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596 lines
26 KiB
C
596 lines
26 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2023 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_RENDERWINDOW_H
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#define SFML_RENDERWINDOW_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.h>
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#include <SFML/Graphics/Color.h>
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#include <SFML/Graphics/Rect.h>
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#include <SFML/Graphics/Types.h>
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#include <SFML/Graphics/PrimitiveType.h>
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#include <SFML/Graphics/RenderStates.h>
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#include <SFML/Graphics/Vertex.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/Window.h>
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#include <SFML/System/Vector2.h>
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#include <stddef.h>
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////////////////////////////////////////////////////////////
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/// \brief Construct a new render window
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///
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/// \param mode Video mode to use
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/// \param title Title of the window
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/// \param style Window style
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/// \param settings Creation settings (pass NULL to use default values)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_create(sfVideoMode mode, const char* title, uint32_t style, sfWindowState state, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Construct a new render window (with a UTF-32 title)
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///
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/// \param mode Video mode to use
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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 Creation settings (pass NULL to use default values)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createUnicode(sfVideoMode mode, const sfChar32* title, uint32_t style, sfWindowState state, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Construct a render window from an existing control
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///
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/// \param handle Platform-specific handle of the control
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/// \param settings Creation settings (pass NULL to use default values)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings* settings);
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////////////////////////////////////////////////////////////
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/// \brief Destroy an existing render window
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///
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/// \param renderWindow Render window to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_destroy(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Close a render window (but doesn't destroy the internal data)
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///
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/// \param renderWindow Render window to close
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_close(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a render window is opened
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///
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/// \param renderWindow Render window object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API bool sfRenderWindow_isOpen(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Get the creation settings of a render window
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///
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/// \param renderWindow Render window object
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///
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/// \return Settings used to create the window
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfContextSettings sfRenderWindow_getSettings(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Get the event on top of event queue of a render window, if any, and pop it
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///
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/// \param renderWindow Render window object
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/// \param event Event to fill, if any
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///
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/// \return true if an event was returned, false if event queue was empty
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API bool sfRenderWindow_pollEvent(sfRenderWindow* renderWindow, 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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/// \param renderWindow Render window object
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/// \param event Event to fill
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///
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/// \return false if an error occured
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API bool sfRenderWindow_waitEvent(sfRenderWindow* renderWindow, sfEvent* event);
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////////////////////////////////////////////////////////////
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/// \brief Get the position of a render window
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///
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/// \param renderWindow Render 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_GRAPHICS_API sfVector2i sfRenderWindow_getPosition(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Change the position of a render window on screen
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///
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/// Only works for top-level windows
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///
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/// \param renderWindow Render window object
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/// \param position New position, in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setPosition(sfRenderWindow* renderWindow, sfVector2i position);
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of a render window
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///
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/// \param renderWindow Render 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_GRAPHICS_API sfVector2u sfRenderWindow_getSize(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Tell if the render window will use sRGB encoding when drawing on it
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///
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/// \param renderWindow Render window object
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///
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/// \return true if the render window use sRGB encoding, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API bool sfRenderWindow_isSrgb(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Change the size of the rendering region of a render window
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///
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/// \param renderWindow Render 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_GRAPHICS_API void sfRenderWindow_setSize(sfRenderWindow* renderWindow, sfVector2u size);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a render window
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///
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/// \param renderWindow Render window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setTitle(sfRenderWindow* renderWindow, const char* title);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a render window (with a UTF-32 string)
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///
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/// \param renderWindow Render window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setUnicodeTitle(sfRenderWindow* renderWindow, const sfChar32* title);
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////////////////////////////////////////////////////////////
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/// \brief Change a render window's icon
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///
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/// \param renderWindow Render 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 pixels in memory, format must be RGBA 32 bits
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const uint8_t* pixels);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide a render window
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///
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/// \param renderWindow Render window object
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/// \param visible true to show the window, false to hide it
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setVisible(sfRenderWindow* renderWindow, bool visible);
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////////////////////////////////////////////////////////////
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/// \brief Enable / disable vertical synchronization on a render window
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///
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/// \param renderWindow Render window object
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/// \param enabled true to enable v-sync, false to deactivate
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setVerticalSyncEnabled(sfRenderWindow* renderWindow, bool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide the mouse cursor on a render window
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///
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/// \param renderWindow Render window object
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/// \param show true to show, false to hide
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setMouseCursorVisible(sfRenderWindow* renderWindow, bool show);
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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 true to enable, false to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setMouseCursorGrabbed(sfRenderWindow* renderWindow, bool 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 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_GRAPHICS_API void sfRenderWindow_setMouseCursor(sfRenderWindow* window, const sfCursor* cursor);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable automatic key-repeat for keydown events
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///
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/// Automatic key-repeat is enabled by default
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///
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/// \param renderWindow Render window object
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/// \param enabled true to enable, false to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setKeyRepeatEnabled(sfRenderWindow* renderWindow, bool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Limit the framerate to a maximum fixed frequency for a render window
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///
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/// \param renderWindow Render 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_GRAPHICS_API void sfRenderWindow_setFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit);
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////////////////////////////////////////////////////////////
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/// \brief Change the joystick threshold, ie. the value below which no move event will be generated
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///
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/// \param renderWindow Render window object
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/// \param threshold New threshold, in range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setJoystickThreshold(sfRenderWindow* renderWindow, float threshold);
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate a render window as the current target for rendering
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///
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/// \param renderWindow Render window object
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/// \param active true to activate, false to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API bool sfRenderWindow_setActive(sfRenderWindow* renderWindow, bool active);
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///////////////////////////////////////////////////////////
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/// \brief Request the current render 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_GRAPHICS_API void sfRenderWindow_requestFocus(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Check whether the render 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_GRAPHICS_API bool sfRenderWindow_hasFocus(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Display a render window on screen
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///
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/// \param renderWindow Render window object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_display(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Retrieve the OS-specific handle of a render window
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///
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/// \param renderWindow Render window object
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///
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/// \return Window handle
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfWindowHandle sfRenderWindow_getNativeHandle(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Clear a render window with the given color
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///
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/// \param renderWindow Render window object
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/// \param color Fill color
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_clear(sfRenderWindow* renderWindow, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Change the current active view of a render window
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///
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/// \param renderWindow Render window object
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/// \param view Pointer to the new view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_setView(sfRenderWindow* renderWindow, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Get the current active view of a render window
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///
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/// \param renderWindow Render window object
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///
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/// \return Current active view
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderWindow_getView(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Get the default view of a render window
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///
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/// \param renderWindow Render window object
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///
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/// \return Default view of the render window
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API const sfView* sfRenderWindow_getDefaultView(const sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Get the viewport of a view applied to this target
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///
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/// \param renderWindow Render window object
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/// \param view Target view
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///
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/// \return Viewport rectangle, expressed in pixels in the current target
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfIntRect sfRenderWindow_getViewport(const sfRenderWindow* renderWindow, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from window coordinates to world coordinates
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///
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/// This function finds the 2D position that matches the
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/// given pixel of the render-window. In other words, it does
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/// the inverse of what the graphics card does, to find the
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/// initial position of a rendered pixel.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-window, this assertion is not true anymore, ie. a point
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/// located at (10, 50) in your render-window may map to the point
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/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
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///
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/// This function is typically used to find which point (or object) is
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/// located below the mouse cursor.
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-window.
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///
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/// \param renderWindow Render window object
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/// \param point Pixel to convert
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/// \param view The view to use for converting the point
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///
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/// \return The converted point, in "world" units
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2f sfRenderWindow_mapPixelToCoords(const sfRenderWindow* renderWindow, sfVector2i point, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from world coordinates to window coordinates
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///
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/// This function finds the pixel of the render-window that matches
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/// the given 2D point. In other words, it goes through the same process
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/// as the graphics card, to compute the final position of a rendered point.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-window, this assertion is not true anymore, ie. a point
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/// located at (150, 75) in your 2D world may map to the pixel
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/// (10, 50) of your render-window -- if the view is translated by (140, 25).
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-window.
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///
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/// \param renderWindow Render window object
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/// \param point Point to convert
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/// \param view The view to use for converting the point
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///
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/// \return The converted point, in target coordinates (pixels)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2i sfRenderWindow_mapCoordsToPixel(const sfRenderWindow* renderWindow, sfVector2f point, const sfView* view);
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////////////////////////////////////////////////////////////
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/// \brief Draw a drawable object to the render-target
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///
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/// \param renderWindow render window object
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/// \param object Object to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_drawSprite(sfRenderWindow* renderWindow, const sfSprite* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawShape(sfRenderWindow* renderWindow, const sfShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawCircleShape(sfRenderWindow* renderWindow, const sfCircleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawConvexShape(sfRenderWindow* renderWindow, const sfConvexShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states);
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CSFML_GRAPHICS_API void sfRenderWindow_drawVertexBuffer(sfRenderWindow* renderWindow, const sfVertexBuffer* object, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Draw primitives defined by a vertex buffer.
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///
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/// \param renderWindow Render window object
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/// \param object Vertex buffer object to draw
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/// \param firstVertex Index of the first vertex to render
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/// \param vertexCount Number of vertices to render
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/// \param states Render states to use for drawing
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_drawVertexBufferRange(sfRenderWindow* renderWindow,
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const sfVertexBuffer* object, size_t firstVertex,
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size_t vertexCount, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Draw primitives defined by an array of vertices to a render window
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///
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/// \param renderWindow render window object
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/// \param vertices Pointer to the vertices
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/// \param vertexCount Number of vertices in the array
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/// \param type Type of primitives to draw
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/// \param states Render states to use for drawing (NULL to use the default states)
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_drawPrimitives(sfRenderWindow* renderWindow,
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const sfVertex* vertices, size_t vertexCount,
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sfPrimitiveType type, const sfRenderStates* states);
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////////////////////////////////////////////////////////////
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/// \brief Save the current OpenGL render states and matrices
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering. Combined with popGLStates,
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/// it ensures that:
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/// \li SFML's internal states are not messed up by your OpenGL code
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/// \li your OpenGL states are not modified by a call to a SFML function
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///
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/// Note that this function is quite expensive: it saves all the
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/// possible OpenGL states and matrices, even the ones you
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/// don't care about. Therefore it should be used wisely.
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/// It is provided for convenience, but the best results will
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/// be achieved if you handle OpenGL states yourself (because
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/// you know which states have really changed, and need to be
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/// saved and restored). Take a look at the resetGLStates
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/// function if you do so.
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///
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/// \param renderWindow render window object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_pushGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Restore the previously saved OpenGL render states and matrices
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///
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/// See the description of pushGLStates to get a detailed
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/// description of these functions.
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///
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/// \param renderWindow render window object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_popGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Reset the internal OpenGL states so that the target is ready for drawing
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering, if you choose not to use
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/// pushGLStates/popGLStates. It makes sure that all OpenGL
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/// states needed by SFML are set, so that subsequent sfRenderWindow_draw*()
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/// calls will work as expected.
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///
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/// \param renderWindow render window object
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow);
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of the mouse relative to a render-window
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///
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/// This function returns the current position of the mouse
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/// cursor relative to the given render-window, or desktop if NULL is passed.
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///
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/// \param relativeTo Reference window
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///
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/// \return Position of the mouse cursor, relative to the given render window
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2i sfMouse_getPositionRenderWindow(const sfRenderWindow* relativeTo);
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////////////////////////////////////////////////////////////
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/// \brief Set the current position of the mouse relative to a render window
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///
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/// This function sets the current position of the mouse
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/// cursor relative to the given render-window, or desktop if NULL is passed.
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///
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/// \param position New position of the mouse
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/// \param relativeTo Reference window
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfMouse_setPositionRenderWindow(sfVector2i position, const sfRenderWindow* relativeTo);
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////////////////////////////////////////////////////////////
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/// \brief Get the current position of a touch in window coordinates
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///
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/// This function returns the current touch position
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/// relative to the given render window, or desktop if NULL is passed.
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///
|
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/// \param finger Finger index
|
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/// \param relativeTo Reference window
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///
|
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/// \return Current position of \a finger, or undefined if it's not down
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///
|
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfVector2i sfTouch_getPositionRenderWindow(unsigned int finger, const sfRenderWindow* relativeTo);
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#endif // SFML_RENDERWINDOW_H
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