* $(LI JOYBUTTONPRESSED, JOYBUTTONRELEASED
* $(UL
* $(LI Event.JoyButton.JoystickId : Id of the joystick.)
* $(LI Event.JoyButton.Button : Joystick button pressed.)
* )
* )
* $(LI JOYMOVED
* $(UL
* $(LI Event.JoyMove.JoystickId : Id of the joystick.)
* $(LI Event.JoyMove.Axis : Moved axis.)
* $(LI Event.JoyMove.Position : Actual position of the axis [-100, 100], except for POV [0, 360].)
* )
* )
* )
*/
EventType Type;
union
{
struct SText
{
dchar Unicode;
}
SText Text;
struct SKey
{
align(4): // cause bool is size 1
KeyCode Code;
bool Alt;
bool Control;
bool Shift;
}
SKey Key;
struct SMouseMove
{
int X;
int Y;
}
SMouseMove MouseMove;
struct SMouseButton
{
MouseButtons Button;
int X;
int Y;
}
SMouseButton MouseButton;
struct SMouseWheel
{
int Delta;
}
SMouseWheel MouseWheel;
struct SJoyMove
{
uint JoystickId;
JoyAxis Axis;
float Position;
}
SJoyMove JoyMove;
struct SJoyButton
{
uint JoystickId;
uint Button;
}
SJoyButton JoyButton;
struct SSize
{
uint Width;
uint Height;
}
SSize Size;
}
}

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/*
* 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.window.input;
import dsfml.system.common;
import dsfml.window.event;
/**
* Input handles real-time input from keyboard and mouse.
* Use it instead of events to handle continuous moves and more
* game-friendly inputs
*/
class Input : DSFMLObject
{
public: // TODO: try to fix this, doesn't work with package
this(SFMLClass input)
{
super(input, true);
}
override void dispose()
{
// nothing to do
}
public:
/**
* Get the state of a key
*
* Params:
* key = Key to check
*
* Returns:
* True if key is down, false if key is up
*/
bool isKeyDown(KeyCode key)
{
return cast(bool)sfInput_IsKeyDown(m_ptr, key);
}
/**
* Get the state of a mouse button
*
* Params:
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isMouseButtonDown(MouseButtons button)
{
return cast(bool)sfInput_IsMouseButtonDown(m_ptr, button);
}
/**
* Get the state of a joystick button
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isJoystickButtonDown(uint joyId, uint button)
{
return cast(bool)sfInput_IsJoystickButtonDown(m_ptr, joyId, button);
}
/**
* Get a joystick axis position
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* axis = Axis to get
*
* Returns:
* Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
*/
float getJoystickAxis(uint joyId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(m_ptr, joyId, axis);
}
@property
{
/**
* Get the mouse X position
*
* Returns:
* Current mouse left position, relative to owner window
*/
int mouseX()
{
return sfInput_GetMouseX(m_ptr);
}
/**
* Get the mouse Y position
*
* Returns:
* Current mouse top position, relative to owner window
*
*/
int mouseY()
{
return sfInput_GetMouseY(m_ptr);
}
}
private:
// External ====================================================================
static extern (C)
{
int function(SFMLClass, KeyCode) sfInput_IsKeyDown;
int function(SFMLClass, MouseButtons) sfInput_IsMouseButtonDown;
int function(SFMLClass, uint, uint) sfInput_IsJoystickButtonDown;
int function(SFMLClass) sfInput_GetMouseX;
int function(SFMLClass) sfInput_GetMouseY;
float function(SFMLClass, uint, JoyAxis) sfInput_GetJoystickAxis;
}
mixin(loadFromSharedLib2("csfml-window", "sfInput",
"IsKeyDown", "IsMouseButtonDown", "IsJoystickButtonDown", "GetMouseX", "GetMouseY", "GetJoystickAxis"));
}

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/*
* 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.window.videomode;
import dsfml.system.common;
/**
* VideoMode defines a video mode (width, height, bpp, frequency)
* and provides static functions for getting modes supported
* by the display device
*/
struct VideoMode
{
uint Width; /// Video mode width, in pixels
uint Height; /// Video mode height, in pixels
uint BitsPerPixel = 32; /// Video mode pixel depth, in bits per pixels
@property
{
/**
* Get the current desktop video mode
*
* Returns:
* Current desktop video mode
*/
static VideoMode getDesktopMode()
{
return sfVideoMode_GetDesktopMode();
}
/**
* Get all the supported video modes for fullscreen mode.
* Modes are sorted from best to worst.
*
* Returns:
* video mode array
*/
static VideoMode[] getFullscreenModes()
{
size_t arraySize;
VideoMode* array = sfVideoMode_GetFullscreenModes(&arraySize); // TODO: check pointer?
return array[0 .. arraySize];
}
/**
* Tell whether or not the video mode is supported
*
* Returns:
* True if video mode is supported, false otherwise
*/
bool isValid()
{
return cast(bool)sfVideoMode_IsValid(this);
}
}
/**
* Comparison operator overload -- tell if two video modes are equal
*
* Params:
* Other : Video mode to compare
*
* Returns:
* True if modes are equal
*/
const bool opEquals(ref const(VideoMode) other)
{
return ((other.Width == Width) && (other.Height == Height) && (other.BitsPerPixel == BitsPerPixel));
}
}
extern (C)
{
VideoMode function() sfVideoMode_GetDesktopMode;
VideoMode* function(size_t*) sfVideoMode_GetFullscreenModes;
int function(VideoMode) sfVideoMode_IsValid;
}
mixin(loadFromSharedLib2("csfml-window", "sfVideoMode",
"GetDesktopMode", "GetFullscreenModes", "IsValid"));

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

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/*
* 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.window.windowhandle;
/**
* Define a low-level window handle type, specific to
* each platform
*/
version(Windows)
{
// Windows defines a void* handle (HWND)
typedef void* WindowHandle;
}
else version(linux)
{
// Unix - X11 defines an unsigned integer handle (Window)
typedef ulong WindowHandle;
}
else version(darwin)
{
// Mac OS X defines a void* handle (NSWindow)
typedef void* WindowHandle;
}