first commit in a series to change property functions into D style

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1454 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
trass3r 2010-03-13 01:56:39 +00:00
parent 809b09292f
commit 1c72b919e7
5 changed files with 443 additions and 460 deletions

View file

@ -1,28 +1,28 @@
/*
* 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.
*/
* 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.audio.sound;
@ -34,79 +34,81 @@ import dsfml.system.exception;
import dsfml.system.vector3;
/**
* Sound defines the properties of the sound such as position,
* volume, pitch, etc.
*/
* Sound defines the properties of the sound such as position,
* volume, pitch, etc.
*/
class Sound : SoundSource!("sfSound")
{
/**
* Default constructor
*/
* Default constructor
*/
this()
{
super();
}
/**
* Construct the sound from its parameters
*
* Params:
* buffer = Sound buffer to play
* loop = Loop flag (false by default)
* pitch = Value of the pitch (1 by default)
* volume = Volume (100 by default)
* x = X position (0 by default)
* y = Y position (0 by default)
* z = Z position (0 by default)
*
* Throws:
* NullParameterException if buffer is null
*/
this(SoundBuffer buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
* Construct the sound from its parameters
*
* Params:
* soundbuffer = Sound buffer to play
* loop = Loop flag (false by default)
* pitch = Value of the pitch (1 by default)
* volume = Volume (100 by default)
* x = X position (0 by default)
* y = Y position (0 by default)
* z = Z position (0 by default)
*
* Throws:
* NullParameterException if buffer is null
*/
this(SoundBuffer soundbuffer, bool loop = false, float pitch = 1.f, float volume = 100.f, float x = 0.f, float y = 0.f, float z = 0.f)
{
if (buffer is null)
if (soundbuffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null.");
super();
setBuffer(buffer);
setLoop(loop);
setPitch(pitch);
setVolume(volume);
buffer = soundbuffer;
loop = loop;
pitch = pitch;
volume = volume;
setPosition(x, y, z);
}
/**
* Play the sound
*/
* Play the sound
*/
void play()
{
sfSound_Play(m_ptr);
}
/**
* Pause the sound
*/
* Pause the sound
*/
void pause()
{
sfSound_Pause(m_ptr);
}
/**
* Stop the sound
*/
* Stop the sound
*/
void stop()
{
sfSound_Stop(m_ptr);
}
@property
{
/**
* Set the source buffer
*
* Params:
* buffer = New sound buffer to bind to the sound
*/
void setBuffer(SoundBuffer buffer)
* Set the source buffer
*
* Params:
* buffer = New sound buffer to bind to the sound
*/
void buffer(SoundBuffer buffer)
{
if (buffer is null)
throw new NullParameterException("NullParameterException : SoundBuffer is null.");
@ -116,62 +118,63 @@ class Sound : SoundSource!("sfSound")
}
/**
* Set the sound loop state.
* This parameter is disabled by default
*
* Params:
* loop = True to play in loop, false to play once
*/
void setLoop(bool loop)
* Set the sound loop state.
* This parameter is disabled by default
*
* Params:
* loop = True to play in loop, false to play once
*/
void loop(bool loop)
{
sfSound_SetLoop(m_ptr, loop);
}
/**
* Set the current playing offset of a sound
*
* Params:
* offset = new playing position, expressed in seconds
*/
void setPlayingOffset(float offset)
* Set the current playing offset of a sound
*
* Params:
* offset = new playing position, expressed in seconds
*/
void playingOffset(float offset)
{
sfSound_SetPlayingOffset(m_ptr, offset);
}
/**
* Get the source buffer
*
* Returns:
* Sound buffer bound to the sound (can be NULL)
*/
SoundBuffer getBuffer()
* Get the source buffer
*
* Returns:
* Sound buffer bound to the sound (can be NULL)
*/
SoundBuffer buffer()
{
return m_buffer;
}
/**
* Tell whether or not the sound is looping
*
* Returns:
* True if the sound is looping, false otherwise
*/
bool getLoop()
* Tell whether or not the sound is looping
*
* Returns:
* True if the sound is looping, false otherwise
*/
bool loop()
{
return cast(bool)(sfSound_GetLoop(m_ptr));
}
/**
* Get the current playing position of the sound
*
* Returns:
* Current playing position, expressed in seconds
*/
float getPlayingOffset()
* Get the current playing position of the sound
*
* Returns:
* Current playing position, expressed in seconds
*/
float playingOffset()
{
return sfSound_GetPlayingOffset(m_ptr);
}
}
private:
SoundBuffer m_buffer;