initial commit of DSFML2
some basic things work, much still has to be done - made as few changes as possible to make it compile under D2 - removed system.thread, use standard threads - lots of other changes git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1333 4e206d99-4929-0410-ac5d-dfc041789085
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parent
dd255a916d
commit
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58 changed files with 1297 additions and 1274 deletions
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@ -1,6 +1,7 @@
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/*
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* DSFML - SFML Library binding in D language.
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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@ -25,30 +26,38 @@
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module dsfml.graphics.renderwindow;
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import dsfml.graphics.color;
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import dsfml.graphics.idrawable;
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import dsfml.graphics.image;
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import dsfml.graphics.rect;
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import dsfml.graphics.postfx;
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import dsfml.graphics.view;
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import dsfml.graphics.common,
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dsfml.graphics.color,
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dsfml.graphics.sprite,
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dsfml.graphics.shape,
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dsfml.graphics.text,
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dsfml.graphics.image,
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dsfml.graphics.rect,
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dsfml.graphics.shader,
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dsfml.graphics.view,
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dsfml.graphics.idrawable;
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import dsfml.window.event;
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import dsfml.window.input;
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import dsfml.window.videomode;
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import dsfml.window.window;
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import dsfml.window.windowhandle;
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import dsfml.window.windowsettings;
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import dsfml.window.windowstyle;
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import dsfml.window.event,
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dsfml.window.input,
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dsfml.window.videomode,
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dsfml.window.window,
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dsfml.window.windowhandle;
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import dsfml.system.common;
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import dsfml.system.stringutil;
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import dsfml.system.vector2;
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import dsfml.system.common,
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dsfml.system.stringutil,
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dsfml.system.vector2;
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/**
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* Simple wrapper for Window that allows easy 2D rendering.
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*/
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class RenderWindow : Window
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{
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private:
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View m_view = null;
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View m_defaultView = null;
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public:
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/**
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* Construct the window
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*
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@ -56,11 +65,11 @@ class RenderWindow : Window
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Window settings (default is default WindowSettings values)
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* settings = Context settings (default is default ContextSettings values)
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*/
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this(VideoMode mode, in char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
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this(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
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{
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super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings));
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super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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@ -69,11 +78,11 @@ class RenderWindow : Window
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Window settings (default is default WindowSettings values)
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* settings = Context settings (default is default ContextSettings values)
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*/
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this(WindowHandle handle, WindowSettings settings = WindowSettings())
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this(WindowHandle handle, ContextSettings settings = ContextSettings())
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{
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super(sfRenderWindow_CreateFromHandle(handle, settings));
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super(sfRenderWindow_CreateFromHandle(handle, &settings));
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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* mode = Video mode to use
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* title = Title of the window
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* windowStyle = Window style (Resize | Close by default)
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* settings = Window settings (default is default WindowSettings values)
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* settings = Context settings (default is default ContextSettings values)
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*
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*/
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void create(VideoMode mode, char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
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void create(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings);
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m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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*
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* Params:
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* handle = Platform-specific handle of the control
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* settings = Window settings (default is default WindowSettings values)
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* settings = Context settings (default is default ContextSettings values)
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*
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*/
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void create(WindowHandle handle, WindowSettings settings = WindowSettings())
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void create(WindowHandle handle, ContextSettings settings = ContextSettings())
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{
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if (m_ptr !is null)
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dispose();
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m_ptr = sfRenderWindow_CreateFromHandle(handle, settings);
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m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings);
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m_input = new Input(sfRenderWindow_GetInput(m_ptr));
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}
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/**
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* Draw a PostFX on the window
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*
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* Params:
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* postFX = PostFX to draw
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*/
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void draw(PostFX postFX)
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{
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sfRenderWindow_DrawPostFX(m_ptr, postFX.getNativePointer);
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}
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/**
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* Draw a Sprite or a String
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/**
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* Draw a sprite, shape or text on the window with a shader
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*
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* Params:
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* drawable = IDrawable to draw
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* shader = Shader to use
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*/
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void draw(IDrawable drawable, Shader shader)
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{
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drawable.renderWithShader(this, shader);
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}
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/**
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* Draw a sprite, shape or text
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*
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* Params:
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* obj = IDrawable object to draw
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* drawable = IDrawable to draw
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*/
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void draw(IDrawable obj)
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void draw(IDrawable drawable)
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{
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obj.render(this);
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}
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/**
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* Save the content of the window to an image
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*
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* Returns:
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* Image instance containing the contents of the screen
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*/
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Image capture()
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{
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return new Image(sfRenderWindow_Capture(m_ptr));
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drawable.render(this);
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}
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/**
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* Clear the screen with the given color.
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*
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sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
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return vec;
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}
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/**
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* Tell SFML to preserve external OpenGL states, at the expense of
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* more CPU charge. Use this function if you don't want SFML
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* to mess up your own OpenGL states (if any).
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* Don't enable state preservation if not needed, as it will allow
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* SFML to do internal optimizations and improve performances.
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* This parameter is false by default
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*
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* Params:
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* preserve = True to preserve OpenGL states, false to let SFML optimize
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*
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*/
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void preserveOpenGLStates(bool preserve)
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{
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sfRenderWindow_PreserveOpenGLStates(m_ptr, preserve);
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}
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private:
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View m_view = null;
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View m_defaultView = null;
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extern (C)
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{
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typedef void* function(VideoMode, char*, uint, WindowSettings) pf_sfRenderWindow_Create;
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typedef void* function(WindowHandle, WindowSettings) pf_sfRenderWindow_CreateFromHandle;
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typedef void function(void*) pf_sfRenderWindow_Destroy;
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typedef void* function(void*) pf_sfRenderWindow_GetInput;
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typedef void function(void*, void*) pf_sfRenderWindow_DrawPostFX;
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typedef void* function(void*) pf_sfRenderWindow_Capture;
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typedef void function(void*, Color) pf_sfRenderWindow_Clear;
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typedef void function(void*, void*) pf_sfRenderWindow_SetView;
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typedef void* function(void*) pf_sfRenderWindow_GetView;
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typedef void* function (void*) pf_sfRenderWindow_GetDefaultView;
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typedef void function(void*, uint, uint, float*, float*, void*) pf_sfRenderWindow_ConvertCoords;
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typedef void function(void*, int) pf_sfRenderWindow_PreserveOpenGLStates;
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static pf_sfRenderWindow_Create sfRenderWindow_Create;
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static pf_sfRenderWindow_CreateFromHandle sfRenderWindow_CreateFromHandle;
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static pf_sfRenderWindow_Destroy sfRenderWindow_Destroy;
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static pf_sfRenderWindow_GetInput sfRenderWindow_GetInput;
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static pf_sfRenderWindow_DrawPostFX sfRenderWindow_DrawPostFX;
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static pf_sfRenderWindow_Capture sfRenderWindow_Capture;
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static pf_sfRenderWindow_Clear sfRenderWindow_Clear;
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static pf_sfRenderWindow_SetView sfRenderWindow_SetView;
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static pf_sfRenderWindow_GetView sfRenderWindow_GetView;
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static pf_sfRenderWindow_GetDefaultView sfRenderWindow_GetDefaultView;
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static pf_sfRenderWindow_ConvertCoords sfRenderWindow_ConvertCoords;
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static pf_sfRenderWindow_PreserveOpenGLStates sfRenderWindow_PreserveOpenGLStates;
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}
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static this()
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{
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DllLoader dll = DllLoader.load("csfml-graphics");
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sfRenderWindow_Create = cast(pf_sfRenderWindow_Create)dll.getSymbol("sfRenderWindow_Create");
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sfRenderWindow_CreateFromHandle = cast(pf_sfRenderWindow_CreateFromHandle)dll.getSymbol("sfRenderWindow_CreateFromHandle");
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sfRenderWindow_Destroy = cast(pf_sfRenderWindow_Destroy)dll.getSymbol("sfRenderWindow_Destroy");
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sfRenderWindow_GetInput = cast(pf_sfRenderWindow_GetInput)dll.getSymbol("sfRenderWindow_GetInput");
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sfRenderWindow_DrawPostFX = cast(pf_sfRenderWindow_DrawPostFX)dll.getSymbol("sfRenderWindow_DrawPostFX");
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sfRenderWindow_Capture = cast(pf_sfRenderWindow_Capture)dll.getSymbol("sfRenderWindow_Capture");
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sfRenderWindow_Clear = cast(pf_sfRenderWindow_Clear)dll.getSymbol("sfRenderWindow_Clear");
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sfRenderWindow_SetView = cast(pf_sfRenderWindow_SetView)dll.getSymbol("sfRenderWindow_SetView");
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sfRenderWindow_GetView = cast(pf_sfRenderWindow_GetView)dll.getSymbol("sfRenderWindow_GetView");
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sfRenderWindow_GetDefaultView = cast(pf_sfRenderWindow_GetDefaultView)dll.getSymbol("sfRenderWindow_GetDefaultView");
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sfRenderWindow_ConvertCoords = cast(pf_sfRenderWindow_ConvertCoords)dll.getSymbol("sfRenderWindow_ConvertCoords");
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sfRenderWindow_PreserveOpenGLStates = cast(pf_sfRenderWindow_PreserveOpenGLStates)dll.getSymbol("sfRenderWindow_PreserveOpenGLStates");
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}
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}
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}
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