//////////////////////////////////////////////////////////// // // 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. // //////////////////////////////////////////////////////////// #ifndef SFML_RENDERWINDOW_H #define SFML_RENDERWINDOW_H //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include //////////////////////////////////////////////////////////// /// Construct a new renderwindow /// /// \param mode : Video mode to use /// \param title : Title of the window /// \param style : Window style /// \param settings : Creation settings (pass NULL to use default values) /// //////////////////////////////////////////////////////////// CSFML_API sfRenderWindow* sfRenderWindow_Create(sfVideoMode mode, const char* title, unsigned long style, const sfContextSettings* settings); //////////////////////////////////////////////////////////// /// Construct a renderwindow from an existing control /// /// \param handle : Platform-specific handle of the control /// \param settings : Creation settings (pass NULL to use default values) /// //////////////////////////////////////////////////////////// CSFML_API sfRenderWindow* sfRenderWindow_CreateFromHandle(sfWindowHandle handle, const sfContextSettings* settings); //////////////////////////////////////////////////////////// /// Destroy an existing renderwindow /// /// \param renderWindow : Renderwindow to destroy /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_Destroy(sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Close a renderwindow (but doesn't destroy the internal data) /// /// \param renderWindow : Renderwindow to close /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_Close(sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Tell whether or not a renderwindow is opened /// /// \param renderWindow : Renderwindow object /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfRenderWindow_IsOpened(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the width of the rendering region of a window /// /// \param renderWindow : Renderwindow object /// /// \return Width in pixels /// //////////////////////////////////////////////////////////// CSFML_API unsigned int sfRenderWindow_GetWidth(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the height of the rendering region of a window /// /// \param renderWindow : Renderwindow object /// /// \return Height in pixels /// //////////////////////////////////////////////////////////// CSFML_API unsigned int sfRenderWindow_GetHeight(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the creation settings of a window /// /// \param renderWindow : Renderwindow object /// /// \return Settings used to create the window /// //////////////////////////////////////////////////////////// CSFML_API sfContextSettings sfRenderWindow_GetSettings(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the event on top of events stack of a window, if any, and pop it /// /// \param renderWindow : Renderwindow object /// \param event : Event to fill, if any /// /// \return sfTrue if an event was returned, sfFalse if events stack was empty /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfRenderWindow_PollEvent(sfRenderWindow* renderWindow, sfEvent* event); //////////////////////////////////////////////////////////// /// Wait for an event and return it /// /// \param renderWindow : Renderwindow object /// \param event : Event to fill /// /// \return sfFalse if an error occured /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfRenderWindow_WaitEvent(sfRenderWindow* renderWindow, sfEvent* event); //////////////////////////////////////////////////////////// /// Enable / disable vertical synchronization on a window /// /// \param renderWindow : Renderwindow object /// \param enabled : sfTrue to enable v-sync, sfFalse to deactivate /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_EnableVerticalSync(sfRenderWindow* renderWindow, sfBool enabled); //////////////////////////////////////////////////////////// /// Show or hide the mouse cursor on a window /// /// \param renderWindow : RenderWindow object /// \param show : sfTrue to show, sfFalse to hide /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_ShowMouseCursor(sfRenderWindow* renderWindow, sfBool show); //////////////////////////////////////////////////////////// /// Change the position of a window on screen. /// Only works for top-level windows /// /// \param renderWindow : Renderwindow object /// \param left : Left position /// \param top : Top position /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetPosition(sfRenderWindow* renderWindow, int left, int top); //////////////////////////////////////////////////////////// /// Change the size of the rendering region of a window /// /// \param renderWindow : Renderwindow object /// \param width : New Width /// \param height : New Height /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetSize(sfRenderWindow* renderWindow, unsigned int width, unsigned int height); //////////////////////////////////////////////////////////// /// Change the title of a window /// /// \param renderWindow : Renderwindow object /// \param title : New title /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetTitle(sfRenderWindow* renderWindow, const char* title); //////////////////////////////////////////////////////////// /// Show or hide a window /// /// \param renderWindow : Renderwindow object /// \param show : sfTrue to show, sfFalse to hide /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_Show(sfRenderWindow* renderWindow, sfBool show); //////////////////////////////////////////////////////////// /// Enable or disable automatic key-repeat for keydown events. /// Automatic key-repeat is enabled by default /// /// \param renderWindow : Renderwindow object /// \param enabled : sfTrue to enable, sfFalse to disable /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_EnableKeyRepeat(sfRenderWindow* renderWindow, sfBool enabled); //////////////////////////////////////////////////////////// /// Change the window's icon /// /// \param renderWindow : Renderwindow object /// \param width : Icon's width, in pixels /// \param height : Icon's height, in pixels /// \param pixels : Pointer to the pixels in memory, format must be RGBA 32 bits /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels); //////////////////////////////////////////////////////////// /// Activate or deactivate a window as the current target for rendering /// /// \param renderWindow : Renderwindow object /// \param active : sfTrue to activate, sfFalse to deactivate /// /// \return True if operation was successful, false otherwise /// //////////////////////////////////////////////////////////// CSFML_API sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active); //////////////////////////////////////////////////////////// /// Save the current OpenGL render states and matrices /// /// \param renderWindow : Renderwindow object /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SaveGLStates(sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Restore the previously saved OpenGL render states and matrices /// /// \param renderWindow : Renderwindow object /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_RestoreGLStates(sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Display a window on screen /// /// \param renderWindow : Renderwindow object /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_Display(sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Limit the framerate to a maximum fixed frequency for a window /// /// \param renderWindow : Renderwindow object /// \param limit : Framerate limit, in frames per seconds (use 0 to disable limit) /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit); //////////////////////////////////////////////////////////// /// Get time elapsed since last frame of a window /// /// \param renderWindow : Renderwindow object /// /// \return Time elapsed, in milliseconds /// //////////////////////////////////////////////////////////// CSFML_API sfUint32 sfRenderWindow_GetFrameTime(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Change the joystick threshold, ie. the value below which /// no move event will be generated /// /// \param renderWindow : Renderwindow object /// \param threshold : New threshold, in range [0, 100] /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetJoystickThreshold(sfRenderWindow* renderWindow, float threshold); //////////////////////////////////////////////////////////// /// Retrieve the Os-specific handle of a window /// /// \param renderWindow : Renderwindow object /// /// \return Window handle /// //////////////////////////////////////////////////////////// CSFML_API sfWindowHandle sfRenderWindow_GetSystemHandle(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Draw something on a renderwindow /// /// \param renderWindow : Renderwindow to draw in /// \param sprite / text / shape : Object to draw /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_DrawSprite(sfRenderWindow* renderWindow, const sfSprite* sprite); CSFML_API void sfRenderWindow_DrawShape (sfRenderWindow* renderWindow, const sfShape* shape); CSFML_API void sfRenderWindow_DrawText (sfRenderWindow* renderWindow, const sfText* text); //////////////////////////////////////////////////////////// /// Draw something on a renderwindow with a shader /// /// \param renderWindow : Renderwindow to draw in /// \param sprite / text / shape : Object to draw /// \param shader : Shader to use /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_DrawSpriteWithShader(sfRenderWindow* renderWindow, const sfSprite* sprite, const sfShader* shader); CSFML_API void sfRenderWindow_DrawShapeWithShader (sfRenderWindow* renderWindow, const sfShape* shape, const sfShader* shader); CSFML_API void sfRenderWindow_DrawTextWithShader (sfRenderWindow* renderWindow, const sfText* text, const sfShader* shader); //////////////////////////////////////////////////////////// /// Clear the screen with the given color /// /// \param renderWindow : Renderwindow to modify /// \param color : Fill color /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_Clear(sfRenderWindow* renderWindow, sfColor color); //////////////////////////////////////////////////////////// /// Change the current active view of a renderwindow /// /// \param renderWindow : Renderwindow to modify /// \param view : Pointer to the new view /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_SetView(sfRenderWindow* renderWindow, const sfView* view); //////////////////////////////////////////////////////////// /// Get the current active view of a renderwindow /// /// \param renderWindow : Renderwindow /// /// \return Current active view /// //////////////////////////////////////////////////////////// CSFML_API const sfView* sfRenderWindow_GetView(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the default view of a renderwindow /// /// \param renderWindow : Renderwindow /// /// \return Default view of the render window /// //////////////////////////////////////////////////////////// CSFML_API const sfView* sfRenderWindow_GetDefaultView(const sfRenderWindow* renderWindow); //////////////////////////////////////////////////////////// /// Get the viewport of a view applied to this target /// /// \param renderWindow : Renderwindow /// \param view : Target view /// /// \return Viewport rectangle, expressed in pixels in the current target /// //////////////////////////////////////////////////////////// CSFML_API sfIntRect sfRenderWindow_GetViewport(const sfRenderWindow* renderWindow, const sfView* view); //////////////////////////////////////////////////////////// /// Convert a point in window coordinates into view coordinates /// /// \param renderWindow : Target Renderwindow /// \param windowX : X coordinate of the point to convert, relative to the window /// \param windowY : Y coordinate of the point to convert, relative to the window /// \param viewX : Pointer to fill with the X coordinate of the converted point /// \param viewY : Pointer to fill with the Y coordinate of the converted point /// \param targetView : Target view to convert the point to (pass NULL to use the current view) /// //////////////////////////////////////////////////////////// CSFML_API void sfRenderWindow_ConvertCoords(const sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView); //////////////////////////////////////////////////////////// /// Copy the current contents of a window to an image /// /// This is a slow operation, whose main purpose is to make /// screenshots of the application. If you want to update an /// image with the contents of the window and then use it for /// drawing, you should rather use a sfTexture and its /// Update(sfWindow*) function. /// You can also draw things directly to a texture with the /// sfRenderTexture class. /// /// \param renderWindow : Render window to capture /// /// \return New image containing the captured contents /// //////////////////////////////////////////////////////////// CSFML_API sfImage* sfRenderWindow_Capture(const sfRenderWindow* renderWindow); #endif // SFML_RENDERWINDOW_H