Updated to the new naming convention

This commit is contained in:
Laurent Gomila committed 2012-03-18 10:45:20 +01:00
1 parent 9d0d0588b2
commit 36904a45d9
99 files changed
+2409 -2369

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+109 -109
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@@ -41,141 +41,143 @@
////////////////////////////////////////////////////////////
sfRenderWindow* sfRenderWindow_Create(sfVideoMode mode, const char* title, sfUint32 style, const sfContextSettings* settings)
sfRenderWindow* sfRenderWindow_create(sfVideoMode mode, const char* title, sfUint32 style, const sfContextSettings* settings)
{
// Convert video mode
sf::VideoMode videoMode(mode.Width, mode.Height, mode.BitsPerPixel);
sf::VideoMode videoMode(mode.width, mode.height, mode.bitsPerPixel);
// Convert context settings
sf::ContextSettings params;
if (settings)
{
params.DepthBits = settings->DepthBits;
params.StencilBits = settings->StencilBits;
params.AntialiasingLevel = settings->AntialiasingLevel;
params.MajorVersion = settings->MajorVersion;
params.MinorVersion = settings->MinorVersion;
params.depthBits = settings->depthBits;
params.stencilBits = settings->stencilBits;
params.antialiasingLevel = settings->antialiasingLevel;
params.majorVersion = settings->majorVersion;
params.minorVersion = settings->minorVersion;
}
// Create the window
sfRenderWindow* renderWindow = new sfRenderWindow;
renderWindow->This.Create(videoMode, title, style, params);
renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
renderWindow->CurrentView.This = renderWindow->This.GetView();
renderWindow->This.create(videoMode, title, style, params);
renderWindow->DefaultView.This = renderWindow->This.getDefaultView();
renderWindow->CurrentView.This = renderWindow->This.getView();
return renderWindow;
}
////////////////////////////////////////////////////////////
sfRenderWindow* sfRenderWindow_CreateFromHandle(sfWindowHandle handle, const sfContextSettings* settings)
sfRenderWindow* sfRenderWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings* settings)
{
// Convert context settings
sf::ContextSettings params;
if (settings)
{
params.DepthBits = settings->DepthBits;
params.StencilBits = settings->StencilBits;
params.AntialiasingLevel = settings->AntialiasingLevel;
params.MajorVersion = settings->MajorVersion;
params.MinorVersion = settings->MinorVersion;
params.depthBits = settings->depthBits;
params.stencilBits = settings->stencilBits;
params.antialiasingLevel = settings->antialiasingLevel;
params.majorVersion = settings->majorVersion;
params.minorVersion = settings->minorVersion;
}
// Create the window
sfRenderWindow* renderWindow = new sfRenderWindow;
renderWindow->This.Create(handle, params);
renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
renderWindow->CurrentView.This = renderWindow->This.GetView();
renderWindow->This.create(handle, params);
renderWindow->DefaultView.This = renderWindow->This.getDefaultView();
renderWindow->CurrentView.This = renderWindow->This.getView();
return renderWindow;
}
////////////////////////////////////////////////////////////
void sfRenderWindow_Destroy(sfRenderWindow* renderWindow)
void sfRenderWindow_destroy(sfRenderWindow* renderWindow)
{
delete renderWindow;
}
////////////////////////////////////////////////////////////
void sfRenderWindow_Close(sfRenderWindow* renderWindow)
void sfRenderWindow_close(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, Close());
CSFML_CALL(renderWindow, close());
}
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_IsOpen(const sfRenderWindow* renderWindow)
sfBool sfRenderWindow_isOpen(const sfRenderWindow* renderWindow)
{
CSFML_CALL_RETURN(renderWindow, IsOpen(), sfFalse);
CSFML_CALL_RETURN(renderWindow, isOpen(), sfFalse);
}
////////////////////////////////////////////////////////////
sfContextSettings sfRenderWindow_GetSettings(const sfRenderWindow* renderWindow)
sfContextSettings sfRenderWindow_getSettings(const sfRenderWindow* renderWindow)
{
sfContextSettings settings = {0, 0, 0, 2, 0};
CSFML_CHECK_RETURN(renderWindow, settings);
const sf::ContextSettings& params = renderWindow->This.GetSettings();
settings.DepthBits = params.DepthBits;
settings.StencilBits = params.StencilBits;
settings.AntialiasingLevel = params.AntialiasingLevel;
const sf::ContextSettings& params = renderWindow->This.getSettings();
settings.depthBits = params.depthBits;
settings.stencilBits = params.stencilBits;
settings.antialiasingLevel = params.antialiasingLevel;
settings.majorVersion = params.majorVersion;
settings.minorVersion = params.minorVersion;
return settings;
}
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_PollEvent(sfRenderWindow* renderWindow, sfEvent* event)
sfBool sfRenderWindow_pollEvent(sfRenderWindow* renderWindow, sfEvent* event)
{
CSFML_CHECK_RETURN(renderWindow, sfFalse);
CSFML_CHECK_RETURN(event, sfFalse);
// Get the event
sf::Event SFMLEvent;
sfBool ret = renderWindow->This.PollEvent(SFMLEvent);
sfBool ret = renderWindow->This.pollEvent(SFMLEvent);
// No event, return
if (!ret)
return sfFalse;
// Convert the sf::Event event to a sfEvent
ConvertEvent(SFMLEvent, event);
convertEvent(SFMLEvent, event);
return sfTrue;
}
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_WaitEvent(sfRenderWindow* renderWindow, sfEvent* event)
sfBool sfRenderWindow_waitEvent(sfRenderWindow* renderWindow, sfEvent* event)
{
CSFML_CHECK_RETURN(renderWindow, sfFalse);
CSFML_CHECK_RETURN(event, sfFalse);
// Get the event
sf::Event SFMLEvent;
sfBool ret = renderWindow->This.WaitEvent(SFMLEvent);
sfBool ret = renderWindow->This.waitEvent(SFMLEvent);
// Error, return
if (!ret)
return sfFalse;
// Convert the sf::Event event to a sfEvent
ConvertEvent(SFMLEvent, event);
convertEvent(SFMLEvent, event);
return sfTrue;
}
////////////////////////////////////////////////////////////
sfVector2i sfRenderWindow_GetPosition(const sfRenderWindow* renderWindow)
sfVector2i sfRenderWindow_getPosition(const sfRenderWindow* renderWindow)
{
sfVector2i position = {0, 0};
CSFML_CHECK_RETURN(renderWindow, position);
sf::Vector2i sfmlPos = renderWindow->This.GetPosition();
sf::Vector2i sfmlPos = renderWindow->This.getPosition();
position.x = sfmlPos.x;
position.y = sfmlPos.y;
@@ -184,19 +186,19 @@ sfVector2i sfRenderWindow_GetPosition(const sfRenderWindow* renderWindow)
////////////////////////////////////////////////////////////
void sfRenderWindow_SetPosition(sfRenderWindow* renderWindow, sfVector2i position)
void sfRenderWindow_setPosition(sfRenderWindow* renderWindow, sfVector2i position)
{
CSFML_CALL(renderWindow, SetPosition(sf::Vector2i(position.x, position.y)));
CSFML_CALL(renderWindow, setPosition(sf::Vector2i(position.x, position.y)));
}
////////////////////////////////////////////////////////////
sfVector2u sfRenderWindow_GetSize(const sfRenderWindow* renderWindow)
sfVector2u sfRenderWindow_getSize(const sfRenderWindow* renderWindow)
{
sfVector2u size = {0, 0};
CSFML_CHECK_RETURN(renderWindow, size);
sf::Vector2u sfmlSize = renderWindow->This.GetSize();
sf::Vector2u sfmlSize = renderWindow->This.getSize();
size.x = sfmlSize.x;
size.y = sfmlSize.y;
@@ -205,111 +207,111 @@ sfVector2u sfRenderWindow_GetSize(const sfRenderWindow* renderWindow)
////////////////////////////////////////////////////////////
void sfRenderWindow_SetSize(sfRenderWindow* renderWindow, sfVector2u size)
void sfRenderWindow_setSize(sfRenderWindow* renderWindow, sfVector2u size)
{
CSFML_CALL(renderWindow, SetSize(sf::Vector2u(size.x, size.y)));
CSFML_CALL(renderWindow, setSize(sf::Vector2u(size.x, size.y)));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetTitle(sfRenderWindow* renderWindow, const char* title)
void sfRenderWindow_setTitle(sfRenderWindow* renderWindow, const char* title)
{
CSFML_CALL(renderWindow, SetTitle(title));
CSFML_CALL(renderWindow, setTitle(title));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels)
void sfRenderWindow_setIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels)
{
CSFML_CALL(renderWindow, SetIcon(width, height, pixels));
CSFML_CALL(renderWindow, setIcon(width, height, pixels));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetVisible(sfRenderWindow* renderWindow, sfBool visible)
void sfRenderWindow_setVisible(sfRenderWindow* renderWindow, sfBool visible)
{
CSFML_CALL(renderWindow, SetVisible(visible == sfTrue));
CSFML_CALL(renderWindow, setVisible(visible == sfTrue));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetMouseCursorVisible(sfRenderWindow* renderWindow, sfBool visible)
void sfRenderWindow_setMouseCursorVisible(sfRenderWindow* renderWindow, sfBool visible)
{
CSFML_CALL(renderWindow, SetMouseCursorVisible(visible == sfTrue));
CSFML_CALL(renderWindow, setMouseCursorVisible(visible == sfTrue));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetVerticalSyncEnabled(sfRenderWindow* renderWindow, sfBool enabled)
void sfRenderWindow_setVerticalSyncEnabled(sfRenderWindow* renderWindow, sfBool enabled)
{
CSFML_CALL(renderWindow, SetVerticalSyncEnabled(enabled == sfTrue));
CSFML_CALL(renderWindow, setVerticalSyncEnabled(enabled == sfTrue));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetKeyRepeatEnabled(sfRenderWindow* renderWindow, sfBool enabled)
void sfRenderWindow_setKeyRepeatEnabled(sfRenderWindow* renderWindow, sfBool enabled)
{
CSFML_CALL(renderWindow, SetKeyRepeatEnabled(enabled == sfTrue));
CSFML_CALL(renderWindow, setKeyRepeatEnabled(enabled == sfTrue));
}
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active)
sfBool sfRenderWindow_setActive(sfRenderWindow* renderWindow, sfBool active)
{
CSFML_CALL_RETURN(renderWindow, SetActive(active == sfTrue), sfFalse);
CSFML_CALL_RETURN(renderWindow, setActive(active == sfTrue), sfFalse);
}
////////////////////////////////////////////////////////////
void sfRenderWindow_Display(sfRenderWindow* renderWindow)
void sfRenderWindow_display(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, Display());
CSFML_CALL(renderWindow, display());
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit)
void sfRenderWindow_setFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit)
{
CSFML_CALL(renderWindow, SetFramerateLimit(limit));
CSFML_CALL(renderWindow, setFramerateLimit(limit));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetJoystickThreshold(sfRenderWindow* renderWindow, float threshold)
void sfRenderWindow_setJoystickThreshold(sfRenderWindow* renderWindow, float threshold)
{
CSFML_CALL(renderWindow, SetJoystickThreshold(threshold));
CSFML_CALL(renderWindow, setJoystickThreshold(threshold));
}
////////////////////////////////////////////////////////////
sfWindowHandle sfRenderWindow_GetSystemHandle(const sfRenderWindow* renderWindow)
sfWindowHandle sfRenderWindow_getSystemHandle(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, 0);
return (sfWindowHandle)renderWindow->This.GetSystemHandle();
return (sfWindowHandle)renderWindow->This.getSystemHandle();
}
////////////////////////////////////////////////////////////
void sfRenderWindow_Clear(sfRenderWindow* renderWindow, sfColor color)
void sfRenderWindow_clear(sfRenderWindow* renderWindow, sfColor color)
{
sf::Color SFMLColor(color.r, color.g, color.b, color.a);
CSFML_CALL(renderWindow, Clear(SFMLColor));
CSFML_CALL(renderWindow, clear(SFMLColor));
}
////////////////////////////////////////////////////////////
void sfRenderWindow_SetView(sfRenderWindow* renderWindow, const sfView* view)
void sfRenderWindow_setView(sfRenderWindow* renderWindow, const sfView* view)
{
CSFML_CHECK(view);
CSFML_CALL(renderWindow, SetView(view->This));
CSFML_CALL(renderWindow, setView(view->This));
renderWindow->CurrentView.This = view->This;
}
////////////////////////////////////////////////////////////
const sfView* sfRenderWindow_GetView(const sfRenderWindow* renderWindow)
const sfView* sfRenderWindow_getView(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
@@ -318,7 +320,7 @@ const sfView* sfRenderWindow_GetView(const sfRenderWindow* renderWindow)
////////////////////////////////////////////////////////////
const sfView* sfRenderWindow_GetDefaultView(const sfRenderWindow* renderWindow)
const sfView* sfRenderWindow_getDefaultView(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
@@ -327,32 +329,32 @@ const sfView* sfRenderWindow_GetDefaultView(const sfRenderWindow* renderWindow)
////////////////////////////////////////////////////////////
sfIntRect sfRenderWindow_GetViewport(const sfRenderWindow* renderWindow, const sfView* view)
sfIntRect sfRenderWindow_getViewport(const sfRenderWindow* renderWindow, const sfView* view)
{
sfIntRect rect = {0, 0, 0, 0};
CSFML_CHECK_RETURN(view, rect);
CSFML_CHECK_RETURN(renderWindow, rect);
sf::IntRect SFMLrect = renderWindow->This.GetViewport(view->This);
rect.Left = SFMLrect.Left;
rect.Top = SFMLrect.Top;
rect.Width = SFMLrect.Width;
rect.Height = SFMLrect.Height;
sf::IntRect SFMLrect = renderWindow->This.getViewport(view->This);
rect.left = SFMLrect.left;
rect.top = SFMLrect.top;
rect.width = SFMLrect.width;
rect.height = SFMLrect.height;
return rect;
}
////////////////////////////////////////////////////////////
void sfRenderWindow_ConvertCoords(const sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView)
void sfRenderWindow_convertCoords(const sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView)
{
CSFML_CHECK(renderWindow);
sf::Vector2f point;
if (targetView)
point = renderWindow->This.ConvertCoords(windowX, windowY, targetView->This);
point = renderWindow->This.convertCoords(windowX, windowY, targetView->This);
else
point = renderWindow->This.ConvertCoords(windowX, windowY);
point = renderWindow->This.convertCoords(windowX, windowY);
if (viewX) *viewX = point.x;
if (viewY) *viewY = point.y;
@@ -360,83 +362,81 @@ void sfRenderWindow_ConvertCoords(const sfRenderWindow* renderWindow, unsigned i
////////////////////////////////////////////////////////////
void sfRenderWindow_DrawSprite(sfRenderWindow* renderWindow, const sfSprite* object, const sfRenderStates* states)
void sfRenderWindow_drawSprite(sfRenderWindow* renderWindow, const sfSprite* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states)
void sfRenderWindow_drawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawShape(sfRenderWindow* renderWindow, const sfShape* object, const sfRenderStates* states)
void sfRenderWindow_drawShape(sfRenderWindow* renderWindow, const sfShape* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawCircleShape(sfRenderWindow* renderWindow, const sfCircleShape* object, const sfRenderStates* states)
void sfRenderWindow_drawCircleShape(sfRenderWindow* renderWindow, const sfCircleShape* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawConvexShape(sfRenderWindow* renderWindow, const sfConvexShape* object, const sfRenderStates* states)
void sfRenderWindow_drawConvexShape(sfRenderWindow* renderWindow, const sfConvexShape* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states)
void sfRenderWindow_drawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
void sfRenderWindow_DrawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states)
void sfRenderWindow_drawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states)
{
CSFML_CHECK(object);
CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states)));
}
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderWindow_DrawPrimitives(sfRenderWindow* renderWindow,
const sfVertex* vertices, unsigned int vertexCount,
sfPrimitiveType type, const sfRenderStates* states)
void sfRenderWindow_drawPrimitives(sfRenderWindow* renderWindow,
const sfVertex* vertices, unsigned int vertexCount,
sfPrimitiveType type, const sfRenderStates* states)
{
CSFML_CALL(renderWindow, Draw(reinterpret_cast<const sf::Vertex*>(vertices), vertexCount,
static_cast<sf::PrimitiveType>(type), ConvertRenderStates(states)));
CSFML_CALL(renderWindow, draw(reinterpret_cast<const sf::Vertex*>(vertices), vertexCount,
static_cast<sf::PrimitiveType>(type), convertRenderStates(states)));
}
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderWindow_PushGLStates(sfRenderWindow* renderWindow)
void sfRenderWindow_pushGLStates(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, PushGLStates());
CSFML_CALL(renderWindow, pushGLStates());
}
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderWindow_PopGLStates(sfRenderWindow* renderWindow)
void sfRenderWindow_popGLStates(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, PopGLStates());
CSFML_CALL(renderWindow, popGLStates());
}
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfRenderWindow_ResetGLStates(sfRenderWindow* renderWindow)
void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, ResetGLStates());
CSFML_CALL(renderWindow, resetGLStates());
}
////////////////////////////////////////////////////////////
/// Copy the current contents of a window to an image
////////////////////////////////////////////////////////////
sfImage* sfRenderWindow_Capture(const sfRenderWindow* renderWindow)
sfImage* sfRenderWindow_capture(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
sfImage* image = new sfImage;
image->This = renderWindow->This.Capture();
image->This = renderWindow->This.capture();
return image;
}