Initial commit -- moved from https://github.com/LaurentGomila/SFML (bindings/c)

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Laurent Gomila committed 2011-07-06 22:39:55 +02:00
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/RenderWindow.h>
#include <SFML/Graphics/RenderWindowStruct.h>
#include <SFML/Graphics/ShapeStruct.h>
#include <SFML/Graphics/ShaderStruct.h>
#include <SFML/Graphics/ImageStruct.h>
#include <SFML/Graphics/SpriteStruct.h>
#include <SFML/Graphics/TextStruct.h>
#include <SFML/Internal.h>
#include <SFML/ConvertEvent.h>
////////////////////////////////////////////////////////////
/// Construct a new renderwindow
////////////////////////////////////////////////////////////
sfRenderWindow* sfRenderWindow_Create(sfVideoMode mode, const char* title, unsigned long style, const sfContextSettings* settings)
{
// Convert video mode
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;
}
// 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();
return renderWindow;
}
////////////////////////////////////////////////////////////
/// Construct a renderwindow from an existing control
////////////////////////////////////////////////////////////
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;
}
// Create the window
sfRenderWindow* renderWindow = new sfRenderWindow;
renderWindow->This.Create(handle, params);
renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
renderWindow->CurrentView.This = renderWindow->This.GetView();
return renderWindow;
}
////////////////////////////////////////////////////////////
/// Destroy an existing renderwindow
////////////////////////////////////////////////////////////
void sfRenderWindow_Destroy(sfRenderWindow* renderWindow)
{
delete renderWindow;
}
////////////////////////////////////////////////////////////
/// Close a renderwindow (but doesn't destroy the internal data)
////////////////////////////////////////////////////////////
void sfRenderWindow_Close(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, Close());
}
////////////////////////////////////////////////////////////
/// Tell whether or not a renderwindow is opened
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_IsOpened(const sfRenderWindow* renderWindow)
{
CSFML_CALL_RETURN(renderWindow, IsOpened(), sfFalse);
}
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of a window
////////////////////////////////////////////////////////////
unsigned int sfRenderWindow_GetWidth(const sfRenderWindow* renderWindow)
{
CSFML_CALL_RETURN(renderWindow, GetWidth(), 0);
}
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of a window
////////////////////////////////////////////////////////////
unsigned int sfRenderWindow_GetHeight(const sfRenderWindow* renderWindow)
{
CSFML_CALL_RETURN(renderWindow, GetHeight(), 0);
}
////////////////////////////////////////////////////////////
/// Get the creation settings of a window
////////////////////////////////////////////////////////////
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;
return settings;
}
////////////////////////////////////////////////////////////
/// Get the event on top of events stack of a window, if any, and pop it
////////////////////////////////////////////////////////////
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);
// No event, return
if (!ret)
return sfFalse;
// Convert the sf::Event event to a sfEvent
ConvertEvent(SFMLEvent, event);
return sfTrue;
}
////////////////////////////////////////////////////////////
/// Wait for an event and return it
////////////////////////////////////////////////////////////
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);
// Error, return
if (!ret)
return sfFalse;
// Convert the sf::Event event to a sfEvent
ConvertEvent(SFMLEvent, event);
return sfTrue;
}
////////////////////////////////////////////////////////////
/// Enable / disable vertical synchronization on a window
////////////////////////////////////////////////////////////
void sfRenderWindow_EnableVerticalSync(sfRenderWindow* renderWindow, sfBool enabled)
{
CSFML_CALL(renderWindow, EnableVerticalSync(enabled == sfTrue));
}
////////////////////////////////////////////////////////////
/// Show or hide the mouse cursor on a window
////////////////////////////////////////////////////////////
void sfRenderWindow_ShowMouseCursor(sfRenderWindow* renderWindow, sfBool show)
{
CSFML_CALL(renderWindow, ShowMouseCursor(show == sfTrue));
}
////////////////////////////////////////////////////////////
/// Change the position of the mouse cursor on a window
////////////////////////////////////////////////////////////
void sfRenderWindow_SetCursorPosition(sfRenderWindow* renderWindow, unsigned int left, unsigned int top)
{
CSFML_CALL(renderWindow, SetCursorPosition(left, top));
}
////////////////////////////////////////////////////////////
/// Change the position of a window on screen.
/// Only works for top-level windows
////////////////////////////////////////////////////////////
void sfRenderWindow_SetPosition(sfRenderWindow* renderWindow, int left, int top)
{
CSFML_CALL(renderWindow, SetPosition(left, top));
}
////////////////////////////////////////////////////////////
/// Change the size of the rendering region of a window
////////////////////////////////////////////////////////////
void sfRenderWindow_SetSize(sfRenderWindow* renderWindow, unsigned int width, unsigned int height)
{
CSFML_CALL(renderWindow, SetSize(width, height))
}
////////////////////////////////////////////////////////////
/// Change the title of a window
////////////////////////////////////////////////////////////
void sfRenderWindow_SetTitle(sfRenderWindow* renderWindow, const char* title)
{
CSFML_CALL(renderWindow, SetTitle(title))
}
////////////////////////////////////////////////////////////
/// Show or hide a window
////////////////////////////////////////////////////////////
void sfRenderWindow_Show(sfRenderWindow* renderWindow, sfBool show)
{
CSFML_CALL(renderWindow, Show(show == sfTrue));
}
////////////////////////////////////////////////////////////
/// Enable or disable automatic key-repeat for keydown events.
/// Automatic key-repeat is enabled by default
////////////////////////////////////////////////////////////
void sfRenderWindow_EnableKeyRepeat(sfRenderWindow* renderWindow, sfBool enabled)
{
CSFML_CALL(renderWindow, EnableKeyRepeat(enabled == sfTrue));
}
////////////////////////////////////////////////////////////
/// Change the window's icon
////////////////////////////////////////////////////////////
void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels)
{
CSFML_CALL(renderWindow, SetIcon(width, height, pixels))
}
////////////////////////////////////////////////////////////
/// Set a window as the current target for rendering
////////////////////////////////////////////////////////////
sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active)
{
CSFML_CALL_RETURN(renderWindow, SetActive(active == sfTrue), sfFalse)
}
////////////////////////////////////////////////////////////
/// Save the current OpenGL render states and matrices
////////////////////////////////////////////////////////////
void sfRenderWindow_SaveGLStates(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, SaveGLStates());
}
////////////////////////////////////////////////////////////
/// Restore the previously saved OpenGL render states and matrices
////////////////////////////////////////////////////////////
void sfRenderWindow_RestoreGLStates(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, RestoreGLStates());
}
////////////////////////////////////////////////////////////
/// Display a window on screen
////////////////////////////////////////////////////////////
void sfRenderWindow_Display(sfRenderWindow* renderWindow)
{
CSFML_CALL(renderWindow, Display());
}
////////////////////////////////////////////////////////////
/// Limit the framerate to a maximum fixed frequency for a window
////////////////////////////////////////////////////////////
void sfRenderWindow_SetFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit)
{
CSFML_CALL(renderWindow, SetFramerateLimit(limit));
}
////////////////////////////////////////////////////////////
/// Get time elapsed since last frame of a window
////////////////////////////////////////////////////////////
sfUint32 sfRenderWindow_GetFrameTime(const sfRenderWindow* renderWindow)
{
CSFML_CALL_RETURN(renderWindow, GetFrameTime(), 0);
}
////////////////////////////////////////////////////////////
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
////////////////////////////////////////////////////////////
void sfRenderWindow_SetJoystickThreshold(sfRenderWindow* renderWindow, float threshold)
{
CSFML_CALL(renderWindow, SetJoystickThreshold(threshold));
}
////////////////////////////////////////////////////////////
/// Retrieve the Os-specific handle of a window
////////////////////////////////////////////////////////////
sfWindowHandle sfRenderWindow_GetSystemHandle(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
return (sfWindowHandle)renderWindow->This.GetSystemHandle();
}
////////////////////////////////////////////////////////////
/// Draw something on a renderwindow
////////////////////////////////////////////////////////////
void sfRenderWindow_DrawSprite(sfRenderWindow* renderWindow, const sfSprite* sprite)
{
CSFML_CHECK(sprite);
CSFML_CALL(renderWindow, Draw(sprite->This));
}
void sfRenderWindow_DrawShape(sfRenderWindow* renderWindow, const sfShape* shape)
{
CSFML_CHECK(shape);
CSFML_CALL(renderWindow, Draw(shape->This));
}
void sfRenderWindow_DrawText(sfRenderWindow* renderWindow, const sfText* text)
{
CSFML_CHECK(text);
CSFML_CALL(renderWindow, Draw(text->This));
}
////////////////////////////////////////////////////////////
/// Draw something on a renderwindow with a shader
////////////////////////////////////////////////////////////
void sfRenderWindow_DrawSpriteWithShader(sfRenderWindow* renderWindow, const sfSprite* sprite, const sfShader* shader)
{
CSFML_CHECK(sprite);
CSFML_CHECK(shader);
CSFML_CALL(renderWindow, Draw(sprite->This, shader->This));
}
void sfRenderWindow_DrawShapeWithShader(sfRenderWindow* renderWindow, const sfShape* shape, const sfShader* shader)
{
CSFML_CHECK(shape);
CSFML_CHECK(shader);
CSFML_CALL(renderWindow, Draw(shape->This, shader->This));
}
void sfRenderWindow_DrawTextWithShader(sfRenderWindow* renderWindow, const sfText* text, const sfShader* shader)
{
CSFML_CHECK(text);
CSFML_CHECK(shader);
CSFML_CALL(renderWindow, Draw(text->This, shader->This));
}
////////////////////////////////////////////////////////////
/// Clear the screen with the given color
////////////////////////////////////////////////////////////
void sfRenderWindow_Clear(sfRenderWindow* renderWindow, sfColor color)
{
sf::Color SFMLColor(color.r, color.g, color.b, color.a);
CSFML_CALL(renderWindow, Clear(SFMLColor));
}
////////////////////////////////////////////////////////////
/// Change the current active view of a renderwindow
////////////////////////////////////////////////////////////
void sfRenderWindow_SetView(sfRenderWindow* renderWindow, const sfView* view)
{
CSFML_CHECK(view);
CSFML_CALL(renderWindow, SetView(view->This));
renderWindow->CurrentView.This = view->This;
}
////////////////////////////////////////////////////////////
/// Get the current active view of a renderwindow
////////////////////////////////////////////////////////////
const sfView* sfRenderWindow_GetView(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
return &renderWindow->CurrentView;
}
////////////////////////////////////////////////////////////
/// Get the default view of a renderwindow
////////////////////////////////////////////////////////////
const sfView* sfRenderWindow_GetDefaultView(const sfRenderWindow* renderWindow)
{
CSFML_CHECK_RETURN(renderWindow, NULL);
return &renderWindow->DefaultView;
}
////////////////////////////////////////////////////////////
/// Get the viewport of a view applied to this target
////////////////////////////////////////////////////////////
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;
return rect;
}
////////////////////////////////////////////////////////////
/// Convert a point in window coordinates into view coordinates
////////////////////////////////////////////////////////////
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);
else
point = renderWindow->This.ConvertCoords(windowX, windowY);
if (viewX) *viewX = point.x;
if (viewY) *viewY = point.y;
}