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
This commit is contained in:
trass3r 2010-01-06 20:25:45 +00:00
parent dd255a916d
commit 8431753ba3
58 changed files with 1297 additions and 1274 deletions

View file

@ -1,6 +1,7 @@
/*
* DSFML - SFML Library binding in D language.
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* This software is provided 'as-is', without any express or
* implied warranty. In no event will the authors be held
@ -25,30 +26,38 @@
module dsfml.graphics.renderwindow;
import dsfml.graphics.color;
import dsfml.graphics.idrawable;
import dsfml.graphics.image;
import dsfml.graphics.rect;
import dsfml.graphics.postfx;
import dsfml.graphics.view;
import dsfml.graphics.common,
dsfml.graphics.color,
dsfml.graphics.sprite,
dsfml.graphics.shape,
dsfml.graphics.text,
dsfml.graphics.image,
dsfml.graphics.rect,
dsfml.graphics.shader,
dsfml.graphics.view,
dsfml.graphics.idrawable;
import dsfml.window.event;
import dsfml.window.input;
import dsfml.window.videomode;
import dsfml.window.window;
import dsfml.window.windowhandle;
import dsfml.window.windowsettings;
import dsfml.window.windowstyle;
import dsfml.window.event,
dsfml.window.input,
dsfml.window.videomode,
dsfml.window.window,
dsfml.window.windowhandle;
import dsfml.system.common;
import dsfml.system.stringutil;
import dsfml.system.vector2;
import dsfml.system.common,
dsfml.system.stringutil,
dsfml.system.vector2;
/**
* Simple wrapper for Window that allows easy 2D rendering.
*/
class RenderWindow : Window
{
private:
View m_view = null;
View m_defaultView = null;
public:
/**
* Construct the window
*
@ -56,11 +65,11 @@ class RenderWindow : Window
* mode = Video mode to use
* title = Title of the window
* windowStyle = Window style (Resize | Close by default)
* settings = Window settings (default is default WindowSettings values)
* settings = Context settings (default is default ContextSettings values)
*/
this(VideoMode mode, in char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
this(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
{
super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings));
super(sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings));
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
@ -69,11 +78,11 @@ class RenderWindow : Window
*
* Params:
* handle = Platform-specific handle of the control
* settings = Window settings (default is default WindowSettings values)
* settings = Context settings (default is default ContextSettings values)
*/
this(WindowHandle handle, WindowSettings settings = WindowSettings())
this(WindowHandle handle, ContextSettings settings = ContextSettings())
{
super(sfRenderWindow_CreateFromHandle(handle, settings));
super(sfRenderWindow_CreateFromHandle(handle, &settings));
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
@ -91,15 +100,15 @@ class RenderWindow : Window
* mode = Video mode to use
* title = Title of the window
* windowStyle = Window style (Resize | Close by default)
* settings = Window settings (default is default WindowSettings values)
* settings = Context settings (default is default ContextSettings values)
*
*/
void create(VideoMode mode, char[] title, ulong windowStyle = Style.RESIZE | Style.CLOSE, WindowSettings settings = WindowSettings())
void create(VideoMode mode, string title, uint windowStyle = Style.RESIZE | Style.CLOSE, ContextSettings settings = ContextSettings())
{
if (m_ptr !is null)
dispose();
m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, settings);
m_ptr = sfRenderWindow_Create(mode, toStringz(title), windowStyle, &settings);
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
@ -110,50 +119,41 @@ class RenderWindow : Window
*
* Params:
* handle = Platform-specific handle of the control
* settings = Window settings (default is default WindowSettings values)
* settings = Context settings (default is default ContextSettings values)
*
*/
void create(WindowHandle handle, WindowSettings settings = WindowSettings())
void create(WindowHandle handle, ContextSettings settings = ContextSettings())
{
if (m_ptr !is null)
dispose();
m_ptr = sfRenderWindow_CreateFromHandle(handle, settings);
m_ptr = sfRenderWindow_CreateFromHandle(handle, &settings);
m_input = new Input(sfRenderWindow_GetInput(m_ptr));
}
/**
* Draw a PostFX on the window
*
* Params:
* postFX = PostFX to draw
*/
void draw(PostFX postFX)
{
sfRenderWindow_DrawPostFX(m_ptr, postFX.getNativePointer);
}
/**
* Draw a Sprite or a String
/**
* Draw a sprite, shape or text on the window with a shader
*
* Params:
* drawable = IDrawable to draw
* shader = Shader to use
*/
void draw(IDrawable drawable, Shader shader)
{
drawable.renderWithShader(this, shader);
}
/**
* Draw a sprite, shape or text
*
* Params:
* obj = IDrawable object to draw
* drawable = IDrawable to draw
*/
void draw(IDrawable obj)
void draw(IDrawable drawable)
{
obj.render(this);
}
/**
* Save the content of the window to an image
*
* Returns:
* Image instance containing the contents of the screen
*/
Image capture()
{
return new Image(sfRenderWindow_Capture(m_ptr));
drawable.render(this);
}
/**
* Clear the screen with the given color.
*
@ -234,73 +234,4 @@ class RenderWindow : Window
sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
return vec;
}
/**
* 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
*
* Params:
* preserve = True to preserve OpenGL states, false to let SFML optimize
*
*/
void preserveOpenGLStates(bool preserve)
{
sfRenderWindow_PreserveOpenGLStates(m_ptr, preserve);
}
private:
View m_view = null;
View m_defaultView = null;
extern (C)
{
typedef void* function(VideoMode, char*, uint, WindowSettings) pf_sfRenderWindow_Create;
typedef void* function(WindowHandle, WindowSettings) pf_sfRenderWindow_CreateFromHandle;
typedef void function(void*) pf_sfRenderWindow_Destroy;
typedef void* function(void*) pf_sfRenderWindow_GetInput;
typedef void function(void*, void*) pf_sfRenderWindow_DrawPostFX;
typedef void* function(void*) pf_sfRenderWindow_Capture;
typedef void function(void*, Color) pf_sfRenderWindow_Clear;
typedef void function(void*, void*) pf_sfRenderWindow_SetView;
typedef void* function(void*) pf_sfRenderWindow_GetView;
typedef void* function (void*) pf_sfRenderWindow_GetDefaultView;
typedef void function(void*, uint, uint, float*, float*, void*) pf_sfRenderWindow_ConvertCoords;
typedef void function(void*, int) pf_sfRenderWindow_PreserveOpenGLStates;
static pf_sfRenderWindow_Create sfRenderWindow_Create;
static pf_sfRenderWindow_CreateFromHandle sfRenderWindow_CreateFromHandle;
static pf_sfRenderWindow_Destroy sfRenderWindow_Destroy;
static pf_sfRenderWindow_GetInput sfRenderWindow_GetInput;
static pf_sfRenderWindow_DrawPostFX sfRenderWindow_DrawPostFX;
static pf_sfRenderWindow_Capture sfRenderWindow_Capture;
static pf_sfRenderWindow_Clear sfRenderWindow_Clear;
static pf_sfRenderWindow_SetView sfRenderWindow_SetView;
static pf_sfRenderWindow_GetView sfRenderWindow_GetView;
static pf_sfRenderWindow_GetDefaultView sfRenderWindow_GetDefaultView;
static pf_sfRenderWindow_ConvertCoords sfRenderWindow_ConvertCoords;
static pf_sfRenderWindow_PreserveOpenGLStates sfRenderWindow_PreserveOpenGLStates;
}
static this()
{
DllLoader dll = DllLoader.load("csfml-graphics");
sfRenderWindow_Create = cast(pf_sfRenderWindow_Create)dll.getSymbol("sfRenderWindow_Create");
sfRenderWindow_CreateFromHandle = cast(pf_sfRenderWindow_CreateFromHandle)dll.getSymbol("sfRenderWindow_CreateFromHandle");
sfRenderWindow_Destroy = cast(pf_sfRenderWindow_Destroy)dll.getSymbol("sfRenderWindow_Destroy");
sfRenderWindow_GetInput = cast(pf_sfRenderWindow_GetInput)dll.getSymbol("sfRenderWindow_GetInput");
sfRenderWindow_DrawPostFX = cast(pf_sfRenderWindow_DrawPostFX)dll.getSymbol("sfRenderWindow_DrawPostFX");
sfRenderWindow_Capture = cast(pf_sfRenderWindow_Capture)dll.getSymbol("sfRenderWindow_Capture");
sfRenderWindow_Clear = cast(pf_sfRenderWindow_Clear)dll.getSymbol("sfRenderWindow_Clear");
sfRenderWindow_SetView = cast(pf_sfRenderWindow_SetView)dll.getSymbol("sfRenderWindow_SetView");
sfRenderWindow_GetView = cast(pf_sfRenderWindow_GetView)dll.getSymbol("sfRenderWindow_GetView");
sfRenderWindow_GetDefaultView = cast(pf_sfRenderWindow_GetDefaultView)dll.getSymbol("sfRenderWindow_GetDefaultView");
sfRenderWindow_ConvertCoords = cast(pf_sfRenderWindow_ConvertCoords)dll.getSymbol("sfRenderWindow_ConvertCoords");
sfRenderWindow_PreserveOpenGLStates = cast(pf_sfRenderWindow_PreserveOpenGLStates)dll.getSymbol("sfRenderWindow_PreserveOpenGLStates");
}
}
}