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Remove deprecated APIs
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@@ -552,33 +552,6 @@ CSFML_GRAPHICS_API void sfRenderWindow_popGLStates(sfRenderWindow* renderWindow)
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow);
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CSFML_GRAPHICS_API void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Copy the current contents of the window to an image
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///
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/// \deprecated
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/// Use a sfTexture and its
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/// sfTexture_updateFromRenderWindow(sfTexture*, const sfRenderWindow*, unsigned int, unsigned int)
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/// function and copy its contents into an sfImage instead.
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/// \code
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/// sfVector2u windowSize = sfRenderWindow_getSize(window);
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/// sfTexture* texture = sfTexture_create(windowSize.x, windowSize.y);
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/// sfTexture_updateFromRenderWindow(texture, window, windowSize.x, windowSize.y);
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/// sfImage* screenshot = sfTexture_copyToImage(texture);
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/// \endcode
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///
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/// This is a slow operation, whose main purpose is to make
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/// screenshots of the application. If you want to update an
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/// image with the contents of the window and then use it for
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/// drawing, you should rather use a sfTexture and the
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/// sfTexture_updateFromWindow(sfTexture*, const sfWindow*, unsigned int, unsigned int) function.
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/// You can also draw things directly to a texture with the
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/// sfRenderTexture class.
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///
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/// \return sfImage containing the captured contents.
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED sfImage* sfRenderWindow_capture(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of the mouse relative to a render-window
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/// \brief Get the current position of the mouse relative to a render-window
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///
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///
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@@ -398,253 +398,6 @@ CSFML_GRAPHICS_API void sfShader_setMat3UniformArray(sfShader* shader, const cha
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length);
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CSFML_GRAPHICS_API void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Change a float parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a float
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/// (float GLSL type).
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///
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/// Example:
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/// \code
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/// uniform float myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloatParameter(shader, "myparam", 5.2f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x Value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloatParameter(sfShader* shader, const char* name, float x);
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////////////////////////////////////////////////////////////
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/// \brief Change a 2-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2x1 vector
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/// (vec2 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat2Parameter(shader, "myparam", 5.2f, 6.0f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief Change a 3-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 3x1 vector
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/// (vec3 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat3Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Change a 4-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x1 vector
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/// (vec4 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec4 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat4Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f, 0.4f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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/// \param w Fourth component of the value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);
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////////////////////////////////////////////////////////////
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/// \brief Change a 2-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2x1 vector
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/// (vec2 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfVector2f vec = {5.2f, 6.0f};
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/// sfShader_setVector2Parameter(shader, "myparam", vec);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);
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////////////////////////////////////////////////////////////
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/// \brief Change a 3-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 3x1 vector
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/// (vec3 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfVector3f vec = {5.2f, 6.0f, -8.1f};
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/// sfShader_setVector3Parameter(shader, "myparam", vec);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);
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////////////////////////////////////////////////////////////
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/// \brief Change a color parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x1 vector
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/// (vec4 GLSL type).
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///
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/// It is important to note that the components of the color are
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/// normalized before being passed to the shader. Therefore,
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/// they are converted from range [0 .. 255] to range [0 .. 1].
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/// For example, a sf::Color(255, 125, 0, 255) will be transformed
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/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
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///
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/// Example:
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/// \code
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/// uniform vec4 color; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setColorParameter(shader, "color", sfColor_fromRGB(255, 128, 0));
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param color Color to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Change a matrix parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x4 matrix
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/// (mat4 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform mat4 matrix; // this is the variable in the shader
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/// \endcode
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/// \code
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/// @todo
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/// sfShader_setTransformParameter(shader, "matrix", transform);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param transform Transform to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform);
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////////////////////////////////////////////////////////////
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/// \brief Change a texture parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D the_texture; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sf::Texture texture;
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/// ...
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/// sfShader_setTextureParameter(shader, "the_texture", texture);
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/// \endcode
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/// It is important to note that \a texture must remain alive as long
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/// as the shader uses it, no copy is made internally.
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///
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/// To use the texture of the object being draw, which cannot be
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/// known in advance, you can use the special function
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/// sfShader_setCurrentTextureParameter:
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/// \code
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/// sfShader_setCurrentTextureParameter(shader, "the_texture").
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the texture in the shader
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/// \param texture Texture to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);
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////////////////////////////////////////////////////////////
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/// \brief Change a texture parameter of a shader
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///
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/// This function maps a shader texture variable to the
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/// texture of the object being drawn, which cannot be
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/// known in advance.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D current; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setCurrentTextureParameter(shader, "current");
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the texture in the shader
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Get the underlying OpenGL handle of the shader.
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/// \brief Get the underlying OpenGL handle of the shader.
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///
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///
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@@ -48,7 +48,6 @@ typedef enum
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sfEvtTextEntered, ///< A character was entered (data in event.text)
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sfEvtTextEntered, ///< A character was entered (data in event.text)
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sfEvtKeyPressed, ///< A key was pressed (data in event.key)
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sfEvtKeyPressed, ///< A key was pressed (data in event.key)
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sfEvtKeyReleased, ///< A key was released (data in event.key)
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sfEvtKeyReleased, ///< A key was released (data in event.key)
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sfEvtMouseWheelMoved, ///< The mouse wheel was scrolled (data in event.mouseWheel) (deprecated)
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sfEvtMouseWheelScrolled, ///< The mouse wheel was scrolled (data in event.mouseWheelScroll)
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sfEvtMouseWheelScrolled, ///< The mouse wheel was scrolled (data in event.mouseWheelScroll)
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sfEvtMouseButtonPressed, ///< A mouse button was pressed (data in event.mouseButton)
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sfEvtMouseButtonPressed, ///< A mouse button was pressed (data in event.mouseButton)
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sfEvtMouseButtonReleased, ///< A mouse button was released (data in event.mouseButton)
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sfEvtMouseButtonReleased, ///< A mouse button was released (data in event.mouseButton)
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@@ -117,21 +116,6 @@ typedef struct
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int y;
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int y;
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} sfMouseButtonEvent;
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} sfMouseButtonEvent;
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////////////////////////////////////////////////////////////
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/// \brief Mouse wheel events parameters
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///
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/// \deprecated
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/// Use sfMouseWheelScrollEvent instead.
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///
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////////////////////////////////////////////////////////////
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typedef struct CSFML_DEPRECATED
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{
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sfEventType type;
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int delta;
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int x;
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int y;
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} sfMouseWheelEvent;
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Mouse wheel events parameters
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/// \brief Mouse wheel events parameters
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///
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///
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@@ -226,7 +210,6 @@ typedef union
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sfTextEvent text; ///< Text event parameters
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sfTextEvent text; ///< Text event parameters
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sfMouseMoveEvent mouseMove; ///< Mouse move event parameters
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sfMouseMoveEvent mouseMove; ///< Mouse move event parameters
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sfMouseButtonEvent mouseButton; ///< Mouse button event parameters
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sfMouseButtonEvent mouseButton; ///< Mouse button event parameters
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sfMouseWheelEvent mouseWheel; ///< Mouse wheel event parameters (deprecated)
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sfMouseWheelScrollEvent mouseWheelScroll; ///< Mouse wheel event parameters
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sfMouseWheelScrollEvent mouseWheelScroll; ///< Mouse wheel event parameters
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sfJoystickMoveEvent joystickMove; ///< Joystick move event parameters
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sfJoystickMoveEvent joystickMove; ///< Joystick move event parameters
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sfJoystickButtonEvent joystickButton; ///< Joystick button event parameters
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sfJoystickButtonEvent joystickButton; ///< Joystick button event parameters
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@@ -62,12 +62,6 @@ inline void convertEvent(const sf::Event& sfmlEvent, sfEvent* event)
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event->key.system = sfmlEvent.key.system;
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event->key.system = sfmlEvent.key.system;
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break;
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break;
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case sfEvtMouseWheelMoved :
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event->mouseWheel.delta = sfmlEvent.mouseWheel.delta;
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event->mouseWheel.x = sfmlEvent.mouseWheel.x;
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event->mouseWheel.y = sfmlEvent.mouseWheel.y;
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break;
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case sfEvtMouseWheelScrolled :
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case sfEvtMouseWheelScrolled :
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event->mouseWheelScroll.wheel = static_cast<sfMouseWheel>(sfmlEvent.mouseWheelScroll.wheel);
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event->mouseWheelScroll.wheel = static_cast<sfMouseWheel>(sfmlEvent.mouseWheelScroll.wheel);
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event->mouseWheelScroll.delta = sfmlEvent.mouseWheelScroll.delta;
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event->mouseWheelScroll.delta = sfmlEvent.mouseWheelScroll.delta;
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@@ -526,18 +526,6 @@ void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow)
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}
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}
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////////////////////////////////////////////////////////////
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||||||
sfImage* sfRenderWindow_capture(const sfRenderWindow* renderWindow)
|
|
||||||
{
|
|
||||||
CSFML_CHECK_RETURN(renderWindow, nullptr);
|
|
||||||
|
|
||||||
sfImage* image = new sfImage;
|
|
||||||
image->This = renderWindow->This.capture();
|
|
||||||
|
|
||||||
return image;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
sfVector2i sfMouse_getPositionRenderWindow(const sfRenderWindow* relativeTo)
|
sfVector2i sfMouse_getPositionRenderWindow(const sfRenderWindow* relativeTo)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -375,62 +375,6 @@ void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGl
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void sfShader_setFloatParameter(sfShader* shader, const char* name, float 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));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float 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));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector)
|
|
||||||
{
|
|
||||||
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)));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
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)));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform 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)
|
||||||
{
|
{
|
||||||
@@ -439,13 +383,6 @@ void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTe
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
|
||||||
void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name)
|
|
||||||
{
|
|
||||||
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////
|
||||||
unsigned int sfShader_getNativeHandle(const sfShader* shader)
|
unsigned int sfShader_getNativeHandle(const sfShader* shader)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in new issue
Block a user