Replace tabs with spaces

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Chris Thrasher committed 2023-12-21 14:39:18 -06:00
1 parent b231c6c269
commit 4f540b9cbb
4 files changed
+52 -52

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@@ -835,7 +835,7 @@ INPUT_ENCODING = UTF-8
# *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.
FILE_PATTERNS = *.h \
*.hpp
*.hpp
# The RECURSIVE tag can be used to specify whether or not subdirectories should
# be searched for input files as well.
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@@ -76,7 +76,7 @@ CSFML_WINDOW_API sfBool sfContext_setActive(sfContext* context, sfBool active);
////////////////////////////////////////////////////////////
/// \brief Get the address of an OpenGL function.
///
/// \param name Name of the function to get the address of
/// \param name Name of the function to get the address of
///
/// \return Address of the OpenGL function, 0 on failure
///
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@@ -49,7 +49,7 @@
#elif defined(CSFML_SYSTEM_MACOS)
// Window handle is NSWindow (void*) on Mac OS X - Cocoa
typedef void* sfWindowHandle;
typedef void* sfWindowHandle;
#endif
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@@ -193,277 +193,277 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt
////////////////////////////////////////////////////////////
void sfShader_destroy(sfShader* shader)
{
delete shader;
delete shader;
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniform(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setUniform(name, x));
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslVec4 vec4;
vec4.x = color.r / 255.f;
vec4.y = color.g / 255.f;
vec4.z = color.b / 255.f;
vec4.w = color.a / 255.f;
sfGlslVec4 vec4;
vec4.x = color.r / 255.f;
vec4.y = color.g / 255.f;
vec4.z = color.b / 255.f;
vec4.w = color.a / 255.f;
sfShader_setVec4Uniform(shader, name, vec4);
sfShader_setVec4Uniform(shader, name, vec4);
}
////////////////////////////////////////////////////////////
void sfShader_setIntUniform(sfShader* shader, const char* name, int x)
{
CSFML_CALL(shader, setUniform(name, x));
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslIvec4 ivec4;
ivec4.x = static_cast<int>(color.r);
ivec4.y = static_cast<int>(color.g);
ivec4.z = static_cast<int>(color.b);
ivec4.w = static_cast<int>(color.a);
sfGlslIvec4 ivec4;
ivec4.x = static_cast<int>(color.r);
ivec4.y = static_cast<int>(color.g);
ivec4.z = static_cast<int>(color.b);
ivec4.w = static_cast<int>(color.a);
sfShader_setIvec4Uniform(shader, name, ivec4);
sfShader_setIvec4Uniform(shader, name, ivec4);
}
////////////////////////////////////////////////////////////
void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x)
{
CSFML_CALL(shader, setUniform(name, x != sfFalse));
CSFML_CALL(shader, setUniform(name, x != sfFalse));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CALL(shader, setUniform(name, *texture->This));
CSFML_CALL(shader, setUniform(name, *texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatParameter(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setParameter(name, x));
CSFML_CALL(shader, setParameter(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y)
{
CSFML_CALL(shader, setParameter(name, x, y));
CSFML_CALL(shader, setParameter(name, x, y));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z)
{
CSFML_CALL(shader, setParameter(name, x, y, z));
CSFML_CALL(shader, setParameter(name, x, y, z));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w)
{
CSFML_CALL(shader, setParameter(name, x, y, z, w));
CSFML_CALL(shader, setParameter(name, x, y, z, w));
}
////////////////////////////////////////////////////////////
void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color)
{
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
}
////////////////////////////////////////////////////////////
void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform)
{
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name,*texture->This));
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name,*texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
unsigned int sfShader_getNativeHandle(const sfShader* shader)
{
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
}
////////////////////////////////////////////////////////////
void sfShader_bind(const sfShader* shader)
{
sf::Shader::bind(shader ? &shader->This : NULL);
sf::Shader::bind(shader ? &shader->This : NULL);
}
////////////////////////////////////////////////////////////
sfBool sfShader_isAvailable(void)
{
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
}