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