void createStaticUI(void) { staticUI[0] = sfSprite_create(); sfSprite_setTexture(staticUI[0], textureArray[1], sfTrue); sfSprite_setTextureRect(staticUI[0], (sfIntRect){0,0, 960, 14}); staticUI[1] = sfSprite_create(); sfSprite_setTexture(staticUI[1], textureArray[1], sfTrue); sfSprite_setTextureRect(staticUI[1], (sfIntRect){0,14, 960, 14}); sfSprite_setPosition(staticUI[1], (sfVector2f){0, WINDOW_Y-BORDER_OFFSET}); staticUI[2] = sfSprite_create(); sfSprite_setTexture(staticUI[2], textureArray[1], sfTrue); sfSprite_setTextureRect(staticUI[2], (sfIntRect){0,28, 540, 14}); sfSprite_setPosition(staticUI[2], (sfVector2f){BORDER_OFFSET, 0}); sfSprite_setRotation(staticUI[2], 90); staticUI[3] = sfSprite_create(); sfSprite_setTexture(staticUI[3], textureArray[1], sfTrue); sfSprite_setTextureRect(staticUI[3], (sfIntRect){0,42, 540, 14}); sfSprite_setPosition(staticUI[3], (sfVector2f){WINDOW_X, 0}); sfSprite_setRotation(staticUI[3], 90); staticUI[4] = sfSprite_create(); sfSprite_setTexture(staticUI[4], textureArray[1], sfTrue); sfSprite_setTextureRect(staticUI[4], (sfIntRect){0,56, 540, 14}); sfSprite_setPosition(staticUI[4], (sfVector2f){PANEL_ZERO_X+BORDER_OFFSET, 0}); sfSprite_setRotation(staticUI[4], 90); }
CAMLprim value caml_sfSprite_setRotation(value sprite, value rotation) { sfSprite_setRotation(SfSprite_val(sprite), Double_val(rotation)); return Val_unit; }