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. # *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.
FILE_PATTERNS = *.h \ FILE_PATTERNS = *.h \
*.hpp *.hpp
# The RECURSIVE tag can be used to specify whether or not subdirectories should # The RECURSIVE tag can be used to specify whether or not subdirectories should
# be searched for input files as well. # 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. /// \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 /// \return Address of the OpenGL function, 0 on failure
/// ///
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@@ -49,7 +49,7 @@
#elif defined(CSFML_SYSTEM_MACOS) #elif defined(CSFML_SYSTEM_MACOS)
// Window handle is NSWindow (void*) on Mac OS X - Cocoa // Window handle is NSWindow (void*) on Mac OS X - Cocoa
typedef void* sfWindowHandle; typedef void* sfWindowHandle;
#endif #endif
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@@ -193,277 +193,277 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void sfShader_destroy(sfShader* shader) void sfShader_destroy(sfShader* shader)
{ {
delete shader; delete shader;
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void sfShader_setFloatUniform(sfShader* shader, const char* name, float x) 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) 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) 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) 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) void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
{ {
sfGlslVec4 vec4; sfGlslVec4 vec4;
vec4.x = color.r / 255.f; vec4.x = color.r / 255.f;
vec4.y = color.g / 255.f; vec4.y = color.g / 255.f;
vec4.z = color.b / 255.f; vec4.z = color.b / 255.f;
vec4.w = color.a / 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) 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) 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) 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) 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) void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color)
{ {
sfGlslIvec4 ivec4; sfGlslIvec4 ivec4;
ivec4.x = static_cast<int>(color.r); ivec4.x = static_cast<int>(color.r);
ivec4.y = static_cast<int>(color.g); ivec4.y = static_cast<int>(color.g);
ivec4.z = static_cast<int>(color.b); ivec4.z = static_cast<int>(color.b);
ivec4.w = static_cast<int>(color.a); 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) 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) void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
{ {
CSFML_CHECK(texture); CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name,*texture->This)); CSFML_CALL(shader, setParameter(name,*texture->This));
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name) 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) 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) void sfShader_bind(const sfShader* shader)
{ {
sf::Shader::bind(shader ? &shader->This : NULL); sf::Shader::bind(shader ? &shader->This : NULL);
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
sfBool sfShader_isAvailable(void) sfBool sfShader_isAvailable(void)
{ {
return sf::Shader::isAvailable() ? sfTrue : sfFalse; return sf::Shader::isAvailable() ? sfTrue : sfFalse;
} }