Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
laurentgom 2009-01-28 16:18:34 +00:00
commit 2f524481c1
974 changed files with 295448 additions and 0 deletions

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Listener is a global interface for defining the audio
/// listener properties ; the audio listener is the point in
/// the scene from where all the sounds are heard
/// </summary>
////////////////////////////////////////////////////////////
public class Listener
{
////////////////////////////////////////////////////////////
/// <summary>
/// Global volume of all sounds, in range [0 .. 100] (default is 100)
/// </summary>
////////////////////////////////////////////////////////////
static float GlobalVolume
{
get {return sfListener_GetGlobalVolume();}
set {sfListener_SetGlobalVolume(value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the listener (default is (0, 0, 0))
/// </summary>
////////////////////////////////////////////////////////////
static Vector3 Position
{
get {Vector3 v; sfListener_GetPosition(out v.X, out v.Y, out v.Z); return v;}
set {sfListener_SetPosition(value.X, value.Y, value.Z);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the target, ie. the point the listener is looking at
/// (default is (0, 0, -1))
/// </summary>
////////////////////////////////////////////////////////////
static Vector3 Target
{
get {Vector3 v; sfListener_GetTarget(out v.X, out v.Y, out v.Z); return v;}
set {sfListener_SetTarget(value.X, value.Y, value.Z);}
}
#region Imports
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfListener_SetGlobalVolume(float Volume);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfListener_GetGlobalVolume();
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfListener_SetPosition(float PosX, float PosY, float PosZ);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfListener_GetPosition(out float PosX, out float PosY, out float PosZ);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfListener_SetTarget(float TargetX, float TargetY, float TargetZ);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfListener_GetTarget(out float TargetX, out float TargetY, out float TargetZ);
#endregion
}
}
}

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dotnet/src/Audio/Music.cs Normal file
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using System;
using System.Runtime.InteropServices;
using System.Security;
using System.IO;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Music defines a big sound played using streaming,
/// so usually what we call a music :)
/// </summary>
////////////////////////////////////////////////////////////
public class Music : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the music from a file
/// </summary>
/// <param name="filename">Path of the music file to load</param>
////////////////////////////////////////////////////////////
public Music(string filename) :
base(sfMusic_CreateFromFile(filename))
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("music", filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the music from a file in a stream
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
////////////////////////////////////////////////////////////
public Music(Stream stream) :
base(IntPtr.Zero)
{
stream.Position = 0;
byte[] StreamData = new byte[stream.Length];
uint Read = (uint)stream.Read(StreamData, 0, StreamData.Length);
unsafe
{
fixed (byte* dataPtr = StreamData)
{
SetThis(sfMusic_CreateFromMemory((char*)dataPtr, Read));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("music");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Play the music
/// </summary>
////////////////////////////////////////////////////////////
public void Play()
{
sfMusic_Play(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pause the music
/// </summary>
////////////////////////////////////////////////////////////
public void Pause()
{
sfMusic_Pause(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Stop the music
/// </summary>
////////////////////////////////////////////////////////////
public void Stop()
{
sfMusic_Stop(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Samples rate, in samples per second
/// </summary>
////////////////////////////////////////////////////////////
public uint SampleRate
{
get {return sfMusic_GetSampleRate(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Number of channels (1 = mono, 2 = stereo)
/// </summary>
////////////////////////////////////////////////////////////
public uint ChannelsCount
{
get {return sfMusic_GetChannelsCount(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current status of the music (see SoundStatus enum)
/// </summary>
////////////////////////////////////////////////////////////
public SoundStatus Status
{
get {return sfMusic_GetStatus(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Total duration of the music, in seconds
/// </summary>
////////////////////////////////////////////////////////////
public float Duration
{
get {return sfMusic_GetDuration(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Loop state of the sound. Default value is false
/// </summary>
////////////////////////////////////////////////////////////
public bool Loop
{
get {return sfMusic_GetLoop(This);}
set {sfMusic_SetLoop(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pitch of the music. Default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Pitch
{
get {return sfMusic_GetPitch(This);}
set {sfMusic_SetPitch(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Volume of the music, in range [0, 100]. Default value is 100
/// </summary>
////////////////////////////////////////////////////////////
public float Volume
{
get {return sfMusic_GetVolume(This);}
set {sfMusic_SetVolume(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the music. Default value is (0, 0, 0)
/// </summary>
////////////////////////////////////////////////////////////
public Vector3 Position
{
get {Vector3 v; sfMusic_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
set {sfMusic_SetPosition(This, value.X, value.Y, value.Z);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Minimum distance of the music. Closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float MinDistance
{
get {return sfMusic_GetMinDistance(This);}
set {sfMusic_SetMinDistance(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Attenuation factor. The higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Attenuation
{
get {return sfMusic_GetAttenuation(This);}
set {sfMusic_SetAttenuation(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current playing position, in seconds
/// </summary>
////////////////////////////////////////////////////////////
public float PlayingOffset
{
get {return sfMusic_GetPlayingOffset(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfMusic_Destroy(This);
}
#region Imports
[DllImport("csfml-audio")]
static extern IntPtr sfMusic_CreateFromFile(string Filename);
[DllImport("csfml-audio")]
unsafe static extern IntPtr sfMusic_CreateFromMemory(char* Data, uint SizeInBytes);
[DllImport("csfml-audio")]
static extern void sfMusic_Destroy(IntPtr MusicStream);
[DllImport("csfml-audio")]
static extern void sfMusic_Play(IntPtr Music);
[DllImport("csfml-audio")]
static extern void sfMusic_Pause(IntPtr Music);
[DllImport("csfml-audio")]
static extern void sfMusic_Stop(IntPtr Music);
[DllImport("csfml-audio")]
static extern SoundStatus sfMusic_GetStatus(IntPtr Music);
[DllImport("csfml-audio")]
static extern float sfMusic_GetDuration(IntPtr Music);
[DllImport("csfml-audio")]
static extern uint sfMusic_GetChannelsCount(IntPtr Music);
[DllImport("csfml-audio")]
static extern uint sfMusic_GetSampleRate(IntPtr Music);
[DllImport("csfml-audio")]
static extern void sfMusic_SetPitch(IntPtr Music, float Pitch);
[DllImport("csfml-audio")]
static extern void sfMusic_SetLoop(IntPtr Music, bool Loop);
[DllImport("csfml-audio")]
static extern void sfMusic_SetVolume(IntPtr Music, float Volume);
[DllImport("csfml-audio")]
static extern void sfMusic_SetPosition(IntPtr Music, float X, float Y, float Z);
[DllImport("csfml-audio")]
static extern void sfMusic_SetMinDistance(IntPtr Music, float MinDistance);
[DllImport("csfml-audio")]
static extern void sfMusic_SetAttenuation(IntPtr Music, float Attenuation);
[DllImport("csfml-audio")]
static extern bool sfMusic_GetLoop(IntPtr Music);
[DllImport("csfml-audio")]
static extern float sfMusic_GetPitch(IntPtr Music);
[DllImport("csfml-audio")]
static extern float sfMusic_GetVolume(IntPtr Music);
[DllImport("csfml-audio")]
static extern void sfMusic_GetPosition(IntPtr Music, out float X, out float Y, out float Z);
[DllImport("csfml-audio")]
static extern float sfMusic_GetMinDistance(IntPtr Music);
[DllImport("csfml-audio")]
static extern float sfMusic_GetAttenuation(IntPtr Music);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfMusic_GetPlayingOffset(IntPtr Music);
#endregion
}
}
}

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dotnet/src/Audio/Sound.cs Normal file
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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Enumeration of all possible sound states
/// </summary>
////////////////////////////////////////////////////////////
public enum SoundStatus
{
/// <summary>Sound is not playing</summary>
Stopped,
/// <summary>Sound is paused</summary>
Paused,
/// <summary>Sound is playing</summary>
Playing
}
////////////////////////////////////////////////////////////
/// <summary>
/// Sound defines the properties of a sound such as position,
/// volume, pitch, etc.
/// </summary>
////////////////////////////////////////////////////////////
public class Sound : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor (invalid sound)
/// </summary>
////////////////////////////////////////////////////////////
public Sound() :
base(sfSound_Create())
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the sound from a source buffer
/// </summary>
/// <param name="buffer">Sound buffer to play</param>
////////////////////////////////////////////////////////////
public Sound(SoundBuffer buffer) :
base(sfSound_Create())
{
SoundBuffer = buffer;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Play the sound
/// </summary>
////////////////////////////////////////////////////////////
public void Play()
{
sfSound_Play(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pause the sound
/// </summary>
////////////////////////////////////////////////////////////
public void Pause()
{
sfSound_Pause(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Stop the sound
/// </summary>
////////////////////////////////////////////////////////////
public void Stop()
{
sfSound_Stop(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Buffer containing the sound data to play through the sound
/// </summary>
////////////////////////////////////////////////////////////
public SoundBuffer SoundBuffer
{
get {return myBuffer;}
set {myBuffer = value; sfSound_SetBuffer(This, value != null ? value.This : IntPtr.Zero);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current status of the sound (see SoundStatus enum)
/// </summary>
////////////////////////////////////////////////////////////
public SoundStatus Status
{
get {return sfSound_GetStatus(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Loop state of the sound. Default value is false
/// </summary>
////////////////////////////////////////////////////////////
public bool Loop
{
get {return sfSound_GetLoop(This);}
set {sfSound_SetLoop(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pitch of the sound. Default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Pitch
{
get {return sfSound_GetPitch(This);}
set {sfSound_SetPitch(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Volume of the sound, in range [0, 100]. Default value is 100
/// </summary>
////////////////////////////////////////////////////////////
public float Volume
{
get {return sfSound_GetVolume(This);}
set {sfSound_SetVolume(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current playing position of the sound, in seconds
/// </summary>
////////////////////////////////////////////////////////////
public float PlayingOffset
{
get {return sfSound_GetPlayingOffset(This);}
set {sfSound_SetPlayingOffset(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the sound. Default value is (0, 0, 0)
/// </summary>
////////////////////////////////////////////////////////////
public Vector3 Position
{
get {Vector3 v; sfSound_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
set {sfSound_SetPosition(This, value.X, value.Y, value.Z);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Minimum distance of the sound. Closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float MinDistance
{
get {return sfSound_GetMinDistance(This);}
set {sfSound_SetMinDistance(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Attenuation factor. The higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Attenuation
{
get {return sfSound_GetAttenuation(This);}
set {sfSound_SetAttenuation(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfSound_Destroy(This);
}
private SoundBuffer myBuffer;
#region Imports
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfSound_Create();
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_Destroy(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_Play(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_Pause(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_Stop(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetBuffer(IntPtr Sound, IntPtr Buffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfSound_GetBuffer(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetLoop(IntPtr Sound, bool Loop);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern bool sfSound_GetLoop(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern SoundStatus sfSound_GetStatus(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetPitch(IntPtr Sound, float Pitch);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetVolume(IntPtr Sound, float Volume);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetPosition(IntPtr Sound, float X, float Y, float Z);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetMinDistance(IntPtr Sound, float MinDistance);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetAttenuation(IntPtr Sound, float Attenuation);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_SetPlayingOffset(IntPtr Sound, float TimeOffset);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSound_GetPitch(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSound_GetVolume(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSound_GetPosition(IntPtr Sound, out float X, out float Y, out float Z);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSound_GetMinDistance(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSound_GetAttenuation(IntPtr Sound);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSound_GetPlayingOffset(IntPtr Sound);
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
using System.IO;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// SoundBuffer is the low-level class for loading and manipulating
/// sound buffers. A sound buffer holds audio data (samples)
/// which can then be played by a Sound or saved to a file.
/// </summary>
////////////////////////////////////////////////////////////
public class SoundBuffer : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the sound buffer from a file
/// </summary>
/// <param name="filename">Path of the sound file to load</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public SoundBuffer(string filename) :
base(sfSoundBuffer_CreateFromFile(filename))
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("sound buffer", filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the sound buffer from a file in a stream
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
////////////////////////////////////////////////////////////
public SoundBuffer(Stream stream) :
base(IntPtr.Zero)
{
stream.Position = 0;
byte[] StreamData = new byte[stream.Length];
uint Read = (uint)stream.Read(StreamData, 0, StreamData.Length);
unsafe
{
fixed (byte* dataPtr = StreamData)
{
SetThis(sfSoundBuffer_CreateFromMemory((char*)dataPtr, Read));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("sound buffer");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the sound buffer from an array of samples
/// </summary>
/// <param name="samples">Array of samples</param>
/// <param name="channelsCount">Channels count</param>
/// <param name="sampleRate">Sample rate</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public SoundBuffer(short[] samples, uint channelsCount, uint sampleRate) :
base(IntPtr.Zero)
{
unsafe
{
fixed (short* SamplesPtr = samples)
{
SetThis(sfSoundBuffer_CreateFromSamples(SamplesPtr, (uint)samples.Length, channelsCount, sampleRate));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("sound buffer");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Save the sound buffer to an audio file
/// </summary>
/// <param name="filename">Path of the sound file to write</param>
/// <returns>True if saving has been successful</returns>
////////////////////////////////////////////////////////////
public bool SaveToFile(string filename)
{
return sfSoundBuffer_SaveToFile(This, filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Samples rate, in samples per second
/// </summary>
////////////////////////////////////////////////////////////
public uint SampleRate
{
get {return sfSoundBuffer_GetSampleRate(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Number of channels (1 = mono, 2 = stereo)
/// </summary>
////////////////////////////////////////////////////////////
public uint ChannelsCount
{
get {return sfSoundBuffer_GetChannelsCount(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Total duration of the buffer, in seconds
/// </summary>
////////////////////////////////////////////////////////////
public float Duration
{
get {return sfSoundBuffer_GetDuration(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Array of samples contained in the buffer
/// </summary>
////////////////////////////////////////////////////////////
public short[] Samples
{
get
{
short[] SamplesArray = new short[sfSoundBuffer_GetSamplesCount(This)];
Marshal.Copy(sfSoundBuffer_GetSamples(This), SamplesArray, 0, SamplesArray.Length);
return SamplesArray;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfSoundBuffer_Destroy(This);
}
#region Imports
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfSoundBuffer_CreateFromFile(string Filename);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
unsafe static extern IntPtr sfSoundBuffer_CreateFromMemory(char* Data, uint SizeInBytes);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
unsafe static extern IntPtr sfSoundBuffer_CreateFromSamples(short* Samples, uint SamplesCount, uint ChannelsCount, uint SampleRate);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern void sfSoundBuffer_Destroy(IntPtr SoundBuffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern bool sfSoundBuffer_SaveToFile(IntPtr SoundBuffer, string Filename);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfSoundBuffer_GetSamples(IntPtr SoundBuffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern uint sfSoundBuffer_GetSamplesCount(IntPtr SoundBuffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern uint sfSoundBuffer_GetSampleRate(IntPtr SoundBuffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern uint sfSoundBuffer_GetChannelsCount(IntPtr SoundBuffer);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSoundBuffer_GetDuration(IntPtr SoundBuffer);
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
using System.Collections.Generic;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Specialized SoundRecorder which saves the captured
/// audio data into a sound buffer
/// </summary>
////////////////////////////////////////////////////////////
public class SoundBufferRecorder : SoundRecorder
{
////////////////////////////////////////////////////////////
/// <summary>
/// Sound buffer containing the recorded data (invalid until the capture stops)
/// </summary>
////////////////////////////////////////////////////////////
public SoundBuffer SoundBuffer
{
get
{
return mySoundBuffer;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Called when a new capture starts
/// </summary>
/// <returns>False to abort recording audio data, true to continue</returns>
////////////////////////////////////////////////////////////
protected override bool OnStart()
{
mySamplesArray.Clear();
return true;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Process a new chunk of recorded samples
/// </summary>
/// <param name="samples">Array of samples to process</param>
/// <returns>False to stop recording audio data, true to continue</returns>
////////////////////////////////////////////////////////////
protected override bool OnProcessSamples(short[] samples)
{
mySamplesArray.AddRange(samples);
return true;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Called when the current capture stops
/// </summary>
////////////////////////////////////////////////////////////
protected override void OnStop()
{
mySoundBuffer = new SoundBuffer(mySamplesArray.ToArray(), 1, SampleRate);
}
List<short> mySamplesArray = new List<short>();
SoundBuffer mySoundBuffer = null;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// SoundRecorder is an interface for capturing sound data,
/// it is meant to be used as a base class
/// </summary>
////////////////////////////////////////////////////////////
public abstract class SoundRecorder : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public SoundRecorder() :
base(IntPtr.Zero)
{
myStartCallback = new StartCallback(OnStart);
myProcessCallback = new ProcessCallback(ProcessSamples);
myStopCallback = new StopCallback(OnStop);
SetThis(sfSoundRecorder_Create(myStartCallback, myProcessCallback, myStopCallback, IntPtr.Zero));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Start the capture using default sample rate (44100 Hz)
/// Warning : only one capture can happen at the same time
/// </summary>
////////////////////////////////////////////////////////////
public void Start()
{
Start(44100);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Start the capture.
/// Warning : only one capture can happen at the same time
/// </summary>
/// <param name="sampleRate"> Sound frequency; the more samples, the higher the quality (44100 by default = CD quality)</param>
////////////////////////////////////////////////////////////
public void Start(uint sampleRate)
{
sfSoundRecorder_Start(This, sampleRate);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Stop the capture
/// </summary>
////////////////////////////////////////////////////////////
public void Stop()
{
sfSoundRecorder_Stop(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Sample rate of the recorder, in samples per second
/// </summary>
////////////////////////////////////////////////////////////
public uint SampleRate
{
get {return sfSoundRecorder_GetSampleRate(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell if the system supports sound capture.
/// If not, this class won't be usable
/// </summary>
////////////////////////////////////////////////////////////
public static bool CanCapture
{
get {return sfSoundRecorder_CanCapture();}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Called when a new capture starts
/// </summary>
/// <returns>False to abort recording audio data, true to continue</returns>
////////////////////////////////////////////////////////////
protected virtual bool OnStart()
{
// Does nothing by default
return true;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Process a new chunk of recorded samples
/// </summary>
/// <param name="samples">Array of samples to process</param>
/// <returns>False to stop recording audio data, true to continue</returns>
////////////////////////////////////////////////////////////
protected abstract bool OnProcessSamples(short[] samples);
////////////////////////////////////////////////////////////
/// <summary>
/// Called when the current capture stops
/// </summary>
////////////////////////////////////////////////////////////
protected virtual void OnStop()
{
// Does nothing by default
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfSoundRecorder_Destroy(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Function called directly by the C library ; convert
/// arguments and forward them to the internal virtual function
/// </summary>
/// <param name="samples">Pointer to the array of samples</param>
/// <param name="nbSamples">Number of samples in the array</param>
/// <param name="userData">User data -- unused</param>
/// <returns>False to stop recording audio data, true to continue</returns>
////////////////////////////////////////////////////////////
private bool ProcessSamples(IntPtr samples, uint nbSamples, IntPtr userData)
{
short[] samplesArray = new short[nbSamples];
Marshal.Copy(samples, samplesArray, 0, samplesArray.Length);
return OnProcessSamples(samplesArray);
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate bool StartCallback();
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate bool ProcessCallback(IntPtr samples, uint nbSamples, IntPtr userData);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void StopCallback();
private StartCallback myStartCallback;
private ProcessCallback myProcessCallback;
private StopCallback myStopCallback;
#region Imports
[DllImport("csfml-audio")]
static extern IntPtr sfSoundRecorder_Create(StartCallback OnStart, ProcessCallback OnProcess, StopCallback OnStop, IntPtr UserData);
[DllImport("csfml-audio")]
static extern void sfSoundRecorder_Destroy(IntPtr SoundRecorder);
[DllImport("csfml-audio")]
static extern void sfSoundRecorder_Start(IntPtr SoundRecorder, uint SampleRate);
[DllImport("csfml-audio")]
static extern void sfSoundRecorder_Stop(IntPtr SoundRecorder);
[DllImport("csfml-audio")]
static extern uint sfSoundRecorder_GetSampleRate(IntPtr SoundRecorder);
[DllImport("csfml-audio")]
static extern bool sfSoundRecorder_CanCapture();
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// SoundStream is a streamed sound, ie. samples are acquired
/// while the sound is playing. Use it for big sounds that would
/// require hundreds of MB in memory (see Music),
/// or for streaming sound from the network
/// </summary>
////////////////////////////////////////////////////////////
public abstract class SoundStream : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public SoundStream() :
base(IntPtr.Zero)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Play the sound stream
/// </summary>
////////////////////////////////////////////////////////////
public void Play()
{
sfSoundStream_Play(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pause the sound stream
/// </summary>
////////////////////////////////////////////////////////////
public void Pause()
{
sfSoundStream_Pause(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Stop the sound stream
/// </summary>
////////////////////////////////////////////////////////////
public void Stop()
{
sfSoundStream_Stop(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Samples rate, in samples per second
/// </summary>
////////////////////////////////////////////////////////////
public uint SampleRate
{
get {return sfSoundStream_GetSampleRate(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Number of channels (1 = mono, 2 = stereo)
/// </summary>
////////////////////////////////////////////////////////////
public uint ChannelsCount
{
get {return sfSoundStream_GetChannelsCount(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current status of the sound stream (see SoundStatus enum)
/// </summary>
////////////////////////////////////////////////////////////
public SoundStatus Status
{
get {return sfSoundStream_GetStatus(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Loop state of the sound stream. Default value is false
/// </summary>
////////////////////////////////////////////////////////////
public bool Loop
{
get {return sfSoundStream_GetLoop(This);}
set {sfSoundStream_SetLoop(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Pitch of the sound stream. Default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Pitch
{
get {return sfSoundStream_GetPitch(This);}
set {sfSoundStream_SetPitch(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Volume of the sound stream, in range [0, 100]. Default value is 100
/// </summary>
////////////////////////////////////////////////////////////
public float Volume
{
get {return sfSoundStream_GetVolume(This);}
set {sfSoundStream_SetVolume(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// 3D position of the sound stream. Default value is (0, 0, 0)
/// </summary>
////////////////////////////////////////////////////////////
public Vector3 Position
{
get {Vector3 v; sfSoundStream_GetPosition(This, out v.X, out v.Y, out v.Z); return v;}
set {sfSoundStream_SetPosition(This, value.X, value.Y, value.Z);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Minimum distance of the sound stream. Closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float MinDistance
{
get {return sfSoundStream_GetMinDistance(This);}
set {sfSoundStream_SetMinDistance(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Attenuation factor. The higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default value is 1
/// </summary>
////////////////////////////////////////////////////////////
public float Attenuation
{
get {return sfSoundStream_GetAttenuation(This);}
set {sfSoundStream_SetAttenuation(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current playing position, in seconds
/// </summary>
////////////////////////////////////////////////////////////
public float PlayingOffset
{
get {return sfSoundStream_GetPlayingOffset(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the audio stream parameters, you must call it before Play()
/// </summary>
/// <param name="sampleRate">Number of channels</param>
/// <param name="channelsCount">Sample rate, in samples per second</param>
////////////////////////////////////////////////////////////
protected void Initialize(uint channelsCount, uint sampleRate)
{
myStartCallback = new StartCallbackType(Start);
myGetDataCallback = new GetDataCallbackType(GetData);
SetThis(sfSoundStream_Create(myStartCallback, myGetDataCallback, channelsCount, sampleRate, IntPtr.Zero));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Virtual function called when the stream restarts
/// </summary>
/// <returns>If false is returned, the playback is aborted</returns>
////////////////////////////////////////////////////////////
protected virtual bool OnStart()
{
// Does nothing by default
return true;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Virtual function called each time new audio data is needed to feed the stream
/// </summary>
/// <param name="samples">Array of samples to fill for the stream</param>
/// <returns>True to continue playback, false to stop</returns>
////////////////////////////////////////////////////////////
protected abstract bool OnGetData(out short[] samples);
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfSoundStream_Destroy(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Structure mapping the C library arguments passed to the data callback
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
private struct Chunk
{
unsafe public short* samplesPtr;
public uint samplesCount;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Called when the stream restarts
/// </summary>
/// <param name="userData">User data -- unused</param>
/// <returns>If false is returned, the playback is aborted</returns>
////////////////////////////////////////////////////////////
private bool Start(IntPtr userData)
{
return OnStart();
}
////////////////////////////////////////////////////////////
/// <summary>
/// Called each time new audio data is needed to feed the stream
/// </summary>
/// <param name="dataChunk">Data chunk to fill with new audio samples</param>
/// <param name="userData">User data -- unused</param>
/// <returns>True to continue playback, false to stop</returns>
////////////////////////////////////////////////////////////
private bool GetData(ref Chunk dataChunk, IntPtr userData)
{
if (OnGetData(out myTempBuffer))
{
unsafe
{
fixed (short* samplesPtr = myTempBuffer)
{
dataChunk.samplesPtr = samplesPtr;
dataChunk.samplesCount = (uint)myTempBuffer.Length;
}
}
return true;
}
else
{
return false;
}
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate bool StartCallbackType(IntPtr UserData);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate bool GetDataCallbackType(ref Chunk dataChunk, IntPtr UserData);
private StartCallbackType myStartCallback;
private GetDataCallbackType myGetDataCallback;
private short[] myTempBuffer;
#region Imports
[DllImport("csfml-audio")]
static extern IntPtr sfSoundStream_Create(StartCallbackType OnStart, GetDataCallbackType OnGetData, uint ChannelsCount, uint SampleRate, IntPtr UserData);
[DllImport("csfml-audio")]
static extern void sfSoundStream_Destroy(IntPtr SoundStreamStream);
[DllImport("csfml-audio")]
static extern void sfSoundStream_Play(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern void sfSoundStream_Pause(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern void sfSoundStream_Stop(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern SoundStatus sfSoundStream_GetStatus(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern uint sfSoundStream_GetChannelsCount(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern uint sfSoundStream_GetSampleRate(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetLoop(IntPtr SoundStream, bool Loop);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetPitch(IntPtr SoundStream, float Pitch);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetVolume(IntPtr SoundStream, float Volume);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetPosition(IntPtr SoundStream, float X, float Y, float Z);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetMinDistance(IntPtr SoundStream, float MinDistance);
[DllImport("csfml-audio")]
static extern void sfSoundStream_SetAttenuation(IntPtr SoundStream, float Attenuation);
[DllImport("csfml-audio")]
static extern bool sfSoundStream_GetLoop(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern float sfSoundStream_GetPitch(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern float sfSoundStream_GetVolume(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern void sfSoundStream_GetPosition(IntPtr SoundStream, out float X, out float Y, out float Z);
[DllImport("csfml-audio")]
static extern float sfSoundStream_GetMinDistance(IntPtr SoundStream);
[DllImport("csfml-audio")]
static extern float sfSoundStream_GetAttenuation(IntPtr SoundStream);
[DllImport("csfml-audio"), SuppressUnmanagedCodeSecurity]
static extern float sfSoundStream_GetPlayingOffset(IntPtr SoundStream);
#endregion
}
}
}

119
dotnet/src/Audio/Vector3.cs Normal file
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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Audio
{
////////////////////////////////////////////////////////////
/// <summary>
/// Vector3 is an utility class for manipulating 3 dimensional
/// vectors with float components
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct Vector3
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the vector from its coordinates
/// </summary>
/// <param name="x">X coordinate</param>
/// <param name="y">Y coordinate</param>
/// <param name="z">Z coordinate</param>
////////////////////////////////////////////////////////////
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator - overload ; returns the opposite of a vector
/// </summary>
/// <param name="v">Vector to negate</param>
/// <returns>-v</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator -(Vector3 v)
{
return new Vector3(-v.X, -v.Y, -v.Z);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator - overload ; subtracts two vectors
/// </summary>
/// <param name="v1">First vector</param>
/// <param name="v2">Second vector</param>
/// <returns>v1 - v2</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator -(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X - v2.X, v1.Y - v2.X, v1.Z - v2.Z);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator + overload ; add two vectors
/// </summary>
/// <param name="v1">First vector</param>
/// <param name="v2">Second vector</param>
/// <returns>v1 + v2</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator +(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.X + v2.X, v1.Y + v2.X, v1.Z + v2.Z);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator * overload ; multiply a vector by a scalar value
/// </summary>
/// <param name="v">Vector</param>
/// <param name="x">Scalar value</param>
/// <returns>v * x</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator *(Vector3 v, float x)
{
return new Vector3(v.X * x, v.Y * x, v.Z * x);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator * overload ; multiply a scalar value by a vector
/// </summary>
/// <param name="x">Scalar value</param>
/// <param name="v">Vector</param>
/// <returns>x * v</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator *(float x, Vector3 v)
{
return new Vector3(v.X * x, v.Y * x, v.Z * x);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator / overload ; divide a vector by a scalar value
/// </summary>
/// <param name="v">Vector</param>
/// <param name="x">Scalar value</param>
/// <returns>v / x</returns>
////////////////////////////////////////////////////////////
public static Vector3 operator /(Vector3 v, float x)
{
return new Vector3(v.X / x, v.Y / x, v.Z / x);
}
/// <summary>X (horizontal) component of the vector</summary>
public float X;
/// <summary>Y (vertical) component of the vector</summary>
public float Y;
/// <summary>Z (depth) component of the vector</summary>
public float Z;
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{0B202C4D-A457-47FE-84A3-031DD878C6BE}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SFML.Audio</RootNamespace>
<AssemblyName>sfmlnet-audio</AssemblyName>
<StartupObject>
</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\audio-doc.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\lib\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\audio-doc.xml</DocumentationFile>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Compile Include="Listener.cs" />
<Compile Include="Music.cs" />
<Compile Include="Sound.cs" />
<Compile Include="SoundBuffer.cs" />
<Compile Include="SoundBufferRecorder.cs" />
<Compile Include="SoundRecorder.cs" />
<Compile Include="SoundStream.cs" />
<Compile Include="Vector3.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>

View file

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Utility class for manipulating 32-bits RGBA colors
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct Color
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the color from its red, green and blue components
/// </summary>
/// <param name="red">Red component</param>
/// <param name="green">Green component</param>
/// <param name="blue">Blue component</param>
////////////////////////////////////////////////////////////
public Color(byte red, byte green, byte blue) :
this(red, green, blue, 255)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the color from its red, green, blue and alpha components
/// </summary>
/// <param name="red">Red component</param>
/// <param name="green">Green component</param>
/// <param name="blue">Blue component</param>
/// <param name="alpha">Alpha (transparency) component</param>
////////////////////////////////////////////////////////////
public Color(byte red, byte green, byte blue, byte alpha)
{
R = red;
G = green;
B = blue;
A = alpha;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the color from another
/// </summary>
/// <param name="color">Color to copy</param>
////////////////////////////////////////////////////////////
public Color(Color color) :
this(color.R, color.G, color.B, color.A)
{
}
/// <summary>Red component of the color</summary>
public byte R;
/// <summary>Green component of the color</summary>
public byte G;
/// <summary>Blue component of the color</summary>
public byte B;
/// <summary>Alpha (transparent) component of the color</summary>
public byte A;
/// <summary>Predefined black color</summary>
public static readonly Color Black = new Color(0, 0, 0);
/// <summary>Predefined white color</summary>
public static readonly Color White = new Color(255, 255, 255);
/// <summary>Predefined red color</summary>
public static readonly Color Red = new Color(255, 0, 0);
/// <summary>Predefined green color</summary>
public static readonly Color Green = new Color(0, 255, 0);
/// <summary>Predefined blue color</summary>
public static readonly Color Blue = new Color(0, 0, 255);
/// <summary>Predefined yellow color</summary>
public static readonly Color Yellow = new Color(255, 255, 0);
/// <summary>Predefined magenta color</summary>
public static readonly Color Magenta = new Color(255, 0, 255);
/// <summary>Predefined cyan color</summary>
public static readonly Color Cyan = new Color(0, 255, 255);
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
using System.Runtime.ConstrainedExecution;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// This class defines
/// </summary>
////////////////////////////////////////////////////////////
internal class Context : CriticalFinalizerObject
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public Context()
{
myThis = sfContext_Create();
}
////////////////////////////////////////////////////////////
/// <summary>
/// Finalizer
/// </summary>
////////////////////////////////////////////////////////////
~Context()
{
sfContext_Destroy(myThis);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate or deactivate the context
/// </summary>
/// <param name="active">True to activate, false to deactivate</param>
////////////////////////////////////////////////////////////
public void SetActive(bool active)
{
sfContext_SetActive(myThis, active);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Global helper context
/// </summary>
////////////////////////////////////////////////////////////
public static Context Global
{
get
{
if (ourGlobalContext == null)
ourGlobalContext = new Context();
return ourGlobalContext;
}
}
private static Context ourGlobalContext = null;
private IntPtr myThis = IntPtr.Zero;
#region Imports
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfContext_Create();
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfContext_Destroy(IntPtr View);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfContext_SetActive(IntPtr View, bool Active);
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Enumerate the blending modes available for drawable objects
/// </summary>
////////////////////////////////////////////////////////////
public enum BlendMode
{
/// <summary>Pixel = Src * a + Dest * (1 - a)</summary>
Alpha,
/// <summary>Pixel = Src + Dest</summary>
Add,
/// <summary>Pixel = Src * Dest</summary>
Multiply,
/// <summary>No blending</summary>
None
}
////////////////////////////////////////////////////////////
/// <summary>
/// Abstract base class for every object that can be drawn
/// into a render window
/// </summary>
////////////////////////////////////////////////////////////
public abstract class Drawable : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Position of the object on screen
/// </summary>
////////////////////////////////////////////////////////////
public abstract Vector2 Position {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Rotation of the object, defined in degrees
/// </summary>
////////////////////////////////////////////////////////////
public abstract float Rotation {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Vertical and horizontal scale of the object
/// </summary>
////////////////////////////////////////////////////////////
public abstract Vector2 Scale {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Center of the transformation of the object
/// (center of translation, rotation and scale)
/// </summary>
////////////////////////////////////////////////////////////
public abstract Vector2 Center {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Global color of the object
/// </summary>
////////////////////////////////////////////////////////////
public abstract Color Color {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Blending mode of the object
/// </summary>
////////////////////////////////////////////////////////////
public abstract BlendMode BlendMode {get; set;}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from global coordinates into local coordinates
/// (ie it applies the inverse of object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public abstract Vector2 TransformToLocal(Vector2 point);
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from local coordinates into global coordinates
/// (ie it applies the object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public abstract Vector2 TransformToGlobal(Vector2 point);
////////////////////////////////////////////////////////////
/// <summary>
/// Render the object into the given render window
/// </summary>
/// <param name="window">Target window</param>
////////////////////////////////////////////////////////////
internal abstract void Render(RenderWindow window);
////////////////////////////////////////////////////////////
/// <summary>
/// Internal constructor, for derived classes
/// </summary>
/// <param name="thisPtr">Pointer to the object in C library</param>
////////////////////////////////////////////////////////////
protected Drawable(IntPtr thisPtr) :
base(thisPtr)
{
}
}
}
}

210
dotnet/src/Graphics/Font.cs Normal file
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using System;
using System.Runtime.InteropServices;
using System.Security;
using System.IO;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Font is the low-level class for loading and
/// manipulating character fonts. This class is meant to
/// be used by String2D
/// </summary>
////////////////////////////////////////////////////////////
public class Font : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file
/// </summary>
/// <param name="filename">Font file to load</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(string filename) :
this(filename, 30)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file, using custom size
/// </summary>
/// <param name="filename">Font file to load</param>
/// <param name="charSize">Character size</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(string filename, uint charSize) :
this(filename, charSize, "")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file, using custom size and characters set
/// </summary>
/// <param name="filename">Font file to load</param>
/// <param name="charSize">Character size</param>
/// <param name="charset">Set of characters to generate</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(string filename, uint charSize, string charset) :
base(IntPtr.Zero)
{
unsafe
{
IntPtr ptr;
int size;
if (Int32.TryParse(charset, out size))
ptr = new IntPtr(&size);
else
ptr = IntPtr.Zero;
SetThis(sfFont_CreateFromFile(filename, charSize, ptr));
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("font", filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file in a stream
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(Stream stream) :
this(stream, 30)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file in a stream, using custom size
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
/// <param name="charSize">Character size</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(Stream stream, uint charSize) :
this(stream, charSize, "")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the font from a file in a stream
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
/// <param name="charSize">Character size</param>
/// <param name="charset">Set of characters to generate</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Font(Stream stream, uint charSize, string charset) :
base(IntPtr.Zero)
{
unsafe
{
IntPtr ptr;
int size;
if (Int32.TryParse(charset, out size))
ptr = new IntPtr(&size);
else
ptr = IntPtr.Zero;
stream.Position = 0;
byte[] StreamData = new byte[stream.Length];
uint Read = (uint)stream.Read(StreamData, 0, StreamData.Length);
fixed (byte* dataPtr = StreamData)
{
SetThis(sfFont_CreateFromMemory((char*)dataPtr, Read, charSize, ptr));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("font");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Base character size
/// </summary>
////////////////////////////////////////////////////////////
public uint CharacterSize
{
get { return sfFont_GetCharacterSize(This); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Default built-in font
/// </summary>
////////////////////////////////////////////////////////////
public static Font DefaultFont
{
get
{
if (ourDefaultFont == null)
ourDefaultFont = new Font(sfFont_GetDefaultFont());
return ourDefaultFont;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
if (this != ourDefaultFont)
{
if (!disposing)
Context.Global.SetActive(true);
sfFont_Destroy(This);
if (!disposing)
Context.Global.SetActive(false);
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal constructor
/// </summary>
/// <param name="thisPtr">Pointer to the object in C library</param>
////////////////////////////////////////////////////////////
private Font(IntPtr thisPtr) :
base(thisPtr)
{
}
private static Font ourDefaultFont = null;
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfFont_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfFont_CreateFromFile(string Filename, uint CharSize, IntPtr Charset);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
unsafe static extern IntPtr sfFont_CreateFromMemory(char* Data, uint SizeInBytes, uint CharSize, IntPtr Charset);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfFont_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfFont_GetCharacterSize(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfFont_GetDefaultFont();
#endregion
}
}
}

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@ -0,0 +1,385 @@
using System;
using System.Runtime.InteropServices;
using System.Security;
using System.IO;
using System.Runtime.ConstrainedExecution;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Image is the low-level class for loading and
/// manipulating images
/// </summary>
////////////////////////////////////////////////////////////
public class Image : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor (invalid image)
/// </summary>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image() :
base(sfImage_Create())
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("image");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the image with black color
/// </summary>
/// <param name="width">Image width</param>
/// <param name="height">Image height</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image(uint width, uint height) :
this(width, height, Color.Black)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the image from a single color
/// </summary>
/// <param name="width">Image width</param>
/// <param name="height">Image height</param>
/// <param name="color">Color to fill the image with</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image(uint width, uint height, Color color) :
base(sfImage_CreateFromColor(width, height, color))
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("image");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the image from a file
/// </summary>
/// <param name="filename">Path of the image file to load</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image(string filename) :
base(sfImage_CreateFromFile(filename))
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("image", filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the image from a file in a stream
/// </summary>
/// <param name="stream">Stream containing the file contents</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image(Stream stream) :
base(IntPtr.Zero)
{
stream.Position = 0;
byte[] StreamData = new byte[stream.Length];
uint Read = (uint)stream.Read(StreamData, 0, StreamData.Length);
unsafe
{
fixed (byte* dataPtr = StreamData)
{
SetThis(sfImage_CreateFromMemory((char*)dataPtr, Read));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("image");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the image directly from an array of pixels
/// </summary>
/// <param name="pixels">2 dimensions array containing the pixels</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public Image(Color[,] pixels) :
base(IntPtr.Zero)
{
unsafe
{
fixed (Color* PixelsPtr = pixels)
{
uint Width = (uint)pixels.GetLength(0);
uint Height = (uint)pixels.GetLength(1);
SetThis(sfImage_CreateFromPixels(Width, Height, PixelsPtr));
}
}
if (This == IntPtr.Zero)
throw new LoadingFailedException("image");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Save the contents of the image to a file
/// </summary>
/// <param name="filename">Path of the file to save (overwritten if already exist)</param>
/// <returns>True if saving was successful</returns>
////////////////////////////////////////////////////////////
public bool SaveToFile(string filename)
{
return sfImage_SaveToFile(This, filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a transparency mask from a specified colorkey
/// </summary>
/// <param name="color">Color to become transparent</param>
////////////////////////////////////////////////////////////
public void CreateMaskFromColor(Color color)
{
CreateMaskFromColor(color, 0);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a transparency mask from a specified colorkey
/// </summary>
/// <param name="color">Color to become transparent</param>
/// <param name="alpha">Alpha value to use for transparent pixels</param>
////////////////////////////////////////////////////////////
public void CreateMaskFromColor(Color color, byte alpha)
{
sfImage_CreateMaskFromColor(This, color, alpha);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Copy pixels from another image onto this one.
/// This function does a slow pixel copy and should only
/// be used at initialization time
/// </summary>
/// <param name="source">Source image to copy</param>
/// <param name="destX">X coordinate of the destination position</param>
/// <param name="destY">Y coordinate of the destination position</param>
////////////////////////////////////////////////////////////
public void Copy(Image source, uint destX, uint destY)
{
sfImage_Copy(This, source.This, destX, destY, new IntRect(0, 0, 0, 0));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Copy pixels from another image onto this one.
/// This function does a slow pixel copy and should only
/// be used at initialization time
/// </summary>
/// <param name="source">Source image to copy</param>
/// <param name="destX">X coordinate of the destination position</param>
/// <param name="destY">Y coordinate of the destination position</param>
/// <param name="sourceRect">Sub-rectangle of the source image to copy</param>
////////////////////////////////////////////////////////////
public void Copy(Image source, uint destX, uint destY, IntRect sourceRect)
{
sfImage_Copy(This, source.This, destX, destY, sourceRect);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the image from the current contents of the
/// given window
/// </summary>
/// <param name="window">Window to capture</param>
/// <returns>True if copy has been successful</returns>
////////////////////////////////////////////////////////////
public bool CopyScreen(RenderWindow window)
{
return CopyScreen(window, new IntRect(0, 0, 0, 0));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the image from the current contents of the
/// given window
/// </summary>
/// <param name="window">Window to capture</param>
/// <param name="sourceRect">Sub-rectangle of the screen to copy</param>
/// <returns>True if copy has been successful</returns>
////////////////////////////////////////////////////////////
public bool CopyScreen(RenderWindow window, IntRect sourceRect)
{
return sfImage_CopyScreen(This, window.This, sourceRect);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get a pixel from the image
/// </summary>
/// <param name="x">X coordinate of pixel in the image</param>
/// <param name="y">Y coordinate of pixel in the image</param>
/// <returns>Color of pixel (x, y)</returns>
////////////////////////////////////////////////////////////
public Color GetPixel(uint x, uint y)
{
return sfImage_GetPixel(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the color of a pixel
/// </summary>
/// <param name="x">X coordinate of pixel in the image</param>
/// <param name="y">Y coordinate of pixel in the image</param>
/// <param name="color">New color for pixel (x, y)</param>
////////////////////////////////////////////////////////////
public void SetPixel(uint x, uint y, Color color)
{
sfImage_SetPixel(This, x, y, color);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get a copy of the array of pixels (RGBA 8 bits integers components)
/// Array size is Width x Height x 4
/// </summary>
/// <returns>Array of pixels</returns>
////////////////////////////////////////////////////////////
public byte[] Pixels
{
get
{
byte[] PixelsPtr = new byte[Width * Height * 4];
Marshal.Copy(sfImage_GetPixelsPtr(This), PixelsPtr, 0, PixelsPtr.Length);
return PixelsPtr;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Bind the image for rendering
/// </summary>
////////////////////////////////////////////////////////////
public void Bind()
{
sfImage_Bind(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Control the smooth filter
/// </summary>
////////////////////////////////////////////////////////////
public bool Smooth
{
get {return sfImage_IsSmooth(This);}
set {sfImage_SetSmooth(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the image, in pixels
/// </summary>
////////////////////////////////////////////////////////////
public uint Width
{
get {return sfImage_GetWidth(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the image, in pixels
/// </summary>
////////////////////////////////////////////////////////////
public uint Height
{
get {return sfImage_GetHeight(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal constructor
/// </summary>
/// <param name="thisPtr">Pointer to the object in C library</param>
////////////////////////////////////////////////////////////
internal Image(IntPtr thisPtr) :
base(thisPtr)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
if (!disposing)
Context.Global.SetActive(true);
sfImage_Destroy(This);
if (!disposing)
Context.Global.SetActive(false);
}
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfImage_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfImage_CreateFromColor(uint Width, uint Height, Color Col);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
unsafe static extern IntPtr sfImage_CreateFromPixels(uint Width, uint Height, Color* Pixels);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfImage_CreateFromFile(string Filename);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
unsafe static extern IntPtr sfImage_CreateFromMemory(char* Data, uint Size);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfImage_SaveToFile(IntPtr This, string Filename);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_CreateMaskFromColor(IntPtr This, Color Col, byte Alpha);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfImage_CopyScreen(IntPtr This, IntPtr Window, IntRect SourceRect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_Copy(IntPtr This, IntPtr Source, uint DestX, uint DestY, IntRect SourceRect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_SetPixel(IntPtr This, uint X, uint Y, Color Col);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfImage_GetPixel(IntPtr This, uint X, uint Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfImage_GetPixelsPtr(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_Bind(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfImage_SetSmooth(IntPtr This, bool Smooth);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfImage_GetWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfImage_GetHeight(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfImage_IsSmooth(IntPtr This);
#endregion
}
}
}

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@ -0,0 +1,193 @@
using System;
using System.Runtime.InteropServices;
using System.Security;
using System.Collections.Generic;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// PostFX is used to apply a post effect to a window
/// </summary>
////////////////////////////////////////////////////////////
public class PostFx : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor (invalid effect)
/// </summary>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public PostFx() :
base(sfPostFx_Create())
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("post-fx");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Load the effect from a file
/// </summary>
/// <param name="filename">Path of the effect file to load</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
public PostFx(string filename) :
base(sfPostFX_CreateFromFile(filename))
{
if (This == IntPtr.Zero)
throw new LoadingFailedException("post-fx", filename);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Load the effect from a text in memory
/// </summary>
/// <param name="effect">String containing the effect code</param>
/// <exception cref="LoadingFailedException" />
////////////////////////////////////////////////////////////
void LoadFromString(string effect)
{
SetThis(sfPostFX_CreateFromMemory(effect));
if (This == IntPtr.Zero)
throw new LoadingFailedException("post-fx");
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change a 1-component parameter of the effect
/// </summary>
/// <param name="name">Name of the parameter in the effect</param>
/// <param name="x">Value of the parameter</param>
////////////////////////////////////////////////////////////
public void SetParameter(string name, float x)
{
sfPostFX_SetParameter1(This, name, x);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change a 2-component parameter of the effect
/// </summary>
/// <param name="name">Name of the parameter in the effect</param>
/// <param name="x">X component of the value</param>
/// <param name="y">Y component of the value</param>
////////////////////////////////////////////////////////////
public void SetParameter(string name, float x, float y)
{
sfPostFX_SetParameter2(This, name, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change a 3-component parameter of the effect
/// </summary>
/// <param name="name">Name of the parameter in the effect</param>
/// <param name="x">X component of the value</param>
/// <param name="y">Y component of the value</param>
/// <param name="z">Z component of the value</param>
////////////////////////////////////////////////////////////
public void SetParameter(string name, float x, float y, float z)
{
sfPostFX_SetParameter3(This, name, x, y, z);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change a 4-component parameter of the effect
/// </summary>
/// <param name="name">Name of the parameter in the effect</param>
/// <param name="x">X component of the value</param>
/// <param name="y">Y component of the value</param>
/// <param name="z">Z component of the value</param>
/// <param name="w">W component of the value</param>
////////////////////////////////////////////////////////////
public void SetParameter(string name, float x, float y, float z, float w)
{
sfPostFX_SetParameter4(This, name, x, y, z, w);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set a texture parameter
/// </summary>
/// <param name="name">Name of the texture in the effect</param>
/// <param name="texture">Image to set (pass null to use the contents of the screen)</param>
////////////////////////////////////////////////////////////
public void SetTexture(string name, Image texture)
{
myTextures[name] = texture;
sfPostFX_SetTexture(This, name, texture != null ? texture.This : IntPtr.Zero);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the system supports post-effects
/// </summary>
////////////////////////////////////////////////////////////
public static bool CanUsePostFX
{
get {return sfPostFX_CanUsePostFX();}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
if (!disposing)
Context.Global.SetActive(true);
myTextures.Clear();
sfPostFX_Destroy(This);
if (!disposing)
Context.Global.SetActive(false);
}
Dictionary<string, Image> myTextures = new Dictionary<string, Image>();
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfPostFx_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFx_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfPostFX_CreateFromFile(string Filename);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfPostFX_CreateFromMemory(string Effect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_Destroy(IntPtr PostFX);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_SetParameter1(IntPtr PostFX, string Name, float X);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_SetParameter2(IntPtr PostFX, string Name, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_SetParameter3(IntPtr PostFX, string Name, float X, float Y, float Z);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_SetParameter4(IntPtr PostFX, string Name, float X, float Y, float Z, float W);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfPostFX_SetTexture(IntPtr PostFX, string Name, IntPtr Texture);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfPostFX_CanUsePostFX();
#endregion
}
}
}

274
dotnet/src/Graphics/Rect.cs Normal file
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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// IntRect is an utility class for manipulating 2D rectangles
/// with integer coordinates
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct IntRect
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the rectangle from its coordinates
/// </summary>
/// <param name="left">Left coordinate of the rectangle</param>
/// <param name="top">Top coordinate of the rectangle</param>
/// <param name="right">Right coordinate of the rectangle</param>
/// <param name="bottom">Bottom coordinate of the rectangle</param>
////////////////////////////////////////////////////////////
public IntRect(int left, int top, int right, int bottom)
{
Left = left;
Top = top;
Right = right;
Bottom = bottom;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rectangle
/// </summary>
////////////////////////////////////////////////////////////
public int Width
{
get {return Right - Left;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rectangle
/// </summary>
////////////////////////////////////////////////////////////
public int Height
{
get {return Bottom - Top;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Move the whole rectangle by the given offset
/// </summary>
/// <param name="offsetX">Horizontal offset</param>
/// <param name="offsetY">Vertical offset</param>
////////////////////////////////////////////////////////////
public void Offset(int offsetX, int offsetY)
{
Left += offsetX;
Top += offsetY;
Right += offsetX;
Bottom += offsetY;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check if a point is inside the rectangle's area
/// </summary>
/// <param name="x">X coordinate of the point to test</param>
/// <param name="y">Y coordinate of the point to test</param>
/// <returns>True if the point is inside</returns>
////////////////////////////////////////////////////////////
public bool Contains(int x, int y)
{
return (x >= Left) && (x <= Right) && (y >= Top) && (y <= Bottom);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check intersection between two rectangles
/// </summary>
/// <param name="rect"> Rectangle to test</param>
/// <returns>True if rectangles overlap</returns>
////////////////////////////////////////////////////////////
public bool Intersects(IntRect rect)
{
return ((Math.Max(Left, rect.Left) < Math.Min(Right, rect.Right)) &&
(Math.Max(Top, rect.Top) < Math.Min(Bottom, rect.Bottom)));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check intersection between two rectangles
/// </summary>
/// <param name="rect"> Rectangle to test</param>
/// <param name="overlap">Rectangle to be filled with overlapping rect</param>
/// <returns>True if rectangles overlap</returns>
////////////////////////////////////////////////////////////
public bool Intersects(IntRect rect, out IntRect overlap)
{
IntRect Overlapping = new IntRect(Math.Max(Left, rect.Left),
Math.Max(Top, rect.Top),
Math.Min(Right, rect.Right),
Math.Min(Bottom, rect.Bottom));
if ((Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom))
{
overlap.Left = Overlapping.Left;
overlap.Top = Overlapping.Top;
overlap.Right = Overlapping.Right;
overlap.Bottom = Overlapping.Bottom;
return true;
}
else
{
overlap.Left = 0;
overlap.Top = 0;
overlap.Right = 0;
overlap.Bottom = 0;
return false;
}
}
/// <summary>Left coordinate of the rectangle</summary>
public int Left;
/// <summary>Top coordinate of the rectangle</summary>
public int Top;
/// <summary>Right coordinate of the rectangle</summary>
public int Right;
/// <summary>Bottom coordinate of the rectangle</summary>
public int Bottom;
}
////////////////////////////////////////////////////////////
/// <summary>
/// FloatRect is an utility class for manipulating 2D rectangles
/// with float coordinates
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct FloatRect
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the rectangle from its coordinates
/// </summary>
/// <param name="left">Left coordinate of the rectangle</param>
/// <param name="top">Top coordinate of the rectangle</param>
/// <param name="right">Right coordinate of the rectangle</param>
/// <param name="bottom">Bottom coordinate of the rectangle</param>
////////////////////////////////////////////////////////////
public FloatRect(float left, float top, float right, float bottom)
{
Left = left;
Top = top;
Right = right;
Bottom = bottom;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rectangle
/// </summary>
////////////////////////////////////////////////////////////
public float Width
{
get {return Right - Left;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rectangle
/// </summary>
////////////////////////////////////////////////////////////
public float Height
{
get {return Bottom - Top;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Move the whole rectangle by the given offset
/// </summary>
/// <param name="offsetX">Horizontal offset</param>
/// <param name="offsetY">Vertical offset</param>
////////////////////////////////////////////////////////////
public void Offset(float offsetX, float offsetY)
{
Left += offsetX;
Top += offsetY;
Right += offsetX;
Bottom += offsetY;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check if a point is inside the rectangle's area
/// </summary>
/// <param name="x">X coordinate of the point to test</param>
/// <param name="y">Y coordinate of the point to test</param>
/// <returns>True if the point is inside</returns>
////////////////////////////////////////////////////////////
public bool Contains(float x, float y)
{
return (x >= Left) && (x <= Right) && (y >= Top) && (y <= Bottom);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check intersection between two rectangles
/// </summary>
/// <param name="rect"> Rectangle to test</param>
/// <returns>True if rectangles overlap</returns>
////////////////////////////////////////////////////////////
public bool Intersects(FloatRect rect)
{
return ((Math.Max(Left, rect.Left) < Math.Min(Right, rect.Right)) &&
(Math.Max(Top, rect.Top) < Math.Min(Bottom, rect.Bottom)));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Check intersection between two rectangles
/// </summary>
/// <param name="rect"> Rectangle to test</param>
/// <param name="overlap">Rectangle to be filled with overlapping rect</param>
/// <returns>True if rectangles overlap</returns>
////////////////////////////////////////////////////////////
public bool Intersects(FloatRect rect, out FloatRect overlap)
{
FloatRect Overlapping = new FloatRect(Math.Max(Left, rect.Left),
Math.Max(Top, rect.Top),
Math.Min(Right, rect.Right),
Math.Min(Bottom, rect.Bottom));
if ((Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom))
{
overlap.Left = Overlapping.Left;
overlap.Top = Overlapping.Top;
overlap.Right = Overlapping.Right;
overlap.Bottom = Overlapping.Bottom;
return true;
}
else
{
overlap.Left = 0;
overlap.Top = 0;
overlap.Right = 0;
overlap.Bottom = 0;
return false;
}
}
/// <summary>Left coordinate of the rectangle</summary>
public float Left;
/// <summary>Top coordinate of the rectangle</summary>
public float Top;
/// <summary>Right coordinate of the rectangle</summary>
public float Right;
/// <summary>Bottom coordinate of the rectangle</summary>
public float Bottom;
}
}
}

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@ -0,0 +1,558 @@
using System;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;
using System.Security;
using SFML.Window;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Simple wrapper for Window that allows easy
/// 2D rendering
/// </summary>
////////////////////////////////////////////////////////////
public class RenderWindow : SFML.Window.Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default style and creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
////////////////////////////////////////////////////////////
public RenderWindow(VideoMode mode, string title) :
this(mode, title, Styles.Resize | Styles.Close, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
////////////////////////////////////////////////////////////
public RenderWindow(VideoMode mode, string title, Styles style) :
this(mode, title, style, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public RenderWindow(VideoMode mode, string title, Styles style, WindowSettings settings) :
base(sfRenderWindow_Create(mode, title, style, settings), 0)
{
Initialize();
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control with default creation settings
/// </summary>
/// <param name="handle">Platform-specific handle of the control</param>
////////////////////////////////////////////////////////////
public RenderWindow(IntPtr handle) :
this(handle, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control
/// </summary>
/// <param name="handle">Platform-specific handle of the control</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public RenderWindow(IntPtr handle, WindowSettings settings) :
base(sfRenderWindow_CreateFromHandle(handle, settings), 0)
{
Initialize();
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the window is opened (ie. has been created).
/// Note that a hidden window (Show(false))
/// will still return true
/// </summary>
/// <returns>True if the window is opened</returns>
////////////////////////////////////////////////////////////
public override bool IsOpened()
{
return sfRenderWindow_IsOpened(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Close (destroy) the window.
/// The Window instance remains valid and you can call
/// Create to recreate the window
/// </summary>
////////////////////////////////////////////////////////////
public override void Close()
{
sfRenderWindow_Close(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Display the window on screen
/// </summary>
////////////////////////////////////////////////////////////
public override void Display()
{
sfRenderWindow_Display(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public override uint Width
{
get {return sfRenderWindow_GetWidth(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public override uint Height
{
get {return sfRenderWindow_GetHeight(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Creation settings of the window
/// </summary>
////////////////////////////////////////////////////////////
public override WindowSettings Settings
{
get {return sfRenderWindow_GetSettings(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable / disable vertical synchronization
/// </summary>
/// <param name="enable">True to enable v-sync, false to deactivate</param>
////////////////////////////////////////////////////////////
public override void UseVerticalSync(bool enable)
{
sfRenderWindow_UseVerticalSync(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the mouse cursor
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public override void ShowMouseCursor(bool show)
{
sfRenderWindow_ShowMouseCursor(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the mouse cursor
/// </summary>
/// <param name="x">Left coordinate of the cursor, relative to the window</param>
/// <param name="y">Top coordinate of the cursor, relative to the window</param>
////////////////////////////////////////////////////////////
public override void SetCursorPosition(uint x, uint y)
{
sfRenderWindow_SetCursorPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the window on screen.
/// Only works for top-level windows
/// </summary>
/// <param name="x">Left position</param>
/// <param name="y">Top position</param>
////////////////////////////////////////////////////////////
public override void SetPosition(int x, int y)
{
sfRenderWindow_SetPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the size of the rendering region of the window
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
////////////////////////////////////////////////////////////
public override void SetSize(uint width, uint height)
{
sfRenderWindow_SetSize(This, width, height);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the window
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public override void Show(bool show)
{
sfRenderWindow_Show(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable or disable automatic key-repeat.
/// Automatic key-repeat is enabled by default
/// </summary>
/// <param name="enable">True to enable, false to disable</param>
////////////////////////////////////////////////////////////
public override void EnableKeyRepeat(bool enable)
{
sfRenderWindow_EnableKeyRepeat(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the window's icon
/// </summary>
/// <param name="width">Icon's width, in pixels</param>
/// <param name="height">Icon's height, in pixels</param>
/// <param name="pixels">Array of pixels, format must be RGBA 32 bits</param>
////////////////////////////////////////////////////////////
public override void SetIcon(uint width, uint height, byte[] pixels)
{
unsafe
{
fixed (byte* PixelsPtr = pixels)
{
sfRenderWindow_SetIcon(This, width, height, PixelsPtr);
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate of deactivate the window as the current target
/// for rendering
/// </summary>
/// <param name="active">True to activate, false to deactivate (true by default)</param>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public override bool SetActive(bool active)
{
return sfRenderWindow_SetActive(This, active);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Limit the framerate to a maximum fixed frequency
/// </summary>
/// <param name="limit">Framerate limit, in frames per seconds (use 0 to disable limit)</param>
////////////////////////////////////////////////////////////
public override void SetFramerateLimit(uint limit)
{
sfRenderWindow_SetFramerateLimit(This, limit);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get time elapsed since last frame
/// </summary>
/// <returns>Time elapsed, in seconds</returns>
////////////////////////////////////////////////////////////
public override float GetFrameTime()
{
return sfRenderWindow_GetFrameTime(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
/// </summary>
/// <param name="threshold">New threshold, in range [0, 100]</param>
////////////////////////////////////////////////////////////
public override void SetJoystickThreshold(float threshold)
{
sfRenderWindow_SetJoystickThreshold(This, threshold);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Default view of the window
/// </summary>
////////////////////////////////////////////////////////////
public View DefaultView
{
get {return myDefaultView;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Current view active in the window
/// </summary>
////////////////////////////////////////////////////////////
public View CurrentView
{
get {return myCurrentView;}
set {myCurrentView = value; sfRenderWindow_SetView(This, value.This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Convert a point in window coordinates into view coordinates
/// using the current view of the window
/// </summary>
/// <param name="windowX">X coordinate of the point to convert, relative to the window</param>
/// <param name="windowY">Y coordinate of the point to convert, relative to the window</param>
/// <returns>Converted point</returns>
////////////////////////////////////////////////////////////
public Vector2 ConvertCoords(uint windowX, uint windowY)
{
return ConvertCoords(windowX, windowY, myCurrentView);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Convert a point in window coordinates into view coordinates
/// </summary>
/// <param name="windowX">X coordinate of the point to convert, relative to the window</param>
/// <param name="windowY">Y coordinate of the point to convert, relative to the window</param>
/// <param name="targetView">Target view to convert the point to</param>
/// <returns>Converted point</returns>
////////////////////////////////////////////////////////////
public Vector2 ConvertCoords(uint windowX, uint windowY, View targetView)
{
Vector2 Point;
sfRenderWindow_ConvertCoords(This, windowX, windowY, out Point.X, out Point.Y, targetView.This);
return Point;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell SFML to preserve external OpenGL states, at the expense of
/// more CPU charge. Use this function if you don't want SFML
/// to mess up your own OpenGL states (if any).
/// Don't enable state preservation if not needed, as it will allow
/// SFML to do internal optimizations and improve performances.
/// This parameter is false by default
/// </summary>
/// <param name="preserve">True to preserve OpenGL states, false to let SFML optimize</param>
////////////////////////////////////////////////////////////
public void PreserveOpenGLStates(bool preserve)
{
sfRenderWindow_PreserveOpenGLStates(This, preserve);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Clear the entire window with black color
/// </summary>
////////////////////////////////////////////////////////////
public void Clear()
{
sfRenderWindow_Clear(This, Color.Black);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Clear the entire window with a single color
/// </summary>
/// <param name="color">Color to use to clear the window</param>
////////////////////////////////////////////////////////////
public void Clear(Color color)
{
sfRenderWindow_Clear(This, color);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Save the content of the window to an image
/// </summary>
/// <returns>Image instance containing the contents of the screen</returns>
////////////////////////////////////////////////////////////
public Image Capture()
{
return new Image(sfRenderWindow_Capture(This));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Draw something into the window
/// </summary>
/// <param name="objectToDraw">Object to draw</param>
////////////////////////////////////////////////////////////
public void Draw(Drawable objectToDraw)
{
objectToDraw.Render(this);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Apply a post-fx to the window
/// </summary>
/// <param name="postFx">PostFx to apply</param>
////////////////////////////////////////////////////////////
public void Draw(PostFx postFx)
{
sfRenderWindow_DrawPostFX(This, postFx != null ? postFx.This : IntPtr.Zero);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal function to get the next event
/// </summary>
/// <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
/// <returns>True if there was an event, false otherwise</returns>
////////////////////////////////////////////////////////////
protected override bool GetEvent(out Event eventToFill)
{
return sfRenderWindow_GetEvent(This, out eventToFill);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfRenderWindow_Destroy(This);
if (disposing)
myDefaultView.Dispose();
}
////////////////////////////////////////////////////////////
/// <summary>
/// Do common initializations
/// </summary>
////////////////////////////////////////////////////////////
private void Initialize()
{
myInput = new Input(sfRenderWindow_GetInput(This));
myDefaultView = new View(sfRenderWindow_GetDefaultView(This));
myCurrentView = myDefaultView;
GC.SuppressFinalize(myDefaultView);
}
private View myCurrentView = null;
private View myDefaultView = null;
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_Create(VideoMode Mode, string Title, Styles Style, WindowSettings Params);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_CreateFromHandle(IntPtr Handle, WindowSettings Params);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_GetInput(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfRenderWindow_IsOpened(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_Close(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfRenderWindow_GetEvent(IntPtr This, out Event Evt);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_Capture(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_Clear(IntPtr This, Color ClearColor);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_Display(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfRenderWindow_GetWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfRenderWindow_GetHeight(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern WindowSettings sfRenderWindow_GetSettings(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_UseVerticalSync(IntPtr This, bool Enable);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_ShowMouseCursor(IntPtr This, bool Show);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetCursorPosition(IntPtr This, uint X, uint Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetPosition(IntPtr This, int X, int Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetSize(IntPtr This, uint Width, uint Height);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_Show(IntPtr This, bool Show);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_EnableKeyRepeat(IntPtr This, bool Enable);
[DllImport("csfml-graphics")]
unsafe static extern void sfRenderWindow_SetIcon(IntPtr This, uint Width, uint Height, byte* Pixels);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern bool sfRenderWindow_SetActive(IntPtr This, bool Active);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetFramerateLimit(IntPtr This, uint Limit);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfRenderWindow_GetFrameTime(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetJoystickThreshold(IntPtr This, float Threshold);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_SetView(IntPtr This, IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_GetView(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfRenderWindow_GetDefaultView(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_ConvertCoords(IntPtr This, uint WindowX, uint WindowY, out float ViewX, out float ViewY, IntPtr TargetView);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_PreserveOpenGLStates(IntPtr This, bool Preserve);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_DrawPostFX(IntPtr This, IntPtr PostFx);
#endregion
}
}
}

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@ -0,0 +1,505 @@
using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Shape defines a drawable convex shape ; it also defines
/// helper functions to draw simple shapes like
/// lines, rectangles, circles, etc.
/// </summary>
////////////////////////////////////////////////////////////
public class Shape : Drawable
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public Shape() :
base(sfShape_Create())
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Position of the object on screen
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Position
{
get { return new Vector2(sfShape_GetX(This), sfShape_GetY(This)); }
set { sfShape_SetPosition(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Rotation of the object, defined in degrees
/// </summary>
////////////////////////////////////////////////////////////
public override float Rotation
{
get { return sfShape_GetRotation(This); }
set { sfShape_SetRotation(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Vertical and horizontal scale of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Scale
{
get { return new Vector2(sfShape_GetScaleX(This), sfShape_GetScaleY(This)); }
set { sfShape_SetScale(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Center of the transformation of the object
/// (center of translation, rotation and scale)
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Center
{
get { return new Vector2(sfShape_GetCenterX(This), sfShape_GetCenterY(This)); }
set { sfShape_SetCenter(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Global color of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Color Color
{
get { return sfShape_GetColor(This); }
set { sfShape_SetColor(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Blending mode of the object
/// </summary>
////////////////////////////////////////////////////////////
public override BlendMode BlendMode
{
get { return sfShape_GetBlendMode(This); }
set { sfShape_SetBlendMode(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from global coordinates into local coordinates
/// (ie it applies the inverse of object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToLocal(Vector2 point)
{
Vector2 Transformed;
sfShape_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from local coordinates into global coordinates
/// (ie it applies the object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToGlobal(Vector2 point)
{
Vector2 Transformed;
sfShape_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Add a point to the shape
/// </summary>
/// <param name="position">Position of the point</param>
/// <param name="color">Color of the point</param>
////////////////////////////////////////////////////////////
public void AddPoint(Vector2 position, Color color)
{
AddPoint(position, color, Color.Black);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Add a point to the shape
/// </summary>
/// <param name="position">Position of the point</param>
/// <param name="color">Color of the point</param>
/// <param name="outlineColor">Outline color of the point</param>
////////////////////////////////////////////////////////////
public void AddPoint(Vector2 position, Color color, Color outlineColor)
{
sfShape_AddPoint(This, position.X, position.Y, color, outlineColor);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable or disable filling the shape.
/// Fill is enabled by default
/// </summary>
/// <param name="enable">True to enable, false to disable</param>
////////////////////////////////////////////////////////////
public void EnableFill(bool enable)
{
sfShape_EnableFill(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable or disable drawing the shape outline.
/// Outline is enabled by default
/// </summary>
/// <param name="enable">True to enable, false to disable</param>
////////////////////////////////////////////////////////////
public void EnableOutline(bool enable)
{
sfShape_EnableOutline(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the shape outline
/// </summary>
////////////////////////////////////////////////////////////
public float OutlineWidth
{
get {return sfShape_GetOutlineWidth(This);}
set {sfShape_SetOutlineWidth(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Totla number of points of the shape
/// </summary>
////////////////////////////////////////////////////////////
public uint NbPoints
{
get {return sfShape_GetNbPoints(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the position of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <param name="position">New position of the index-th point</param>
////////////////////////////////////////////////////////////
public void SetPointPosition(uint index, Vector2 position)
{
sfShape_SetPointPosition(This, index, position.X, position.Y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the position of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <returns>Position of the index-th point</returns>
////////////////////////////////////////////////////////////
public Vector2 GetPointPosition(uint index)
{
Vector2 Pos;
sfShape_GetPointPosition(This, index, out Pos.X, out Pos.Y);
return Pos;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the color of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <param name="color">New color of the index-th point</param>
////////////////////////////////////////////////////////////
public void SetPointColor(uint index, Color color)
{
sfShape_SetPointColor(This, index, color);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the color of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <returns>Color of the index-th point</returns>
////////////////////////////////////////////////////////////
public Color GetPointColor(uint index)
{
return sfShape_GetPointColor(This, index);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Set the outline color of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <param name="color">New outline color of the index-th point</param>
////////////////////////////////////////////////////////////
public void SetPointOutlineColor(uint index, Color color)
{
sfShape_SetPointOutlineColor(This, index, color);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the outline color of a point
/// </summary>
/// <param name="index">Index of the point, in range [0, NbPoints - 1]</param>
/// <returns>Outline color of the index-th point</returns>
////////////////////////////////////////////////////////////
public Color GetPointOutlineColor(uint index)
{
return sfShape_GetPointOutlineColor(This, index);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single line
/// </summary>
/// <param name="p1">Position of the first point</param>
/// <param name="p2">Position of the second point</param>
/// <param name="thickness">Line thickness</param>
/// <param name="color">Color used to draw the line</param>
/// <returns>New line shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Line(Vector2 p1, Vector2 p2, float thickness, Color color)
{
return Line(p1, p2, thickness, color, 0, Color.White);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single line
/// </summary>
/// <param name="p1">Position of the first point</param>
/// <param name="p2">Position of the second point</param>
/// <param name="thickness">Line thickness</param>
/// <param name="color">Color used to draw the line</param>
/// <param name="outline">Outline width</param>
/// <param name="outlineColor">Color used to draw the outline</param>
/// <returns>New line shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Line(Vector2 p1, Vector2 p2, float thickness, Color color, float outline, Color outlineColor)
{
return new Shape(sfShape_CreateLine(p1.X, p1.Y, p2.X, p2.Y, thickness, color, outline, outlineColor));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single rectangle
/// </summary>
/// <param name="p1">Position of the top-left corner</param>
/// <param name="p2">Position of the bottom-right corner</param>
/// <param name="color">Color used to fill the rectangle</param>
/// <returns>New rectangle shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Rectangle(Vector2 p1, Vector2 p2, Color color)
{
return Rectangle(p1, p2, color, 0, Color.White);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single rectangle
/// </summary>
/// <param name="p1">Position of the top-left corner</param>
/// <param name="p2">Position of the bottom-right corner</param>
/// <param name="color">Color used to fill the rectangle</param>
/// <param name="outline">Outline width</param>
/// <param name="outlineColor">Color used to draw the outline</param>
/// <returns>New rectangle shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Rectangle(Vector2 p1, Vector2 p2, Color color, float outline, Color outlineColor)
{
return new Shape(sfShape_CreateRectangle(p1.X, p1.Y, p2.X, p2.Y, color, outline, outlineColor));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single circle
/// </summary>
/// <param name="center">Position of the center</param>
/// <param name="radius">Radius of the circle</param>
/// <param name="color">Color used to fill the circle</param>
/// <returns>New circle shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Circle(Vector2 center, float radius, Color color)
{
return Circle(center, radius, color, 0, Color.White);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create a shape made of a single circle
/// </summary>
/// <param name="center">Position of the center</param>
/// <param name="radius">Radius of the circle</param>
/// <param name="color">Color used to fill the circle</param>
/// <param name="outline">Outline width</param>
/// <param name="outlineColor">Color used to draw the outline</param>
/// <returns>New circle shape built with the given parameters</returns>
////////////////////////////////////////////////////////////
public static Shape Circle(Vector2 center, float radius, Color color, float outline, Color outlineColor)
{
return new Shape(sfShape_CreateCircle(center.X, center.Y, radius, color, outline, outlineColor));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Render the object into the given render window
/// </summary>
/// <param name="window">Target window</param>
////////////////////////////////////////////////////////////
internal override void Render(RenderWindow window)
{
sfRenderWindow_DrawShape(window.This, This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfShape_Destroy(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal constructor
/// </summary>
/// <param name="thisPtr">Pointer to the internal object in C library</param>
////////////////////////////////////////////////////////////
private Shape(IntPtr thisPtr) :
base(thisPtr)
{
}
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfShape_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetPosition(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetRotation(IntPtr This, float Rotation);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetRotation(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetScale(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetScaleX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetScaleY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetCenter(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetCenterX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetCenterY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetColor(IntPtr This, Color Color);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfShape_GetColor(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetBlendMode(IntPtr This, BlendMode Mode);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern BlendMode sfShape_GetBlendMode(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfShape_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfShape_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_DrawShape(IntPtr This, IntPtr Shape);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfShape_CreateLine(float P1X, float P1Y, float P2X, float P2Y, float Thickness, Color Col, float Outline, Color OutlineCol);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfShape_CreateRectangle(float P1X, float P1Y, float P2X, float P2Y, Color Col, float Outline, Color OutlineCol);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfShape_CreateCircle(float X, float Y, float Radius, Color Col, float Outline, Color OutlineCol);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_AddPoint(IntPtr This, float X, float Y, Color Col, Color OutlineCol);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_EnableFill(IntPtr This, bool Enable);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_EnableOutline(IntPtr This, bool Enable);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetOutlineWidth(IntPtr This, float Width);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfShape_GetOutlineWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern uint sfShape_GetNbPoints(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetPointPosition(IntPtr This, uint Index, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_GetPointPosition(IntPtr This, uint Index, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetPointColor(IntPtr This, uint Index, Color Col);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfShape_GetPointColor(IntPtr This, uint Index);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfShape_SetPointOutlineColor(IntPtr This, uint Index, Color Col);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfShape_GetPointOutlineColor(IntPtr This, uint Index);
#endregion
}
}
}

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@ -0,0 +1,332 @@
using System;
using System.Security;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// This class defines a sprite : texture, transformations,
/// color, and draw on screen
/// </summary>
////////////////////////////////////////////////////////////
public class Sprite : Drawable
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public Sprite() :
base(sfSprite_Create())
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the sprite from a source image
/// </summary>
/// <param name="image">Source image to assign to the sprite</param>
////////////////////////////////////////////////////////////
public Sprite(Image image) :
base(sfSprite_Create())
{
Image = image;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Position of the object on screen
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Position
{
get { return new Vector2(sfSprite_GetX(This), sfSprite_GetY(This)); }
set { sfSprite_SetPosition(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Rotation of the object, defined in degrees
/// </summary>
////////////////////////////////////////////////////////////
public override float Rotation
{
get { return sfSprite_GetRotation(This); }
set { sfSprite_SetRotation(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Vertical and horizontal scale of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Scale
{
get { return new Vector2(sfSprite_GetScaleX(This), sfSprite_GetScaleY(This)); }
set { sfSprite_SetScale(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Center of the transformation of the object
/// (center of translation, rotation and scale)
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Center
{
get { return new Vector2(sfSprite_GetCenterX(This), sfSprite_GetCenterY(This)); }
set { sfSprite_SetCenter(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Global color of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Color Color
{
get { return sfSprite_GetColor(This); }
set { sfSprite_SetColor(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Blending mode of the object
/// </summary>
////////////////////////////////////////////////////////////
public override BlendMode BlendMode
{
get { return sfSprite_GetBlendMode(This); }
set { sfSprite_SetBlendMode(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from global coordinates into local coordinates
/// (ie it applies the inverse of object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToLocal(Vector2 point)
{
Vector2 Transformed;
sfSprite_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from local coordinates into global coordinates
/// (ie it applies the object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToGlobal(Vector2 point)
{
Vector2 Transformed;
sfSprite_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the sprite
/// </summary>
////////////////////////////////////////////////////////////
public float Width
{
get { return sfSprite_GetWidth(This); }
set { sfSprite_Resize(This, value, this.Height); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the sprite
/// </summary>
////////////////////////////////////////////////////////////
public float Height
{
get { return sfSprite_GetHeight(This); }
set { sfSprite_Resize(This, this.Width, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Source images displayed by the sprite
/// </summary>
////////////////////////////////////////////////////////////
public Image Image
{
get { return myImage; }
set { myImage = value; sfSprite_SetImage(This, value != null ? value.This : IntPtr.Zero); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Sub-rectangle of the source image displayed by the sprite
/// </summary>
////////////////////////////////////////////////////////////
public IntRect SubRect
{
get { return sfSprite_GetSubRect(This); }
set { sfSprite_SetSubRect(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Flip the sprite horizontically
/// </summary>
/// <param name="flipped">True to flip, false to canel flip</param>
////////////////////////////////////////////////////////////
public void FlipX(bool flipped)
{
sfSprite_FlipX(This, flipped);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Flip the sprite vertically
/// </summary>
/// <param name="flipped">True to flip, false to canel flip</param>
////////////////////////////////////////////////////////////
public void FlipY(bool flipped)
{
sfSprite_FlipY(This, flipped);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the color of a given pixel in the sprite
/// (point is in local coordinates)
/// </summary>
/// <param name="x">X coordinate of the pixel to get</param>
/// <param name="y">Y coordinate of the pixel to get</param>
/// <returns>Color of pixel (x, y)</returns>
////////////////////////////////////////////////////////////
public Color GetPixel(uint x, uint y)
{
return sfSprite_GetPixel(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Render the object into the given render window
/// </summary>
/// <param name="window">Target window</param>
////////////////////////////////////////////////////////////
internal override void Render(RenderWindow window)
{
sfRenderWindow_DrawSprite(window.This, This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfSprite_Destroy(This);
}
private Image myImage = null;
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfSprite_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetPosition(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetRotation(IntPtr This, float Rotation);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetRotation(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetScale(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetScaleX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetScaleY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetCenter(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetCenterX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetCenterY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetColor(IntPtr This, Color Color);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfSprite_GetColor(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetBlendMode(IntPtr This, BlendMode Mode);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern BlendMode sfSprite_GetBlendMode(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfSprite_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfSprite_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_DrawSprite(IntPtr This, IntPtr Sprite);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_Resize(IntPtr This, float Width, float Height);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfSprite_GetHeight(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetImage(IntPtr This, IntPtr Image);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_SetSubRect(IntPtr This, IntRect Rect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntRect sfSprite_GetSubRect(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_FlipX(IntPtr This, bool Flipped);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfSprite_FlipY(IntPtr This, bool Flipped);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfSprite_GetPixel(IntPtr This, uint X, uint Y);
#endregion
}
}
}

View file

@ -0,0 +1,380 @@
using System;
using System.Security;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// This class defines a graphical 2D text, that can be drawn on screen
/// </summary>
////////////////////////////////////////////////////////////
public class String2D : Drawable
{
////////////////////////////////////////////////////////////
/// <summary>
/// Enumerate the string drawing styles
/// </summary>
////////////////////////////////////////////////////////////
[Flags]
public enum Styles
{
/// <summary>Regular characters, no style</summary>
Regular = 0,
/// <summary> Characters are bold</summary>
Bold = 1 << 0,
/// <summary>Characters are in italic</summary>
Italic = 1 << 1,
/// <summary>Characters are underlined</summary>
Underlined = 1 << 2
}
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor
/// </summary>
////////////////////////////////////////////////////////////
public String2D() :
this("")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the string from a text
/// </summary>
/// <param name="text">Text to display</param>
////////////////////////////////////////////////////////////
public String2D(string text) :
this(text, Font.DefaultFont)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the string from a text and a font
/// </summary>
/// <param name="text">Text to display</param>
/// <param name="font">Font to use</param>
////////////////////////////////////////////////////////////
public String2D(string text, Font font) :
this(text, font, 30)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the string from a text, font and size
/// </summary>
/// <param name="text">Text to display</param>
/// <param name="font">Font to use</param>
/// <param name="size">Base characters size</param>
////////////////////////////////////////////////////////////
public String2D(string text, Font font, uint size) :
base(sfString_Create())
{
Text = text;
Font = font;
Size = size;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Position of the object on screen
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Position
{
get { return new Vector2(sfString_GetX(This), sfString_GetY(This)); }
set { sfString_SetPosition(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Rotation of the object, defined in degrees
/// </summary>
////////////////////////////////////////////////////////////
public override float Rotation
{
get { return sfString_GetRotation(This); }
set { sfString_SetRotation(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Vertical and horizontal scale of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Scale
{
get { return new Vector2(sfString_GetScaleX(This), sfString_GetScaleY(This)); }
set { sfString_SetScale(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Center of the transformation of the object
/// (center of translation, rotation and scale)
/// </summary>
////////////////////////////////////////////////////////////
public override Vector2 Center
{
get { return new Vector2(sfString_GetCenterX(This), sfString_GetCenterY(This)); }
set { sfString_SetCenter(This, value.X, value.Y); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Global color of the object
/// </summary>
////////////////////////////////////////////////////////////
public override Color Color
{
get { return sfString_GetColor(This); }
set { sfString_SetColor(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Blending mode of the object
/// </summary>
////////////////////////////////////////////////////////////
public override BlendMode BlendMode
{
get { return sfString_GetBlendMode(This); }
set { sfString_SetBlendMode(This, value); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from global coordinates into local coordinates
/// (ie it applies the inverse of object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToLocal(Vector2 point)
{
Vector2 Transformed;
sfString_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Transform a point from local coordinates into global coordinates
/// (ie it applies the object's center, translation, rotation and scale to the point)
/// </summary>
/// <param name="point">Point to transform</param>
/// <returns>Transformed point</returns>
////////////////////////////////////////////////////////////
public override Vector2 TransformToGlobal(Vector2 point)
{
Vector2 Transformed;
sfString_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
return Transformed;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Text displayed
/// </summary>
////////////////////////////////////////////////////////////
public string Text
{
// TODO : use unicode functions
// (convert from UTF-16 to UTF-32, and find how to marshal System.String as sfUint32*...)
get {return sfString_GetText(This);}
set {sfString_SetText(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Font used to display the text
/// </summary>
////////////////////////////////////////////////////////////
public Font Font
{
get {return myFont;}
set {myFont = value; sfString_SetFont(This, value != null ? value.This : IntPtr.Zero);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Base size of characters
/// </summary>
////////////////////////////////////////////////////////////
public float Size
{
get {return sfString_GetSize(This);}
set {sfString_SetSize(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Style of the text (see Styles enum)
/// </summary>
////////////////////////////////////////////////////////////
public Styles Style
{
get {return sfString_GetStyle(This);}
set {sfString_SetStyle(This, value);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the string rectangle on screen
/// </summary>
/// <returns>String rectangle in global coordinates (doesn't include rotation)</returns>
////////////////////////////////////////////////////////////
public FloatRect GetRect()
{
return sfString_GetRect(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// 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)
/// </summary>
/// <param name="index">Index of the character</param>
/// <returns>Position of the Index-th character (end of string if Index is out of range)</returns>
////////////////////////////////////////////////////////////
public Vector2 GetCharacterPos(uint index)
{
Vector2 Pos;
sfString_GetCharacterPos(This, index, out Pos.X, out Pos.Y);
return Pos;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Render the object into the given render window
/// </summary>
/// <param name="window">Target window</param>
////////////////////////////////////////////////////////////
internal override void Render(RenderWindow window)
{
sfRenderWindow_DrawString(window.This, This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfString_Destroy(This);
}
private Font myFont = Font.DefaultFont;
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfString_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_Destroy(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetPosition(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetRotation(IntPtr This, float Rotation);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetRotation(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetScale(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetScaleX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetScaleY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetCenter(IntPtr This, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetCenterX(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetCenterY(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetColor(IntPtr This, Color Color);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Color sfString_GetColor(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetBlendMode(IntPtr This, BlendMode Mode);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern BlendMode sfString_GetBlendMode(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfString_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Vector2 sfString_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfRenderWindow_DrawString(IntPtr This, IntPtr String);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetWidth(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetHeight(IntPtr This);
[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetText(IntPtr This, string Text);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetFont(IntPtr This, IntPtr Font);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetSize(IntPtr This, float Size);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_SetStyle(IntPtr This, Styles Style);
[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
static extern string sfString_GetText(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfString_GetSize(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern Styles sfString_GetStyle(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern FloatRect sfString_GetRect(IntPtr This);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfString_GetCharacterPos(IntPtr This, uint Index, out float X, out float Y);
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// Vector2 is an utility class for manipulating 2 dimensional
/// vectors with float components
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct Vector2
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the vector from its coordinates
/// </summary>
/// <param name="x">X coordinate</param>
/// <param name="y">Y coordinate</param>
////////////////////////////////////////////////////////////
public Vector2(float x, float y)
{
X = x;
Y = y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator - overload ; returns the opposite of a vector
/// </summary>
/// <param name="v">Vector to negate</param>
/// <returns>-v</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator -(Vector2 v)
{
return new Vector2(-v.X, -v.Y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator - overload ; subtracts two vectors
/// </summary>
/// <param name="v1">First vector</param>
/// <param name="v2">Second vector</param>
/// <returns>v1 - v2</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator -(Vector2 v1, Vector2 v2)
{
return new Vector2(v1.X - v2.X, v1.Y - v2.Y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator + overload ; add two vectors
/// </summary>
/// <param name="v1">First vector</param>
/// <param name="v2">Second vector</param>
/// <returns>v1 + v2</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator +(Vector2 v1, Vector2 v2)
{
return new Vector2(v1.X + v2.X, v1.Y + v2.Y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator * overload ; multiply a vector by a scalar value
/// </summary>
/// <param name="v">Vector</param>
/// <param name="x">Scalar value</param>
/// <returns>v * x</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator *(Vector2 v, float x)
{
return new Vector2(v.X * x, v.Y * x);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator * overload ; multiply a scalar value by a vector
/// </summary>
/// <param name="x">Scalar value</param>
/// <param name="v">Vector</param>
/// <returns>x * v</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator *(float x, Vector2 v)
{
return new Vector2(v.X * x, v.Y * x);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Operator / overload ; divide a vector by a scalar value
/// </summary>
/// <param name="v">Vector</param>
/// <param name="x">Scalar value</param>
/// <returns>v / x</returns>
////////////////////////////////////////////////////////////
public static Vector2 operator /(Vector2 v, float x)
{
return new Vector2(v.X / x, v.Y / x);
}
/// <summary>X (horizontal) component of the vector</summary>
public float X;
/// <summary>Y (vertical) component of the vector</summary>
public float Y;
}
}
}

183
dotnet/src/Graphics/View.cs Normal file
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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Graphics
{
////////////////////////////////////////////////////////////
/// <summary>
/// This class defines a view (position, size, etc.) ;
/// you can consider it as a 2D camera
/// </summary>
////////////////////////////////////////////////////////////
public class View : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Create a default view (1000x1000, centered on origin)
/// </summary>
////////////////////////////////////////////////////////////
public View() :
base(sfView_Create())
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the view from a rectangle
/// </summary>
/// <param name="viewRect">Rectangle defining the position and size of the view</param>
////////////////////////////////////////////////////////////
public View(FloatRect viewRect) :
base(sfView_CreateFromRect(viewRect))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the view from its center and half-size
/// </summary>
/// <param name="center">Center of the view</param>
/// <param name="halfSize">Half-size of the view (from center to corner)</param>
////////////////////////////////////////////////////////////
public View(Vector2 center, Vector2 halfSize) :
base(sfView_Create())
{
this.Center = center;
this.HalfSize = halfSize;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Center of the view
/// </summary>
////////////////////////////////////////////////////////////
public Vector2 Center
{
get {return new Vector2(sfView_GetCenterX(This), sfView_GetCenterY(This));}
set {sfView_SetCenter(This, value.X, value.Y);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Half-size of the view
/// </summary>
////////////////////////////////////////////////////////////
public Vector2 HalfSize
{
get {return new Vector2(sfView_GetHalfSizeX(This), sfView_GetHalfSizeY(This));}
set {sfView_SetHalfSize(This, value.X, value.Y);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Rebuild the view from a rectangle
/// </summary>
/// <param name="viewRect">Rectangle defining the position and size of the view</param>
////////////////////////////////////////////////////////////
public void SetFromRect(FloatRect viewRect)
{
sfView_SetFromRect(This, viewRect);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the rectangle defining the view
/// </summary>
/// <returns>Rectangle of the view</returns>
////////////////////////////////////////////////////////////
public FloatRect GetRect()
{
return sfView_GetRect(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Move the view
/// </summary>
/// <param name="offset">Offset to move the view</param>
////////////////////////////////////////////////////////////
public void Move(Vector2 offset)
{
sfView_Move(This, offset.X, offset.Y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Resize the view rectangle to simulate a zoom / unzoom effect
/// </summary>
/// <param name="factor">Zoom factor to apply, relative to the current zoom</param>
////////////////////////////////////////////////////////////
public void Zoom(float factor)
{
sfView_Zoom(This, factor);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal constructor for other classes which need to manipulate raw views
/// </summary>
/// <param name="thisPtr">Direct pointer to the view object in the C library</param>
////////////////////////////////////////////////////////////
internal View(IntPtr thisPtr) :
base(thisPtr)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfView_Destroy(This);
}
#region Imports
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfView_Create();
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfView_CreateFromRect(FloatRect Rect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_Destroy(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_SetCenter(IntPtr View, float X, float Y);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_SetHalfSize(IntPtr View, float HalfWidth, float HalfHeight);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_SetFromRect(IntPtr View, FloatRect ViewRect);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfView_GetCenterX(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfView_GetCenterY(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfView_GetHalfSizeX(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern float sfView_GetHalfSizeY(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern FloatRect sfView_GetRect(IntPtr View);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_Move(IntPtr View, float OffsetX, float OffsetY);
[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
static extern void sfView_Zoom(IntPtr View, float Factor);
#endregion
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{46786269-57B9-48E7-AA4F-8F4D84609FE6}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SFML.Graphics</RootNamespace>
<AssemblyName>sfmlnet-graphics</AssemblyName>
<StartupObject>
</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\graphics-doc.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\lib\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\graphics-doc.xml</DocumentationFile>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Compile Include="Color.cs" />
<Compile Include="Context.cs" />
<Compile Include="Drawable.cs" />
<Compile Include="Font.cs" />
<Compile Include="Image.cs" />
<Compile Include="PostFx.cs" />
<Compile Include="Rect.cs" />
<Compile Include="RenderWindow.cs" />
<Compile Include="Shape.cs" />
<Compile Include="Sprite.cs" />
<Compile Include="String2D.cs" />
<Compile Include="Vector2.cs" />
<Compile Include="View.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>

389
dotnet/src/Window/Event.cs Normal file
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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of key codes for keyboard events
/// </summary>
////////////////////////////////////////////////////////////
public 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, // OS specific key (left side) : windows (Win and Linux), apple (MacOS), ...
RControl,
RShift,
RAlt,
RSystem, // OS specific key (right side) : windows (Win and Linux), apple (MacOS), ...
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, // Left arrow
Right, // Right arrow
Up, // Up arrow
Down, // Down arrow
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
}
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of button codes for mouse events
/// </summary>
////////////////////////////////////////////////////////////
public enum MouseButton
{
/// <summary>Left mouse button</summary>
Left,
/// <summary>Right mouse button</summary>
Right,
/// <summary>Center (wheel) mouse button</summary>
Middle,
/// <summary>First extra button</summary>
XButton1,
/// <summary>Second extra button</summary>
XButton2
}
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of joystick axis for joystick events
/// </summary>
////////////////////////////////////////////////////////////
public enum JoyAxis
{
/// <summary>X axis</summary>
AxisX,
/// <summary>Y axis</summary>
AxisY,
/// <summary>Z axis</summary>
AxisZ,
/// <summary>R axis</summary>
AxisR,
/// <summary>U axis</summary>
AxisU,
/// <summary>V axis</summary>
AxisV,
/// <summary>Point of view</summary>
AxisPOV
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enumeration of the different types of events
/// </summary>
////////////////////////////////////////////////////////////
public enum EventType
{
/// <summary>Event triggered when a window is manually closed</summary>
Closed,
/// <summary>Event triggered when a window is resized</summary>
Resized,
/// <summary>Event triggered when a window loses the focus</summary>
LostFocus,
/// <summary>Event triggered when a window gains the focus</summary>
GainedFocus,
/// <summary>Event triggered when a valid character is entered</summary>
TextEntered,
/// <summary>Event triggered when a keyboard key is pressed</summary>
KeyPressed,
/// <summary>Event triggered when a keyboard key is released</summary>
KeyReleased,
/// <summary>Event triggered when the mouse wheel is scrolled</summary>
MouseWheelMoved,
/// <summary>Event triggered when a mouse button is pressed</summary>
MouseButtonPressed,
/// <summary>Event triggered when a mouse button is released</summary>
MouseButtonReleased,
/// <summary>Event triggered when the mouse moves within the area of a window</summary>
MouseMoved,
/// <summary>Event triggered when the mouse enters the area of a window</summary>
MouseEntered,
/// <summary>Event triggered when the mouse leaves the area of a window</summary>
MouseLeft,
/// <summary>Event triggered when a joystick button is pressed</summary>
JoyButtonPressed,
/// <summary>Event triggered when a joystick button is released</summary>
JoyButtonReleased,
/// <summary>Event triggered when a joystick axis moves</summary>
JoyMoved
}
////////////////////////////////////////////////////////////
/// <summary>
/// Keyboard event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct KeyEvent
{
/// <summary>Code of the key (see KeyCode enum)</summary>
public KeyCode Code;
/// <summary>Is the Alt modifier pressed?</summary>
public bool Alt;
/// <summary>Is the Control modifier pressed?</summary>
public bool Control;
/// <summary>Is the Shift modifier pressed?</summary>
public bool Shift;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Text event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct TextEvent
{
/// <summary>UTF-32 value of the character</summary>
public uint Unicode;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct MouseMoveEvent
{
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct MouseButtonEvent
{
/// <summary>Code of the button (see MouseButton enum)</summary>
public MouseButton Button;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse wheel event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct MouseWheelEvent
{
/// <summary>Scroll amount</summary>
public int Delta;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick axis move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct JoyMoveEvent
{
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Joystick axis (see JoyAxis enum)</summary>
public JoyAxis Axis;
/// <summary>Current position of the axis</summary>
public float Position;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct JoyButtonEvent
{
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Index of the button</summary>
public uint Button;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Size event parameters
/// </summary>
////////////////////////////////////////////////////////////
public struct SizeEvent
{
/// <summary>New width of the window</summary>
public uint Width;
/// <summary>New height of the window</summary>
public uint Height;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Event defines a system event and its parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Explicit, Size = 20)]
public struct Event
{
/// <summary>Type of event (see EventType enum)</summary>
[FieldOffset(0)]
public EventType Type;
/// <summary>Arguments for key events (KeyPressed, KeyReleased)</summary>
[FieldOffset(4)]
public KeyEvent Key;
/// <summary>Arguments for text events (TextEntered)</summary>
[FieldOffset(4)]
public TextEvent Text;
/// <summary>Arguments for mouse move events (MouseMoved)</summary>
[FieldOffset(4)]
public MouseMoveEvent MouseMove;
/// <summary>Arguments for mouse button events (MouseButtonPressed, MouseButtonReleased)</summary>
[FieldOffset(4)]
public MouseButtonEvent MouseButton;
/// <summary>Arguments for mouse wheel events (MouseWheelMoved)</summary>
[FieldOffset(4)]
public MouseWheelEvent MouseWheel;
/// <summary>Arguments for joystick axis events (JoyMoved)</summary>
[FieldOffset(4)]
public JoyMoveEvent JoyMove;
/// <summary>Arguments for joystick button events (JoyButtonPressed, JoyButtonReleased)</summary>
[FieldOffset(4)]
public JoyButtonEvent JoyButton;
/// <summary>Arguments for size events (Resized)</summary>
[FieldOffset(4)]
public SizeEvent Size;
}
}
}

View file

@ -0,0 +1,223 @@
using System;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Keyboard event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class KeyEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the key arguments from a key event
/// </summary>
/// <param name="e">Key event</param>
////////////////////////////////////////////////////////////
public KeyEventArgs(KeyEvent e)
{
Code = e.Code;
Alt = e.Alt;
Control = e.Control;
Shift = e.Shift;
}
/// <summary>Code of the key (see KeyCode enum)</summary>
public KeyCode Code;
/// <summary>Is the Alt modifier pressed?</summary>
public bool Alt;
/// <summary>Is the Control modifier pressed?</summary>
public bool Control;
/// <summary>Is the Shift modifier pressed?</summary>
public bool Shift;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Text event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class TextEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the text arguments from a text event
/// </summary>
/// <param name="e">Text event</param>
////////////////////////////////////////////////////////////
public TextEventArgs(TextEvent e)
{
Unicode = Char.ConvertFromUtf32((int)e.Unicode);
}
/// <summary>UTF-16 value of the character</summary>
public string Unicode;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseMoveEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse move arguments from a mouse move event
/// </summary>
/// <param name="e">Mouse move event</param>
////////////////////////////////////////////////////////////
public MouseMoveEventArgs(MouseMoveEvent e)
{
X = e.X;
Y = e.Y;
}
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseButtonEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse button arguments from a mouse button event
/// </summary>
/// <param name="e">Mouse button event</param>
////////////////////////////////////////////////////////////
public MouseButtonEventArgs(MouseButtonEvent e)
{
Button = e.Button;
X = e.X;
Y = e.Y;
}
/// <summary>Code of the button (see MouseButton enum)</summary>
public MouseButton Button;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse wheel event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseWheelEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse wheel arguments from a mouse wheel event
/// </summary>
/// <param name="e">Mouse wheel event</param>
////////////////////////////////////////////////////////////
public MouseWheelEventArgs(MouseWheelEvent e)
{
Delta = e.Delta;
}
/// <summary>Scroll amount</summary>
public int Delta;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick axis move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class JoyMoveEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the joystick move arguments from a joystick move event
/// </summary>
/// <param name="e">Joystick move event</param>
////////////////////////////////////////////////////////////
public JoyMoveEventArgs(JoyMoveEvent e)
{
JoystickId = e.JoystickId;
Axis = e.Axis;
Position = e.Position;
}
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Joystick axis (see JoyAxis enum)</summary>
public JoyAxis Axis;
/// <summary>Current position of the axis</summary>
public float Position;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class JoyButtonEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the joystick button arguments from a joystick button event
/// </summary>
/// <param name="e">Joystick button event</param>
////////////////////////////////////////////////////////////
public JoyButtonEventArgs(JoyButtonEvent e)
{
JoystickId = e.JoystickId;
Button = e.Button;
}
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Index of the button</summary>
public uint Button;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Size event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class SizeEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the size arguments from a size event
/// </summary>
/// <param name="e">Size event</param>
////////////////////////////////////////////////////////////
public SizeEventArgs(SizeEvent e)
{
Width = e.Width;
Height = e.Height;
}
/// <summary>New width of the window</summary>
public uint Width;
/// <summary>New height of the window</summary>
public uint Height;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Input handles real-time input from keyboard and mouse.
/// Use it instead of events to handle continuous moves and more
/// game-friendly inputs
/// </summary>
////////////////////////////////////////////////////////////
public class Input : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a key
/// </summary>
/// <param name="key">Key to check</param>
/// <returns>True if key is down, false if key is up</returns>
////////////////////////////////////////////////////////////
public bool IsKeyDown(KeyCode key)
{
return sfInput_IsKeyDown(This, key);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a mouse button
/// </summary>
/// <param name="button">Button to check</param>
/// <returns>True if button is down, false if button is up</returns>
////////////////////////////////////////////////////////////
public bool IsMouseButtonDown(MouseButton button)
{
return sfInput_IsMouseButtonDown(This, button);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a joystick button
/// </summary>
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
/// <param name="button">Button to check</param>
/// <returns>True if button is down, false if button is up</returns>
////////////////////////////////////////////////////////////
public bool IsJoystickButtonDown(uint joystickId, uint button)
{
return sfInput_IsJoystickButtonDown(This, joystickId, button);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the mouse X position
/// </summary>
/// <returns>Current mouse left position, relative to owner window</returns>
////////////////////////////////////////////////////////////
public int GetMouseX()
{
return sfInput_GetMouseX(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the mouse Y position
/// </summary>
/// <returns>Current mouse top position, relative to owner window</returns>
////////////////////////////////////////////////////////////
public int GetMouseY()
{
return sfInput_GetMouseY(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get a joystick axis position
/// </summary>
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
/// <param name="axis">Axis to get</param>
/// <returns>Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])</returns>
////////////////////////////////////////////////////////////
public float GetJoystickAxis(uint joystickId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(This, joystickId, axis);
}
////////////////////////////////////////////////////////////
/// <summary>
/// For internal use only, construct the instance from a direct pointer to the internal object
/// </summary>
/// <param name="thisPtr">Internal pointer to the input object</param>
////////////////////////////////////////////////////////////
public Input(IntPtr thisPtr) :
base(thisPtr)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
// Nothing to do here, Input instances are owned by the C library
}
#region Imports
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsKeyDown(IntPtr This, KeyCode Key);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsMouseButtonDown(IntPtr This, MouseButton Button);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsJoystickButtonDown(IntPtr This, uint JoyId, uint Button);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern int sfInput_GetMouseX(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern int sfInput_GetMouseY(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern float sfInput_GetJoystickAxis(IntPtr This, uint JoyId, JoyAxis Axis);
#endregion
}
}
}

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using System;
using System.Runtime.Serialization;
namespace SFML
{
////////////////////////////////////////////////////////////
/// <summary>
/// Exception thrown by SFML whenever loading a resource fails
/// </summary>
////////////////////////////////////////////////////////////
[Serializable]
public class LoadingFailedException : Exception
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor (unknown error)
/// </summary>
////////////////////////////////////////////////////////////
public LoadingFailedException() :
base("Failed to load a resource")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from memory
/// </summary>
/// <param name="resourceName">Name of the resource</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName) :
base("Failed to load " + resourceName + " from memory")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from memory
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="innerException">Exception which is the cause ofthe current exception</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, Exception innerException) :
base("Failed to load " + resourceName + " from memory", innerException)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from a file
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="filename">Path of the file</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, string filename) :
base("Failed to load " + resourceName + " from file " + filename)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from a file
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="filename">Path of the file</param>
/// <param name="innerException">Exception which is the cause ofthe current exception</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, string filename, Exception innerException) :
base("Failed to load " + resourceName + " from file " + filename, innerException)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Initialize an instance of the exception with serialized data
/// </summary>
/// <param name="info">Serialized data</param>
/// <param name="context">Contextual informations</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(SerializationInfo info, StreamingContext context) :
base(info, context)
{
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
////////////////////////////////////////////////////////////
/// <summary>
/// The ObjectBase class is an abstract base for every
/// SFML object. It's meant for internal use only
/// </summary>
////////////////////////////////////////////////////////////
public abstract class ObjectBase : IDisposable
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the object from a pointer to the C library object
/// </summary>
/// <param name="thisPtr">Internal pointer to the object in the C libraries</param>
////////////////////////////////////////////////////////////
public ObjectBase(IntPtr thisPtr)
{
myThis = thisPtr;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Dispose the object
/// </summary>
////////////////////////////////////////////////////////////
~ObjectBase()
{
Dispose(false);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Access to the internal pointer of the object.
/// For internal use only
/// </summary>
////////////////////////////////////////////////////////////
public IntPtr This
{
get {return myThis;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Explicitely dispose the object
/// </summary>
////////////////////////////////////////////////////////////
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Destroy the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
private void Dispose(bool disposing)
{
if (myThis != IntPtr.Zero)
{
Destroy(disposing);
myThis = IntPtr.Zero;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Destroy the object (implementation is left to each derived class)
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected abstract void Destroy(bool disposing);
////////////////////////////////////////////////////////////
/// <summary>
/// Set the pointer to the internal object. For internal use only
/// </summary>
/// <param name="thisPtr">Pointer to the internal object in C library</param>
////////////////////////////////////////////////////////////
protected void SetThis(IntPtr thisPtr)
{
myThis = thisPtr;
}
private IntPtr myThis = IntPtr.Zero;
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// VideoMode defines a video mode (width, height, bpp, frequency)
/// and provides static functions for getting modes supported
/// by the display device
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct VideoMode
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the video mode with its width and height
/// </summary>
/// <param name="width">Video mode width</param>
/// <param name="height">Video mode height</param>
////////////////////////////////////////////////////////////
public VideoMode(uint width, uint height) :
this(width, height, 32)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the video mode with its width, height and depth
/// </summary>
/// <param name="width">Video mode width</param>
/// <param name="height">Video mode height</param>
/// <param name="bpp">Video mode depth (bits per pixel)</param>
////////////////////////////////////////////////////////////
public VideoMode(uint width, uint height, uint bpp)
{
Width = width;
Height = height;
BitsPerPixel = bpp;
}
/// <summary>Video mode width, in pixels</summary>
public uint Width;
/// <summary>Video mode height, in pixels</summary>
public uint Height;
/// <summary>Video mode depth, in bits per pixel</summary>
public uint BitsPerPixel;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Security;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Enumeration of window creation styles
/// </summary>
////////////////////////////////////////////////////////////
[Flags]
public enum Styles
{
/// <summary>No border / title bar (this flag and all others are mutually exclusive)</summary>
None = 0,
/// <summary>Title bar + fixed border</summary>
Titlebar = 1 << 0,
/// <summary>Titlebar + resizable border + maximize button</summary>
Resize = 1 << 1,
/// <summary>Titlebar + close button</summary>
Close = 1 << 2,
/// <summary>Fullscreen mode (this flag and all others are mutually exclusive))</summary>
Fullscreen = 1 << 3
}
////////////////////////////////////////////////////////////
/// <summary>
/// Window is a rendering window ; it can create a new window
/// or connect to an existing one
/// </summary>
////////////////////////////////////////////////////////////
public class Window : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default style and creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title) :
this(mode, title, Styles.Resize | Styles.Close, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title, Styles style) :
this(mode, title, style, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title, Styles style, WindowSettings settings) :
base(sfWindow_Create(mode, title, style, settings))
{
myInput = new Input(sfWindow_GetInput(This));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control with default creation settings
/// </summary>
/// <param name="handle">Platform-specific handle of the control</param>
////////////////////////////////////////////////////////////
public Window(IntPtr handle) :
this(handle, new WindowSettings(24, 8, 0))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control
/// </summary>
/// <param name="Handle">Platform-specific handle of the control</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public Window(IntPtr Handle, WindowSettings settings) :
base(sfWindow_CreateFromHandle(Handle, settings))
{
myInput = new Input(sfWindow_GetInput(This));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Return the list of window's events which happened since last call
/// </summary>
/// <returns>Array of events</returns>
////////////////////////////////////////////////////////////
public Event[] Events
{
get
{
Event Evt;
List<Event> Evts = new List<Event>();
while (GetEvent(out Evt))
Evts.Add(Evt);
return Evts.ToArray();
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Input manager of the window
/// </summary>
////////////////////////////////////////////////////////////
public Input Input
{
get {return myInput;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the window is opened (ie. has been created).
/// Note that a hidden window (Show(false))
/// will still return true
/// </summary>
/// <returns>True if the window is opened</returns>
////////////////////////////////////////////////////////////
public virtual bool IsOpened()
{
return sfWindow_IsOpened(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Close (destroy) the window.
/// The Window instance remains valid and you can call
/// Create to recreate the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual void Close()
{
sfWindow_Close(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Display the window on screen
/// </summary>
////////////////////////////////////////////////////////////
public virtual void Display()
{
sfWindow_Display(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual uint Width
{
get { return sfWindow_GetWidth(This); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual uint Height
{
get { return sfWindow_GetHeight(This); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Creation settings of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual WindowSettings Settings
{
get { return sfWindow_GetSettings(This); }
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable / disable vertical synchronization
/// </summary>
/// <param name="enable">True to enable v-sync, false to deactivate</param>
////////////////////////////////////////////////////////////
public virtual void UseVerticalSync(bool enable)
{
sfWindow_UseVerticalSync(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the mouse cursor
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public virtual void ShowMouseCursor(bool show)
{
sfWindow_ShowMouseCursor(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the mouse cursor
/// </summary>
/// <param name="x">Left coordinate of the cursor, relative to the window</param>
/// <param name="y">Top coordinate of the cursor, relative to the window</param>
////////////////////////////////////////////////////////////
public virtual void SetCursorPosition(uint x, uint y)
{
sfWindow_SetCursorPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the window on screen.
/// Only works for top-level windows
/// </summary>
/// <param name="x">Left position</param>
/// <param name="y">Top position</param>
////////////////////////////////////////////////////////////
public virtual void SetPosition(int x, int y)
{
sfWindow_SetPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the size of the rendering region of the window
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
////////////////////////////////////////////////////////////
public virtual void SetSize(uint width, uint height)
{
sfWindow_SetSize(This, width, height);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the window
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public virtual void Show(bool show)
{
sfWindow_Show(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable or disable automatic key-repeat.
/// Automatic key-repeat is enabled by default
/// </summary>
/// <param name="enable">True to enable, false to disable</param>
////////////////////////////////////////////////////////////
public virtual void EnableKeyRepeat(bool enable)
{
sfWindow_EnableKeyRepeat(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the window's icon
/// </summary>
/// <param name="width">Icon's width, in pixels</param>
/// <param name="height">Icon's height, in pixels</param>
/// <param name="pixels">Array of pixels, format must be RGBA 32 bits</param>
////////////////////////////////////////////////////////////
public virtual void SetIcon(uint width, uint height, byte[] pixels)
{
unsafe
{
fixed (byte* PixelsPtr = pixels)
{
sfWindow_SetIcon(This, width, height, PixelsPtr);
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate the window as the current target
/// for rendering
/// </summary>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public virtual bool SetActive()
{
return SetActive(true);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate of deactivate the window as the current target
/// for rendering
/// </summary>
/// <param name="active">True to activate, false to deactivate (true by default)</param>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public virtual bool SetActive(bool active)
{
return sfWindow_SetActive(This, active);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Limit the framerate to a maximum fixed frequency
/// </summary>
/// <param name="limit">Framerate limit, in frames per seconds (use 0 to disable limit)</param>
////////////////////////////////////////////////////////////
public virtual void SetFramerateLimit(uint limit)
{
sfWindow_SetFramerateLimit(This, limit);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get time elapsed since last frame
/// </summary>
/// <returns>Time elapsed, in seconds</returns>
////////////////////////////////////////////////////////////
public virtual float GetFrameTime()
{
return sfWindow_GetFrameTime(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
/// </summary>
/// <param name="threshold">New threshold, in range [0, 100]</param>
////////////////////////////////////////////////////////////
public virtual void SetJoystickThreshold(float threshold)
{
sfWindow_SetJoystickThreshold(This, threshold);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Call the event handlers for each pending event.
/// Use of this function is exclusive with the Events property (use one or the other)
/// </summary>
////////////////////////////////////////////////////////////
public void DispatchEvents()
{
foreach (Event e in Events)
{
switch (e.Type)
{
case EventType.Closed :
if (Closed != null)
Closed(this, EventArgs.Empty);
break;
case EventType.GainedFocus :
if (GainedFocus != null)
GainedFocus(this, EventArgs.Empty);
break;
case EventType.JoyButtonPressed :
if (JoyButtonPressed != null)
JoyButtonPressed(this, new JoyButtonEventArgs(e.JoyButton));
break;
case EventType.JoyButtonReleased :
if (JoyButtonReleased != null)
JoyButtonReleased(this, new JoyButtonEventArgs(e.JoyButton));
break;
case EventType.JoyMoved :
if (JoyMoved != null)
JoyMoved(this, new JoyMoveEventArgs(e.JoyMove));
break;
case EventType.KeyPressed :
if (KeyPressed != null)
KeyPressed(this, new KeyEventArgs(e.Key));
break;
case EventType.KeyReleased :
if (KeyReleased != null)
KeyReleased(this, new KeyEventArgs(e.Key));
break;
case EventType.LostFocus :
if (LostFocus != null)
LostFocus(this, EventArgs.Empty);
break;
case EventType.MouseButtonPressed :
if (MouseButtonPressed != null)
MouseButtonPressed(this, new MouseButtonEventArgs(e.MouseButton));
break;
case EventType.MouseButtonReleased :
if (MouseButtonReleased != null)
MouseButtonReleased(this, new MouseButtonEventArgs(e.MouseButton));
break;
case EventType.MouseEntered :
if (MouseEntered != null)
MouseEntered(this, EventArgs.Empty);
break;
case EventType.MouseLeft :
if (MouseLeft != null)
MouseLeft(this, EventArgs.Empty);
break;
case EventType.MouseMoved :
if (MouseMoved != null)
MouseMoved(this, new MouseMoveEventArgs(e.MouseMove));
break;
case EventType.MouseWheelMoved :
if (MouseWheelMoved != null)
MouseWheelMoved(this, new MouseWheelEventArgs(e.MouseWheel));
break;
case EventType.Resized :
if (Resized != null)
Resized(this, new SizeEventArgs(e.Size));
break;
case EventType.TextEntered :
if (TextEntered != null)
TextEntered(this, new TextEventArgs(e.Text));
break;
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Constructor for derived classes
/// </summary>
/// <param name="thisPtr">Pointer to the internal object</param>
/// <param name="dummy">Internal hack :)</param>
////////////////////////////////////////////////////////////
protected Window(IntPtr thisPtr, int dummy) :
base(thisPtr)
{
// TODO : find a cleaner way of separating this constructor from Window(IntPtr handle)
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal function to get the next event
/// </summary>
/// <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
/// <returns>True if there was an event, false otherwise</returns>
////////////////////////////////////////////////////////////
protected virtual bool GetEvent(out Event eventToFill)
{
return sfWindow_GetEvent(This, out eventToFill);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfWindow_Destroy(This);
}
/// <summary>Event handler for the Closed event</summary>
public event EventHandler Closed = null;
/// <summary>Event handler for the Resized event</summary>
public event EventHandler<SizeEventArgs> Resized = null;
/// <summary>Event handler for the LostFocus event</summary>
public event EventHandler LostFocus = null;
/// <summary>Event handler for the GainedFocus event</summary>
public event EventHandler GainedFocus = null;
/// <summary>Event handler for the TextEntered event</summary>
public event EventHandler<TextEventArgs> TextEntered = null;
/// <summary>Event handler for the KeyPressed event</summary>
public event EventHandler<KeyEventArgs> KeyPressed = null;
/// <summary>Event handler for the KeyReleased event</summary>
public event EventHandler<KeyEventArgs> KeyReleased = null;
/// <summary>Event handler for the MouseWheelMoved event</summary>
public event EventHandler<MouseWheelEventArgs> MouseWheelMoved = null;
/// <summary>Event handler for the MouseButtonPressed event</summary>
public event EventHandler<MouseButtonEventArgs> MouseButtonPressed = null;
/// <summary>Event handler for the MouseButtonReleased event</summary>
public event EventHandler<MouseButtonEventArgs> MouseButtonReleased = null;
/// <summary>Event handler for the MouseMoved event</summary>
public event EventHandler<MouseMoveEventArgs> MouseMoved = null;
/// <summary>Event handler for the MouseEntered event</summary>
public event EventHandler MouseEntered = null;
/// <summary>Event handler for the MouseLeft event</summary>
public event EventHandler MouseLeft = null;
/// <summary>Event handler for the JoyButtonPressed event</summary>
public event EventHandler<JoyButtonEventArgs> JoyButtonPressed = null;
/// <summary>Event handler for the JoyButtonReleased event</summary>
public event EventHandler<JoyButtonEventArgs> JoyButtonReleased = null;
/// <summary>Event handler for the JoyMoved event</summary>
public event EventHandler<JoyMoveEventArgs> JoyMoved = null;
protected Input myInput = null;
#region Imports
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_Create(VideoMode Mode, string Title, Styles Style, WindowSettings Params);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_CreateFromHandle(IntPtr Handle, WindowSettings Params);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Destroy(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_GetInput(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_IsOpened(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Close(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_GetEvent(IntPtr This, out Event Evt);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Display(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern uint sfWindow_GetWidth(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern uint sfWindow_GetHeight(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern WindowSettings sfWindow_GetSettings(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_UseVerticalSync(IntPtr This, bool Enable);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_ShowMouseCursor(IntPtr This, bool Show);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetCursorPosition(IntPtr This, uint X, uint Y);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetPosition(IntPtr This, int X, int Y);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetSize(IntPtr This, uint Width, uint Height);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Show(IntPtr This, bool Show);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_EnableKeyRepeat(IntPtr This, bool Enable);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
unsafe static extern void sfWindow_SetIcon(IntPtr This, uint Width, uint Height, byte* Pixels);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_SetActive(IntPtr This, bool Active);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetFramerateLimit(IntPtr This, uint Limit);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern float sfWindow_GetFrameTime(IntPtr This);
[DllImport("csfml-window"), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetJoystickThreshold(IntPtr This, float Threshold);
#endregion
}
}
}

View file

@ -0,0 +1,53 @@
using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Structure defining the creation settings of windows
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct WindowSettings
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the settings from depth / stencil bits
/// </summary>
/// <param name="depthBits">Depth buffer bits</param>
/// <param name="stencilBits">Stencil buffer bits</param>
////////////////////////////////////////////////////////////
public WindowSettings(uint depthBits, uint stencilBits) :
this(depthBits, stencilBits, 0)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the settings from depth / stencil bits and antialiasing level
/// </summary>
/// <param name="depthBits">Depth buffer bits</param>
/// <param name="stencilBits">Stencil buffer bits</param>
/// <param name="antialiasingLevel">Antialiasing level</param>
////////////////////////////////////////////////////////////
public WindowSettings(uint depthBits, uint stencilBits, uint antialiasingLevel)
{
DepthBits = depthBits;
StencilBits = stencilBits;
AntialiasingLevel = antialiasingLevel;
}
/// <summary>Depth buffer bits (0 is disabled)</summary>
public uint DepthBits;
/// <summary>Stencil buffer bits (0 is disabled)</summary>
public uint StencilBits;
/// <summary>Antialiasing level (0 is disabled)</summary>
public uint AntialiasingLevel;
}
}
}

View file

@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SFML.Window</RootNamespace>
<AssemblyName>sfmlnet-window</AssemblyName>
<StartupObject>
</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\window-doc.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\lib\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>bin\window-doc.xml</DocumentationFile>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Compile Include="Event.cs" />
<Compile Include="EventArgs.cs" />
<Compile Include="Input.cs" />
<Compile Include="LoadingFailedException.cs" />
<Compile Include="ObjectBase.cs" />
<Compile Include="VideoMode.cs" />
<Compile Include="Window.cs" />
<Compile Include="WindowSettings.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>