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493 lines
19 KiB
C
493 lines
19 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_WINDOW_H
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#define SFML_WINDOW_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.h>
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#include <SFML/Window/Event.h>
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#include <SFML/Window/VideoMode.h>
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#include <SFML/Window/WindowHandle.h>
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#include <SFML/Window/Types.h>
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#include <SFML/System/Vector2.h>
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of window creation styles
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///
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfNone = 0, ///< No border / title bar (this flag and all others are mutually exclusive)
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sfTitlebar = 1 << 0, ///< Title bar + fixed border
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sfResize = 1 << 1, ///< Titlebar + resizable border + maximize button
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sfClose = 1 << 2, ///< Titlebar + close button
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sfFullscreen = 1 << 3, ///< Fullscreen mode (this flag and all others are mutually exclusive)
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sfDefaultStyle = sfTitlebar | sfResize | sfClose ///< Default window style
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} sfWindowStyle;
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of the context attribute flags
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///
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfContextDefault = 0, ///< Non-debug, compatibility context (this and the core attribute are mutually exclusive)
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sfContextCore = 1 << 0, ///< Core attribute
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sfContextDebug = 1 << 2 ///< Debug attribute
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} sfContextAttribute;
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////////////////////////////////////////////////////////////
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/// \brief Structure defining the window's creation settings
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///
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////////////////////////////////////////////////////////////
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typedef struct
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{
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unsigned int depthBits; ///< Bits of the depth buffer
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unsigned int stencilBits; ///< Bits of the stencil buffer
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unsigned int antialiasingLevel; ///< Level of antialiasing
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unsigned int majorVersion; ///< Major number of the context version to create
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unsigned int minorVersion; ///< Minor number of the context version to create
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sfUint32 attributeFlags; ///< The attribute flags to create the context with
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sfBool sRgbCapable; ///< Whether the context framebuffer is sRGB capable
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} sfContextSettings;
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window
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///
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/// This function creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behaviour of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// sfFullscreen, then \a mode must be a valid video mode.
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///
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/// The fourth parameter is a pointer to a structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window
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/// \param style Window style
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/// \param settings Additional settings for the underlying OpenGL context
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindow* sfWindow_create(sfVideoMode mode, const char* title, sfUint32 style, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window (with a UTF-32 title)
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///
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/// This function creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behaviour of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// sfFullscreen, then \a mode must be a valid video mode.
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///
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/// The fourth parameter is a pointer to a structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window (UTF-32)
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/// \param style Window style
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/// \param settings Additional settings for the underlying OpenGL context
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindow* sfWindow_createUnicode(sfVideoMode mode, const sfUint32* title, sfUint32 style, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Construct a window from an existing control
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///
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/// Use this constructor if you want to create an OpenGL
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/// rendering area into an already existing control.
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///
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/// The second parameter is a pointer to a structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param handle Platform-specific handle of the control
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/// \param settings Additional settings for the underlying OpenGL context
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindow* sfWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Destroy a window
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///
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/// \param window Window to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_destroy(sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Close a window and destroy all the attached resources
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///
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/// After calling this function, the sfWindow object remains
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/// valid, you must call sfWindow_destroy to actually delete it.
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/// All other functions such as sfWindow_pollEvent or sfWindow_display
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/// will still work (i.e. you don't have to test sfWindow_isOpen
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/// every time), and will have no effect on closed windows.
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///
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/// \param window Window object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_close(sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a window is opened
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///
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/// This function returns whether or not the window exists.
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/// Note that a hidden window (sfWindow_setVisible(sfFalse)) will return
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/// sfTrue.
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///
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/// \param window Window object
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///
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/// \return sfTrue if the window is opened, sfFalse if it has been closed
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindow_isOpen(const sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Get the settings of the OpenGL context of a window
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///
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/// Note that these settings may be different from what was
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/// passed to the sfWindow_create function,
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/// if one or more settings were not supported. In this case,
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/// SFML chose the closest match.
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///
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/// \param window Window object
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///
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/// \return Structure containing the OpenGL context settings
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfContextSettings sfWindow_getSettings(const sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Pop the event on top of event queue, if any, and return it
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///
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/// This function is not blocking: if there's no pending event then
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/// it will return false and leave \a event unmodified.
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/// Note that more than one event may be present in the event queue,
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/// thus you should always call this function in a loop
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/// to make sure that you process every pending event.
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///
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/// \param window Window object
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/// \param event Event to be returned
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///
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/// \return sfTrue if an event was returned, or sfFalse if the event queue was empty
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindow_pollEvent(sfWindow* window, sfEvent* event);
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////////////////////////////////////////////////////////////
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/// \brief Wait for an event and return it
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///
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/// This function is blocking: if there's no pending event then
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/// it will wait until an event is received.
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/// After this function returns (and no error occured),
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/// the \a event object is always valid and filled properly.
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/// This function is typically used when you have a thread that
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/// is dedicated to events handling: you want to make this thread
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/// sleep as long as no new event is received.
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///
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/// \param window Window object
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/// \param event Event to be returned
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///
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/// \return sfFalse if any error occured
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindow_waitEvent(sfWindow* window, sfEvent* event);
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////////////////////////////////////////////////////////////
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/// \brief Get the position of a window
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///
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/// \param window Window object
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///
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/// \return Position in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfVector2i sfWindow_getPosition(const sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Change the position of a window on screen
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///
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/// This function only works for top-level windows
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/// (i.e. it will be ignored for windows created from
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/// the handle of a child window/control).
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///
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/// \param window Window object
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/// \param position New position of the window, in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setPosition(sfWindow* window, sfVector2i position);
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of a window
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///
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/// The size doesn't include the titlebar and borders
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/// of the window.
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///
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/// \param window Window object
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///
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/// \return Size in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfVector2u sfWindow_getSize(const sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Change the size of the rendering region of a window
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///
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/// \param window Window object
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/// \param size New size, in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setSize(sfWindow* window, sfVector2u size);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a window
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///
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/// \param window Window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setTitle(sfWindow* window, const char* title);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a window (with a UTF-32 string)
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///
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/// \param window Window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setUnicodeTitle(sfWindow* window, const sfUint32* title);
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////////////////////////////////////////////////////////////
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/// \brief Change a window's icon
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///
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/// \a pixels must be an array of \a width x \a height pixels
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/// in 32-bits RGBA format.
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///
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/// \param window Window object
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/// \param width Icon's width, in pixels
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/// \param height Icon's height, in pixels
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/// \param pixels Pointer to the array of pixels in memory
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setIcon(sfWindow* window, unsigned int width, unsigned int height, const sfUint8* pixels);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide a window
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///
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/// \param window Window object
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/// \param visible sfTrue to show the window, sfFalse to hide it
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setVisible(sfWindow* window, sfBool visible);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable vertical synchronization
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///
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/// Activating vertical synchronization will limit the number
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/// of frames displayed to the refresh rate of the monitor.
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/// This can avoid some visual artifacts, and limit the framerate
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/// to a good value (but not constant across different computers).
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///
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/// \param window Window object
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/// \param enabled sfTrue to enable v-sync, sfFalse to deactivate
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setVerticalSyncEnabled(sfWindow* window, sfBool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide the mouse cursor
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///
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/// \param window Window object
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/// \param visible sfTrue to show, sfFalse to hide
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setMouseCursorVisible(sfWindow* window, sfBool visible);
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////////////////////////////////////////////////////////////
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/// \brief Grab or release the mouse cursor
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///
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/// If set, grabs the mouse cursor inside this window's client
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/// area so it may no longer be moved outside its bounds.
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/// Note that grabbing is only active while the window has
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/// focus and calling this function for fullscreen windows
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/// won't have any effect (fullscreen windows always grab the
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/// cursor).
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///
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/// \param grabbed sfTrue to enable, sfFalse to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setMouseCursorGrabbed(sfWindow* window, sfBool grabbed);
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////////////////////////////////////////////////////////////
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/// \brief Set the displayed cursor to a native system cursor
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///
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/// Upon window creation, the arrow cursor is used by default.
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///
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/// \warning The cursor must not be destroyed while in use by
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/// the window.
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///
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/// \warning Features related to Cursor are not supported on
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/// iOS and Android.
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///
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/// \param window Window object
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/// \param cursor Native system cursor type to display
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///
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/// \see sfCursor_createFromSystem
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/// \see sfCursor_createFromPixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setMouseCursor(sfWindow* window, const sfCursor* cursor);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable automatic key-repeat
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///
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/// If key repeat is enabled, you will receive repeated
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/// KeyPress events while keeping a key pressed. If it is disabled,
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/// you will only get a single event when the key is pressed.
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///
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/// Key repeat is enabled by default.
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///
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/// \param window Window object
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/// \param enabled sfTrue to enable, sfFalse to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setKeyRepeatEnabled(sfWindow* window, sfBool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Limit the framerate to a maximum fixed frequency
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///
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/// If a limit is set, the window will use a small delay after
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/// each call to sfWindow_display to ensure that the current frame
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/// lasted long enough to match the framerate limit.
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///
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/// \param window Window object
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/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setFramerateLimit(sfWindow* window, unsigned int limit);
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////////////////////////////////////////////////////////////
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/// \brief Change the joystick threshold
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///
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/// The joystick threshold is the value below which
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/// no JoyMoved event will be generated.
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///
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/// \param window Window object
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/// \param threshold New threshold, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_setJoystickThreshold(sfWindow* window, float threshold);
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate a window as the current target
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/// for OpenGL rendering
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///
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/// A window is active only on the current thread, if you want to
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/// make it active on another thread you have to deactivate it
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/// on the previous thread first if it was active.
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/// Only one window can be active on a thread at a time, thus
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/// the window previously active (if any) automatically gets deactivated.
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/// This is not to be confused with sfWindow_requestFocus().
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///
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/// \param window Window object
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/// \param active sfTrue to activate, sfFalse to deactivate
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///
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/// \return sfTrue if operation was successful, sfFalse otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindow_setActive(sfWindow* window, sfBool active);
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////////////////////////////////////////////////////////////
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/// \brief Request the current window to be made the active
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/// foreground window
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or mouse events.
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/// If a window requests focus, it only hints to the operating
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/// system, that it would like to be focused. The operating system
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/// is free to deny the request.
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/// This is not to be confused with sfWindow_setActive().
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_requestFocus(sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Check whether the window has the input focus
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or most mouse
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/// events.
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///
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/// \return True if window has focus, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindow_hasFocus(const sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Display on screen what has been rendered to the
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/// window so far
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///
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/// This function is typically called after all OpenGL rendering
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/// has been done for the current frame, in order to show
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/// it on screen.
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///
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/// \param window Window object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindow_display(sfWindow* window);
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////////////////////////////////////////////////////////////
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/// \brief Get the OS-specific handle of the window
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///
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/// The type of the returned handle is sfWindowHandle,
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/// which is a typedef to the handle type defined by the OS.
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/// You shouldn't need to use this function, unless you have
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/// very specific stuff to implement that SFML doesn't support,
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/// or implement a temporary workaround until a bug is fixed.
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///
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/// \param window Window object
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///
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/// \return System handle of the window
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindowHandle sfWindow_getSystemHandle(const sfWindow* window);
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#endif // SFML_WINDOW_H
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