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423 lines
13 KiB
C++
423 lines
13 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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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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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/RenderWindow.h>
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#include <SFML/Graphics/RenderWindowStruct.h>
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#include <SFML/Graphics/ImageStruct.h>
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#include <SFML/Graphics/SpriteStruct.h>
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#include <SFML/Graphics/TextStruct.h>
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#include <SFML/Graphics/CircleShapeStruct.h>
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#include <SFML/Graphics/ConvexShapeStruct.h>
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#include <SFML/Graphics/RectangleShapeStruct.h>
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#include <SFML/Graphics/VertexArrayStruct.h>
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#include <SFML/Graphics/ConvertRenderStates.hpp>
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#include <SFML/Internal.h>
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#include <SFML/ConvertEvent.h>
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////////////////////////////////////////////////////////////
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sfRenderWindow* sfRenderWindow_Create(sfVideoMode mode, const char* title, sfUint32 style, const sfContextSettings* settings)
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{
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// Convert video mode
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sf::VideoMode videoMode(mode.Width, mode.Height, mode.BitsPerPixel);
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// Convert context settings
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sf::ContextSettings params;
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if (settings)
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{
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params.DepthBits = settings->DepthBits;
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params.StencilBits = settings->StencilBits;
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params.AntialiasingLevel = settings->AntialiasingLevel;
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params.MajorVersion = settings->MajorVersion;
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params.MinorVersion = settings->MinorVersion;
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}
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// Create the window
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sfRenderWindow* renderWindow = new sfRenderWindow;
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renderWindow->This.Create(videoMode, title, style, params);
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renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
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renderWindow->CurrentView.This = renderWindow->This.GetView();
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return renderWindow;
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}
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////////////////////////////////////////////////////////////
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sfRenderWindow* sfRenderWindow_CreateFromHandle(sfWindowHandle handle, const sfContextSettings* settings)
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{
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// Convert context settings
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sf::ContextSettings params;
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if (settings)
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{
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params.DepthBits = settings->DepthBits;
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params.StencilBits = settings->StencilBits;
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params.AntialiasingLevel = settings->AntialiasingLevel;
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params.MajorVersion = settings->MajorVersion;
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params.MinorVersion = settings->MinorVersion;
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}
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// Create the window
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sfRenderWindow* renderWindow = new sfRenderWindow;
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renderWindow->This.Create(handle, params);
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renderWindow->DefaultView.This = renderWindow->This.GetDefaultView();
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renderWindow->CurrentView.This = renderWindow->This.GetView();
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return renderWindow;
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_Destroy(sfRenderWindow* renderWindow)
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{
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delete renderWindow;
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_Close(sfRenderWindow* renderWindow)
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{
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CSFML_CALL(renderWindow, Close());
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}
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////////////////////////////////////////////////////////////
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sfBool sfRenderWindow_IsOpen(const sfRenderWindow* renderWindow)
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{
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CSFML_CALL_RETURN(renderWindow, IsOpen(), sfFalse);
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}
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////////////////////////////////////////////////////////////
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unsigned int sfRenderWindow_GetWidth(const sfRenderWindow* renderWindow)
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{
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CSFML_CALL_RETURN(renderWindow, GetWidth(), 0);
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}
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////////////////////////////////////////////////////////////
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unsigned int sfRenderWindow_GetHeight(const sfRenderWindow* renderWindow)
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{
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CSFML_CALL_RETURN(renderWindow, GetHeight(), 0);
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}
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////////////////////////////////////////////////////////////
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sfContextSettings sfRenderWindow_GetSettings(const sfRenderWindow* renderWindow)
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{
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sfContextSettings settings = {0, 0, 0, 2, 0};
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CSFML_CHECK_RETURN(renderWindow, settings);
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const sf::ContextSettings& params = renderWindow->This.GetSettings();
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settings.DepthBits = params.DepthBits;
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settings.StencilBits = params.StencilBits;
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settings.AntialiasingLevel = params.AntialiasingLevel;
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return settings;
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}
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////////////////////////////////////////////////////////////
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sfBool sfRenderWindow_PollEvent(sfRenderWindow* renderWindow, sfEvent* event)
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{
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CSFML_CHECK_RETURN(renderWindow, sfFalse);
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CSFML_CHECK_RETURN(event, sfFalse);
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// Get the event
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sf::Event SFMLEvent;
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sfBool ret = renderWindow->This.PollEvent(SFMLEvent);
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// No event, return
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if (!ret)
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return sfFalse;
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// Convert the sf::Event event to a sfEvent
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ConvertEvent(SFMLEvent, event);
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return sfTrue;
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}
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////////////////////////////////////////////////////////////
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sfBool sfRenderWindow_WaitEvent(sfRenderWindow* renderWindow, sfEvent* event)
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{
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CSFML_CHECK_RETURN(renderWindow, sfFalse);
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CSFML_CHECK_RETURN(event, sfFalse);
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// Get the event
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sf::Event SFMLEvent;
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sfBool ret = renderWindow->This.WaitEvent(SFMLEvent);
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// Error, return
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if (!ret)
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return sfFalse;
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// Convert the sf::Event event to a sfEvent
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ConvertEvent(SFMLEvent, event);
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return sfTrue;
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_EnableVerticalSync(sfRenderWindow* renderWindow, sfBool enabled)
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{
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CSFML_CALL(renderWindow, EnableVerticalSync(enabled == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_ShowMouseCursor(sfRenderWindow* renderWindow, sfBool show)
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{
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CSFML_CALL(renderWindow, ShowMouseCursor(show == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetPosition(sfRenderWindow* renderWindow, int left, int top)
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{
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CSFML_CALL(renderWindow, SetPosition(left, top));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetSize(sfRenderWindow* renderWindow, unsigned int width, unsigned int height)
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{
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CSFML_CALL(renderWindow, SetSize(width, height))
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetTitle(sfRenderWindow* renderWindow, const char* title)
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{
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CSFML_CALL(renderWindow, SetTitle(title))
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_Show(sfRenderWindow* renderWindow, sfBool show)
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{
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CSFML_CALL(renderWindow, Show(show == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_EnableKeyRepeat(sfRenderWindow* renderWindow, sfBool enabled)
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{
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CSFML_CALL(renderWindow, EnableKeyRepeat(enabled == sfTrue));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels)
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{
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CSFML_CALL(renderWindow, SetIcon(width, height, pixels))
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}
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////////////////////////////////////////////////////////////
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sfBool sfRenderWindow_SetActive(sfRenderWindow* renderWindow, sfBool active)
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{
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CSFML_CALL_RETURN(renderWindow, SetActive(active == sfTrue), sfFalse)
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_Display(sfRenderWindow* renderWindow)
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{
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CSFML_CALL(renderWindow, Display());
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit)
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{
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CSFML_CALL(renderWindow, SetFramerateLimit(limit));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetJoystickThreshold(sfRenderWindow* renderWindow, float threshold)
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{
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CSFML_CALL(renderWindow, SetJoystickThreshold(threshold));
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}
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////////////////////////////////////////////////////////////
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sfWindowHandle sfRenderWindow_GetSystemHandle(const sfRenderWindow* renderWindow)
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{
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CSFML_CHECK_RETURN(renderWindow, 0);
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return (sfWindowHandle)renderWindow->This.GetSystemHandle();
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_Clear(sfRenderWindow* renderWindow, sfColor color)
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{
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sf::Color SFMLColor(color.r, color.g, color.b, color.a);
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CSFML_CALL(renderWindow, Clear(SFMLColor));
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_SetView(sfRenderWindow* renderWindow, const sfView* view)
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{
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CSFML_CHECK(view);
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CSFML_CALL(renderWindow, SetView(view->This));
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renderWindow->CurrentView.This = view->This;
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}
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////////////////////////////////////////////////////////////
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const sfView* sfRenderWindow_GetView(const sfRenderWindow* renderWindow)
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{
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CSFML_CHECK_RETURN(renderWindow, NULL);
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return &renderWindow->CurrentView;
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}
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////////////////////////////////////////////////////////////
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const sfView* sfRenderWindow_GetDefaultView(const sfRenderWindow* renderWindow)
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{
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CSFML_CHECK_RETURN(renderWindow, NULL);
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return &renderWindow->DefaultView;
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}
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////////////////////////////////////////////////////////////
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sfIntRect sfRenderWindow_GetViewport(const sfRenderWindow* renderWindow, const sfView* view)
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{
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sfIntRect rect = {0, 0, 0, 0};
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CSFML_CHECK_RETURN(view, rect);
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CSFML_CHECK_RETURN(renderWindow, rect);
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sf::IntRect SFMLrect = renderWindow->This.GetViewport(view->This);
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rect.Left = SFMLrect.Left;
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rect.Top = SFMLrect.Top;
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rect.Width = SFMLrect.Width;
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rect.Height = SFMLrect.Height;
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return rect;
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_ConvertCoords(const sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView)
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{
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CSFML_CHECK(renderWindow);
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sf::Vector2f point;
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if (targetView)
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point = renderWindow->This.ConvertCoords(windowX, windowY, targetView->This);
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else
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point = renderWindow->This.ConvertCoords(windowX, windowY);
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if (viewX) *viewX = point.x;
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if (viewY) *viewY = point.y;
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}
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////////////////////////////////////////////////////////////
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void sfRenderWindow_DrawSprite(sfRenderWindow* renderWindow, const sfSprite* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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void sfRenderWindow_DrawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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void sfRenderWindow_DrawCircleShape(sfRenderWindow* renderWindow, const sfCircleShape* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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void sfRenderWindow_DrawConvexShape(sfRenderWindow* renderWindow, const sfConvexShape* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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void sfRenderWindow_DrawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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void sfRenderWindow_DrawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states)
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{
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CSFML_CHECK(object);
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CSFML_CALL(renderWindow, Draw(object->This, ConvertRenderStates(states)));
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}
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_DrawPrimitives(sfRenderWindow* renderWindow,
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const sfVertex* vertices, unsigned int vertexCount,
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sfPrimitiveType type, const sfRenderStates* states)
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{
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CSFML_CALL(renderWindow, Draw(reinterpret_cast<const sf::Vertex*>(vertices), vertexCount,
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static_cast<sf::PrimitiveType>(type), ConvertRenderStates(states)));
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}
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_PushGLStates(sfRenderWindow* renderWindow)
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{
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CSFML_CALL(renderWindow, PushGLStates());
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}
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_PopGLStates(sfRenderWindow* renderWindow)
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{
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CSFML_CALL(renderWindow, PopGLStates());
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}
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////////////////////////////////////////////////////////////
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CSFML_API void sfRenderWindow_ResetGLStates(sfRenderWindow* renderWindow)
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{
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CSFML_CALL(renderWindow, ResetGLStates());
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}
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////////////////////////////////////////////////////////////
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/// Copy the current contents of a window to an image
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////////////////////////////////////////////////////////////
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sfImage* sfRenderWindow_Capture(const sfRenderWindow* renderWindow)
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{
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CSFML_CHECK_RETURN(renderWindow, NULL);
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sfImage* image = new sfImage;
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image->This = renderWindow->This.Capture();
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return image;
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}
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