void sfMutex_unlock(sfMutex* mutex) { CSFML_CALL(mutex, unlock()); }
CSFML_GRAPHICS_API void sfRenderTexture_PushGLStates(sfRenderTexture* renderTexture) { CSFML_CALL(renderTexture, PushGLStates()); }
void sfRenderTexture_SetSmooth(sfRenderTexture* renderTexture, sfBool smooth) { CSFML_CALL(renderTexture, SetSmooth(smooth == sfTrue)); }
void sfSoundBufferRecorder_start(sfSoundBufferRecorder* soundBufferRecorder, unsigned int sampleRate) { CSFML_CALL(soundBufferRecorder, start(sampleRate)); }
void sfRenderTexture_DrawRectangleShape(sfRenderTexture* renderTexture, const sfRectangleShape* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderTexture, Draw(object->This, ConvertRenderStates(states))); }
void sfCircleShape_setPosition(sfCircleShape* shape, sfVector2f position) { CSFML_CALL(shape, setPosition(position.x, position.y)); }
void sfCircleShape_setScale(sfCircleShape* shape, sfVector2f scale) { CSFML_CALL(shape, setScale(scale.x, scale.y)); }
void sfSocketSelector_removeUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, remove(socket->This)); }
void sfSocketSelector_clear(sfSocketSelector* selector) { CSFML_CALL(selector, clear()); }
void sfSocketSelector_addUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, add(socket->This)); }
void sfSocketSelector_removeTcpListener(sfSocketSelector* selector, sfTcpListener* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, remove(socket->This)); }
void sfSocketSelector_addTcpListener(sfSocketSelector* selector, sfTcpListener* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, add(socket->This)); }
void sfUdpSocket_unbind(sfUdpSocket* socket) { CSFML_CALL(socket, unbind()); }
void sfUdpSocket_setBlocking(sfUdpSocket* socket, sfBool blocking) { CSFML_CALL(socket, setBlocking(blocking == sfTrue)); }
void sfCircleShape_setRadius(sfCircleShape* shape, float radius) { CSFML_CALL(shape, setRadius(radius)); }
void sfCircleShape_move(sfCircleShape* shape, sfVector2f offset) { CSFML_CALL(shape, move(offset.x, offset.y)); }
void sfCircleShape_setPointCount(sfCircleShape* shape, unsigned int count) { CSFML_CALL(shape, setPointCount(count)); }
void sfCircleShape_rotate(sfCircleShape* shape, float angle) { CSFML_CALL(shape, rotate(angle)); }
void sfCircleShape_setRotation(sfCircleShape* shape, float angle) { CSFML_CALL(shape, setRotation(angle)); }
void sfCircleShape_scale(sfCircleShape* shape, sfVector2f factors) { CSFML_CALL(shape, scale(factors.x, factors.y)); }
void sfCircleShape_setOrigin(sfCircleShape* shape, sfVector2f origin) { CSFML_CALL(shape, setOrigin(origin.x, origin.y)); }
void sfCircleShape_setTexture(sfCircleShape* shape, const sfTexture* texture, sfBool resetRect) { CSFML_CALL(shape, setTexture(texture ? texture->This : NULL, resetRect == sfTrue)); shape->Texture = texture; }
void sfSoundBufferRecorder_stop(sfSoundBufferRecorder* soundBufferRecorder) { CSFML_CALL(soundBufferRecorder, stop()); }
void sfCircleShape_setTextureRect(sfCircleShape* shape, sfIntRect rect) { CSFML_CALL(shape, setTextureRect(sf::IntRect(rect.left, rect.top, rect.width, rect.height))); }
void sfRenderTexture_DrawVertexArray(sfRenderTexture* renderTexture, const sfVertexArray* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderTexture, Draw(object->This, ConvertRenderStates(states))); }
void sfCircleShape_setOutlineColor(sfCircleShape* shape, sfColor color) { CSFML_CALL(shape, setOutlineColor(sf::Color(color.r, color.g, color.b, color.a))); }
CSFML_GRAPHICS_API void sfRenderTexture_ResetGLStates(sfRenderTexture* renderTexture) { CSFML_CALL(renderTexture, ResetGLStates()); }
void sfCircleShape_setOutlineThickness(sfCircleShape* shape, float thickness) { CSFML_CALL(shape, setOutlineThickness(thickness)); }
void sfRenderTexture_Display(sfRenderTexture* renderTexture) { CSFML_CALL(renderTexture, Display()); }
void sfMutex_lock(sfMutex* mutex) { CSFML_CALL(mutex, lock()); }