//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2014 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 #include //////////////////////////////////////////////////////////// sfSprite* sfSprite_create(void) { sfSprite* sprite = new sfSprite; sprite->Texture = NULL; return sprite; } //////////////////////////////////////////////////////////// sfSprite* sfSprite_copy(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, NULL); return new sfSprite(*sprite); } //////////////////////////////////////////////////////////// void sfSprite_destroy(sfSprite* sprite) { delete sprite; } //////////////////////////////////////////////////////////// void sfSprite_setPosition(sfSprite* sprite, sfVector2f position) { CSFML_CALL(sprite, setPosition(position.x, position.y)); } //////////////////////////////////////////////////////////// void sfSprite_setRotation(sfSprite* sprite, float angle) { CSFML_CALL(sprite, setRotation(angle)); } //////////////////////////////////////////////////////////// void sfSprite_setScale(sfSprite* sprite, sfVector2f scale) { CSFML_CALL(sprite, setScale(scale.x, scale.y)); } //////////////////////////////////////////////////////////// void sfSprite_setOrigin(sfSprite* sprite, sfVector2f origin) { CSFML_CALL(sprite, setOrigin(origin.x, origin.y)); } //////////////////////////////////////////////////////////// sfVector2f sfSprite_getPosition(const sfSprite* sprite) { sfVector2f position = {0, 0}; CSFML_CHECK_RETURN(sprite, position); sf::Vector2f sfmlPos = sprite->This.getPosition(); position.x = sfmlPos.x; position.y = sfmlPos.y; return position; } //////////////////////////////////////////////////////////// float sfSprite_getRotation(const sfSprite* sprite) { CSFML_CALL_RETURN(sprite, getRotation(), 0.f); } //////////////////////////////////////////////////////////// sfVector2f sfSprite_getScale(const sfSprite* sprite) { sfVector2f scale = {0, 0}; CSFML_CHECK_RETURN(sprite, scale); sf::Vector2f sfmlScale = sprite->This.getScale(); scale.x = sfmlScale.x; scale.y = sfmlScale.y; return scale; } //////////////////////////////////////////////////////////// sfVector2f sfSprite_getOrigin(const sfSprite* sprite) { sfVector2f origin = {0, 0}; CSFML_CHECK_RETURN(sprite, origin); sf::Vector2f sfmlOrigin = sprite->This.getOrigin(); origin.x = sfmlOrigin.x; origin.y = sfmlOrigin.y; return origin; } //////////////////////////////////////////////////////////// void sfSprite_move(sfSprite* sprite, sfVector2f offset) { CSFML_CALL(sprite, move(offset.x, offset.y)); } //////////////////////////////////////////////////////////// void sfSprite_rotate(sfSprite* sprite, float angle) { CSFML_CALL(sprite, rotate(angle)); } //////////////////////////////////////////////////////////// void sfSprite_scale(sfSprite* sprite, sfVector2f factors) { CSFML_CALL(sprite, scale(factors.x, factors.y)); } //////////////////////////////////////////////////////////// sfTransform sfSprite_getTransform(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, sfTransform_Identity); sprite->Transform = convertTransform(sprite->This.getTransform()); return sprite->Transform; } //////////////////////////////////////////////////////////// sfTransform sfSprite_getInverseTransform(const sfSprite* sprite) { CSFML_CHECK_RETURN(sprite, sfTransform_Identity); sprite->InverseTransform = convertTransform(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; } //////////////////////////////////////////////////////////// sfFloatRect sfSprite_getLocalBounds(const sfSprite* sprite) { sfFloatRect rect = {0, 0, 0, 0}; CSFML_CHECK_RETURN(sprite, rect); sf::FloatRect sfmlRect = sprite->This.getLocalBounds(); rect.left = sfmlRect.left; rect.top = sfmlRect.top; rect.width = sfmlRect.width; rect.height = sfmlRect.height; return rect; } //////////////////////////////////////////////////////////// sfFloatRect sfSprite_getGlobalBounds(const sfSprite* sprite) { sfFloatRect rect = {0, 0, 0, 0}; CSFML_CHECK_RETURN(sprite, rect); sf::FloatRect sfmlRect = sprite->This.getGlobalBounds(); rect.left = sfmlRect.left; rect.top = sfmlRect.top; rect.width = sfmlRect.width; rect.height = sfmlRect.height; return rect; }