//////////////////////////////////////////////////////////// // // 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 #include #include #include #include //////////////////////////////////////////////////////////// sfSprite* sfSprite_Create(void) { sfSprite* sprite = new sfSprite; sprite->Texture = NULL; return sprite; } //////////////////////////////////////////////////////////// sfSprite* sfSprite_Copy(sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, NULL); return new sfSprite(*sprite); } //////////////////////////////////////////////////////////// void sfSprite_Destroy(sfSprite* sprite) { delete sprite; } //////////////////////////////////////////////////////////// void sfSprite_SetPosition(sfSprite* sprite, float x, float y) { CSFML_CALL(sprite, SetPosition(x, y)); } //////////////////////////////////////////////////////////// void sfSprite_SetRotation(sfSprite* sprite, float angle) { CSFML_CALL(sprite, SetRotation(angle)); } //////////////////////////////////////////////////////////// void sfSprite_SetScale(sfSprite* sprite, float factorX, float factorY) { CSFML_CALL(sprite, SetScale(factorX, factorY)); } //////////////////////////////////////////////////////////// void sfSprite_SetOrigin(sfSprite* sprite, float x, float y) { CSFML_CALL(sprite, SetOrigin(x, y)); } //////////////////////////////////////////////////////////// void sfSprite_GetPosition(const sfSprite* sprite, float* x, float* y) { CSFML_CHECK(sprite); sf::Vector2f point = sprite->This.GetPosition(); if (x) *x = point.x; if (y) *y = point.y; } //////////////////////////////////////////////////////////// float sfSprite_GetRotation(const sfSprite* sprite) { CSFML_CALL_RETURN(sprite, GetRotation(), 0.f); } //////////////////////////////////////////////////////////// void sfSprite_GetScale(const sfSprite* sprite, float* x, float* y) { CSFML_CHECK(sprite); sf::Vector2f point = sprite->This.GetScale(); if (x) *x = point.x; if (y) *y = point.y; } //////////////////////////////////////////////////////////// void sfSprite_GetOrigin(const sfSprite* sprite, float* x, float* y) { CSFML_CHECK(sprite); sf::Vector2f point = sprite->This.GetOrigin(); if (x) *x = point.x; if (y) *y = point.y; } //////////////////////////////////////////////////////////// void sfSprite_Move(sfSprite* sprite, float offsetX, float offsetY) { CSFML_CALL(sprite, Move(offsetX, offsetY)); } //////////////////////////////////////////////////////////// void sfSprite_Rotate(sfSprite* sprite, float angle) { CSFML_CALL(sprite, Rotate(angle)); } //////////////////////////////////////////////////////////// void sfSprite_Scale(sfSprite* sprite, float factorX, float factorY) { CSFML_CALL(sprite, Scale(factorX, factorY)); } //////////////////////////////////////////////////////////// const sfTransform* sfSprite_GetTransform(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, NULL); sprite->Transform.This = sprite->This.GetTransform(); return &sprite->Transform; } //////////////////////////////////////////////////////////// const sfTransform* sfSprite_GetInverseTransform(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, NULL); sprite->InverseTransform.This = sprite->This.GetInverseTransform(); return &sprite->InverseTransform; } //////////////////////////////////////////////////////////// void sfSprite_SetTexture(sfSprite* sprite, const sfTexture* texture, sfBool resetRect) { if (texture && texture->This) { CSFML_CALL(sprite, SetTexture(*texture->This, resetRect == sfTrue)) sprite->Texture = texture; } } //////////////////////////////////////////////////////////// void sfSprite_SetTextureRect(sfSprite* sprite, sfIntRect rectangle) { CSFML_CALL(sprite, SetTextureRect(sf::IntRect(rectangle.Left, rectangle.Top, rectangle.Width, rectangle.Height))) } //////////////////////////////////////////////////////////// void sfSprite_SetColor(sfSprite* sprite, sfColor color) { CSFML_CALL(sprite, SetColor(sf::Color(color.r, color.g, color.b, color.a))); } //////////////////////////////////////////////////////////// const sfTexture* sfSprite_GetTexture(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, NULL) return sprite->Texture; } //////////////////////////////////////////////////////////// sfIntRect sfSprite_GetTextureRect(const sfSprite* sprite) { sfIntRect rect = {0, 0, 0, 0}; CSFML_CHECK_RETURN(sprite, rect) sf::IntRect sfmlRect = sprite->This.GetTextureRect(); rect.Left = sfmlRect.Left; rect.Top = sfmlRect.Top; rect.Width = sfmlRect.Width; rect.Height = sfmlRect.Height; return rect; } //////////////////////////////////////////////////////////// sfColor sfSprite_GetColor(const sfSprite* sprite) { sfColor color = {0, 0, 0, 0}; CSFML_CHECK_RETURN(sprite, color); sf::Color sfmlColor = sprite->This.GetColor(); color.r = sfmlColor.r; color.g = sfmlColor.g; color.b = sfmlColor.b; color.a = sfmlColor.a; return color; }