mirror of
https://github.com/SFML/CSFML.git
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276 lines
7.3 KiB
C++
276 lines
7.3 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2012 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/Sprite.h>
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#include <SFML/Graphics/SpriteStruct.h>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <SFML/Graphics/ConvertTransform.hpp>
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#include <SFML/Internal.h>
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////////////////////////////////////////////////////////////
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sfSprite* sfSprite_create(void)
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{
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sfSprite* sprite = new sfSprite;
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sprite->Texture = NULL;
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return sprite;
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}
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////////////////////////////////////////////////////////////
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sfSprite* sfSprite_copy(const sfSprite* sprite)
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{
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CSFML_CHECK_RETURN(sprite, NULL);
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return new sfSprite(*sprite);
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}
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////////////////////////////////////////////////////////////
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void sfSprite_destroy(sfSprite* sprite)
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{
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delete sprite;
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setPosition(sfSprite* sprite, sfVector2f position)
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{
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CSFML_CALL(sprite, setPosition(position.x, position.y));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setRotation(sfSprite* sprite, float angle)
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{
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CSFML_CALL(sprite, setRotation(angle));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setScale(sfSprite* sprite, sfVector2f scale)
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{
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CSFML_CALL(sprite, setScale(scale.x, scale.y));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setOrigin(sfSprite* sprite, sfVector2f origin)
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{
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CSFML_CALL(sprite, setOrigin(origin.x, origin.y));
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}
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////////////////////////////////////////////////////////////
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sfVector2f sfSprite_getPosition(const sfSprite* sprite)
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{
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sfVector2f position = {0, 0};
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CSFML_CHECK_RETURN(sprite, position);
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sf::Vector2f sfmlPos = sprite->This.getPosition();
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position.x = sfmlPos.x;
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position.y = sfmlPos.y;
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return position;
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}
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////////////////////////////////////////////////////////////
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float sfSprite_getRotation(const sfSprite* sprite)
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{
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CSFML_CALL_RETURN(sprite, getRotation(), 0.f);
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}
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////////////////////////////////////////////////////////////
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sfVector2f sfSprite_getScale(const sfSprite* sprite)
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{
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sfVector2f scale = {0, 0};
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CSFML_CHECK_RETURN(sprite, scale);
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sf::Vector2f sfmlScale = sprite->This.getScale();
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scale.x = sfmlScale.x;
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scale.y = sfmlScale.y;
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return scale;
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}
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////////////////////////////////////////////////////////////
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sfVector2f sfSprite_getOrigin(const sfSprite* sprite)
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{
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sfVector2f origin = {0, 0};
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CSFML_CHECK_RETURN(sprite, origin);
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sf::Vector2f sfmlOrigin = sprite->This.getOrigin();
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origin.x = sfmlOrigin.x;
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origin.y = sfmlOrigin.y;
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return origin;
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}
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////////////////////////////////////////////////////////////
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void sfSprite_move(sfSprite* sprite, sfVector2f offset)
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{
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CSFML_CALL(sprite, move(offset.x, offset.y));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_rotate(sfSprite* sprite, float angle)
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{
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CSFML_CALL(sprite, rotate(angle));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_scale(sfSprite* sprite, sfVector2f factors)
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{
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CSFML_CALL(sprite, scale(factors.x, factors.y));
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}
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////////////////////////////////////////////////////////////
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sfTransform sfSprite_getTransform(const sfSprite* sprite)
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{
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CSFML_CHECK_RETURN(sprite, sfTransform_Identity);
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sprite->Transform = convertTransform(sprite->This.getTransform());
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return sprite->Transform;
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}
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////////////////////////////////////////////////////////////
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sfTransform sfSprite_getInverseTransform(const sfSprite* sprite)
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{
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CSFML_CHECK_RETURN(sprite, sfTransform_Identity);
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sprite->InverseTransform = convertTransform(sprite->This.getInverseTransform());
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return sprite->InverseTransform;
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setTexture(sfSprite* sprite, const sfTexture* texture, sfBool resetRect)
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{
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if (texture && texture->This)
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{
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CSFML_CALL(sprite, setTexture(*texture->This, resetRect == sfTrue));
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sprite->Texture = texture;
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}
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setTextureRect(sfSprite* sprite, sfIntRect rectangle)
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{
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CSFML_CALL(sprite, setTextureRect(sf::IntRect(rectangle.left, rectangle.top, rectangle.width, rectangle.height)));
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}
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////////////////////////////////////////////////////////////
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void sfSprite_setColor(sfSprite* sprite, sfColor color)
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{
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CSFML_CALL(sprite, setColor(sf::Color(color.r, color.g, color.b, color.a)));
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}
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////////////////////////////////////////////////////////////
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const sfTexture* sfSprite_getTexture(const sfSprite* sprite)
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{
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CSFML_CHECK_RETURN(sprite, NULL);
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return sprite->Texture;
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}
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////////////////////////////////////////////////////////////
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sfIntRect sfSprite_getTextureRect(const sfSprite* sprite)
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{
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sfIntRect rect = {0, 0, 0, 0};
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CSFML_CHECK_RETURN(sprite, rect);
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sf::IntRect sfmlRect = sprite->This.getTextureRect();
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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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sfColor sfSprite_getColor(const sfSprite* sprite)
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{
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sfColor color = {0, 0, 0, 0};
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CSFML_CHECK_RETURN(sprite, color);
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sf::Color sfmlColor = sprite->This.getColor();
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color.r = sfmlColor.r;
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color.g = sfmlColor.g;
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color.b = sfmlColor.b;
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color.a = sfmlColor.a;
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return color;
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}
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////////////////////////////////////////////////////////////
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sfFloatRect sfSprite_getLocalBounds(const sfSprite* sprite)
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{
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sfFloatRect rect = {0, 0, 0, 0};
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CSFML_CHECK_RETURN(sprite, rect);
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sf::FloatRect sfmlRect = sprite->This.getLocalBounds();
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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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sfFloatRect sfSprite_getGlobalBounds(const sfSprite* sprite)
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{
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sfFloatRect rect = {0, 0, 0, 0};
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CSFML_CHECK_RETURN(sprite, rect);
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sf::FloatRect sfmlRect = sprite->This.getGlobalBounds();
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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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