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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185
bindings/d/samples/dsfml/sound3d/sound3d.d
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bindings/d/samples/dsfml/sound3d/sound3d.d
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module sound3d;
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import dsfml.system.all;
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import dsfml.window.all;
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import dsfml.graphics.all;
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import dsfml.audio.all;
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void main()
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{
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//We create our window with a limit of 100 and a white backcolor.
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RenderWindow app = new RenderWindow (VideoMode(800, 600, 32), "Sound Spatialization Sample");
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app.useVerticalSync(true);
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Font f = new Font("Data/cheeseburger.ttf");
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//Some instructions
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Text s = new Text("Click anywhere on screen to change listener position.\nPress + or - to modify the speed of the car."c, f);
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s.characterSize = 34;
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s.setPosition(20, 30);
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s.color = Color.BLACK;
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//We prepare our images and the sound
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string[2] images = ["Data/bluerallyecarleft.bmp", "Data/bluerallyecarright.bmp"];
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Car c = new Car(images, "Data/car_idle.wav");
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int carSpeed = 100;
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//Set default position for the car and the listener
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c.position = Vector2f(0, 300);
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SoundListener.position = Vector2f(400, 300);
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c.startPlaying();
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//Start the main loop
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while (app.isOpened())
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{
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app.clear(Color.WHITE);
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Event evt;
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//The event loop
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while (app.getEvent(evt))
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{
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// if the window is closed, we can leave the game loop
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if (evt.Type == EventType.Closed)
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app.close();
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// we handle the click event to change listener position
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else if (evt.Type == EventType.MouseButtonPressed && evt.MouseButton.Button == MouseButtons.Left)
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{
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Input i = app.input;
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SoundListener.position = Vector2f(i.mouseX, i.mouseY);
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}
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// and eventual keys press
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else if (evt.Type == EventType.KeyPressed)
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{
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//Change the car speed
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if (evt.Key.Code == KeyCode.Add)
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{
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carSpeed += 25;
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}
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else if (evt.Key.Code == KeyCode.Substract)
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{
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carSpeed -= 25;
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}
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}
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}
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//We move constantly our car.
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c.move(Vector2f(app.frameTime * carSpeed, 0));
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//Draw all the sprite and string on render window
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app.draw(s);
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app.draw(c.sprite);
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app.draw(SoundListener.sprite);
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//And finally display the window
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app.display();
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}
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}
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// Encapsulate the listener position and the visor sprite.
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// There is only one listener so all the methods are statics.
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class SoundListener
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{
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static Sprite s_crosshair;
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static Vector2f s_p;
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static this()
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{
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Image crosshairImg = new Image("Data/crosshair.tga");
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crosshairImg.createMaskFromColor(Color.WHITE);
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s_crosshair = new Sprite(crosshairImg);
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s_crosshair.setOrigin(s_crosshair.size.x / 2, s_crosshair.size.y / 2);
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//Listener.setTarget(1.f, 0.f, 0.f);
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}
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// Adjust position of the listener
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@property static void position(Vector2f p)
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{
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Listener.setPosition(p.x, p.y, 5.f);
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s_crosshair.setPosition(p.x, p.y);
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}
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@property static Sprite sprite()
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{
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return s_crosshair;
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}
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}
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//! Class encapsulating all data for our car
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class Car
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{
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Vector2f m_actual;
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Sprite m_sprite;
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Sound m_sound;
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bool reverse;
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Image[2] imgs;
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//Constructor with with a fixed size string array of image path, and a string for the sound path
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this (string[2] images, string soundFilename)
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{
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//load images and create filter
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imgs[0] = new Image(images[0]); imgs[1] = new Image(images[1]);
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foreach(img; imgs)
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img.createMaskFromColor(Color(97, 68, 43));
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m_sprite = new Sprite(imgs[0]);
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m_sprite.setOrigin(m_sprite.size.x / 2, m_sprite.size.y / 2);
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SoundBuffer buff = new SoundBuffer(soundFilename);
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//load our sound with loop enabled
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m_sound = new Sound(buff, true);
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m_sound.attenuation = .05f;
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}
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// Begin the sound play
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void startPlaying()
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{
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m_sound.play();
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}
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// Set the position of the car on the window
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// Used to setup the begin car window and sound location
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@property void position(Vector2f p)
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{
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m_sprite.setPosition(p.x, p.y);
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m_sound.setPosition(p.x, 0, p.y);
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}
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//Move the car (visual and sound position)
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//If the car leave the screen, we change the sprite image and reverse moving
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void move(Vector2f vec)
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{
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// if the car is beyond the right screen limit
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if (!reverse && m_sprite.position.x > 850)
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{
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m_sprite.setImage(imgs[1]);
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reverse = true;
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}
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// same as above but for left limit
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else if (reverse && vec.x + m_sprite.position.x < -50)
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{
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m_sprite.setImage(imgs[0]);
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reverse = false;
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}
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if (reverse)
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vec = -vec;
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m_sprite.move(vec);
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Vector2f pos = m_sprite.position;
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m_sound.setPosition(pos.x , pos.y, 0);
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}
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@property Sprite sprite()
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{
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return m_sprite;
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}
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}
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