void sfText_setFont(sfText* text, const sfFont* font) { CSFML_CHECK(font); CSFML_CALL(text, setFont(font->This)); text->Font = font; }
void sfTransform_GetInverse(const sfTransform* transform, sfTransform* result) { CSFML_CHECK(transform); if (result) result->This = transform->This.GetInverse(); }
//////////////////////////////////////////////////////////// /// Move a rectangle by the given offset //////////////////////////////////////////////////////////// void sfFloatRect_Offset(sfFloatRect* Rect, float OffsetX, float OffsetY) { CSFML_CHECK(Rect) Rect->Left += OffsetX; Rect->Right += OffsetX; Rect->Top += OffsetY; Rect->Bottom += OffsetY; }
void sfIntRect_Offset(sfIntRect* Rect, int OffsetX, int OffsetY) { CSFML_CHECK(Rect) Rect->Left += OffsetX; Rect->Right += OffsetX; Rect->Top += OffsetY; Rect->Bottom += OffsetY; }
void sfSprite_GetPosition(const sfSprite* sprite, float* x, float* y) { CSFML_CHECK(sprite); sf::Vector2f point = sprite->This.GetPosition(); if (x) *x = point.x; if (y) *y = point.y; }
void sfTransform_TransformPoint(const sfTransform* transform, float x, float y, float* transformedX, float* transformedY) { CSFML_CHECK(transform); sf::Vector2f point = transform->This.TransformPoint(x, y); if (transformedX) *transformedX = point.x; if (transformedY) *transformedY = point.y; }
//////////////////////////////////////////////////////////// /// Get the position of a music //////////////////////////////////////////////////////////// void sfMusic_GetPosition(sfMusic* Music, float* X, float* Y, float* Z) { CSFML_CHECK(Music); if (X && Y && Z) { sf::Vector3f Position = Music->This.GetPosition(); *X = Position.x; *Y = Position.y; *Z = Position.z; } }
//////////////////////////////////////////////////////////// /// Convert a point in window coordinates into view coordinates //////////////////////////////////////////////////////////// void sfRenderWindow_ConvertCoords(const sfRenderWindow* renderWindow, unsigned int windowX, unsigned int windowY, float* viewX, float* viewY, const sfView* targetView) { CSFML_CHECK(renderWindow); sf::Vector2f point; if (targetView) point = renderWindow->This.ConvertCoords(windowX, windowY, targetView->This); else point = renderWindow->This.ConvertCoords(windowX, windowY); if (viewX) *viewX = point.x; if (viewY) *viewY = point.y; }
void sfRenderTexture_ConvertCoords(const sfRenderTexture* renderTexture, unsigned int textureX, unsigned int textureY, float* viewX, float* viewY, const sfView* targetView) { CSFML_CHECK(renderTexture); sf::Vector2f point; if (targetView) point = renderTexture->This.ConvertCoords(textureX, textureY, targetView->This); else point = renderTexture->This.ConvertCoords(textureX, textureY); if (viewX) *viewX = point.x; if (viewY) *viewY = point.y; }
void sfTransform_TransformRect(const sfTransform* transform, sfFloatRect rectangle, sfFloatRect* transformedRectangle) { CSFML_CHECK(transform); sf::FloatRect rect = transform->This.TransformRect(sf::FloatRect(rectangle.Left, rectangle.Top, rectangle.Width, rectangle.Height)); if (transformedRectangle) { transformedRectangle->Left = rect.Left; transformedRectangle->Top = rect.Top; transformedRectangle->Width = rect.Width; transformedRectangle->Height = rect.Height; } }
void sfHttpRequest_SetField(sfHttpRequest* httpRequest, const char* field, const char* value) { CSFML_CHECK(httpRequest); if (field) httpRequest->This.SetField(field, value); }
void sfRenderWindow_drawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states))); }
void sfRenderWindow_drawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states))); }
void sfRenderWindow_drawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderWindow, draw(object->This, convertRenderStates(states))); }
void sfRenderWindow_setView(sfRenderWindow* renderWindow, const sfView* view) { CSFML_CHECK(view); CSFML_CALL(renderWindow, setView(view->This)); renderWindow->CurrentView.This = view->This; }
void sfRenderTexture_setView(sfRenderTexture* renderTexture, const sfView* view) { CSFML_CHECK(view); CSFML_CALL(renderTexture, setView(view->This)); renderTexture->CurrentView.This = view->This; }
void sfTexture_UpdateFromImage(sfTexture* texture, const sfImage* image, unsigned int x, unsigned int y) { CSFML_CHECK(image); CSFML_CALL_PTR(texture, Update(image->This, x, y)); }
void sfTexture_UpdateFromRenderWindow(sfTexture* texture, const sfRenderWindow* renderWindow, unsigned int x, unsigned int y) { CSFML_CHECK(renderWindow); CSFML_CALL_PTR(texture, Update(renderWindow->This, x, y)); }
void sfTexture_UpdateFromWindow(sfTexture* texture, const sfWindow* window, unsigned int x, unsigned int y) { CSFML_CHECK(window); CSFML_CALL_PTR(texture, Update(window->This, x, y)); }
void sfRenderWindow_setMouseCursor(sfRenderWindow* window, const sfCursor* cursor) { CSFML_CHECK(cursor); CSFML_CALL(window, setMouseCursor(cursor->This)); }
void sfSocketSelector_removeTcpListener(sfSocketSelector* selector, sfTcpListener* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, remove(socket->This)); }
void sfRenderTexture_DrawConvexShape(sfRenderTexture* renderTexture, const sfConvexShape* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderTexture, Draw(object->This, ConvertRenderStates(states))); }
//////////////////////////////////////////////////////////// /// Copy pixels from another image onto this one. /// This function does a slow pixel copy and should only /// be used at initialization time //////////////////////////////////////////////////////////// void sfImage_Copy(sfImage* Image, sfImage* Source, unsigned int DestX, unsigned int DestY, sfIntRect SourceRect) { CSFML_CHECK(Source); sf::IntRect SFMLRect(SourceRect.Left, SourceRect.Top, SourceRect.Right, SourceRect.Bottom); CSFML_CALL(Image, Copy(Source->This, DestX, DestY, SFMLRect)); }
void sfSocketSelector_addUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, add(socket->This)); }
void sfTransform_Combine(sfTransform* transform, const sfTransform* other) { CSFML_CHECK(other); CSFML_CALL(transform, Combine(other->This)); }
void sfSocketSelector_removeUdpSocket(sfSocketSelector* selector, sfUdpSocket* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, remove(socket->This)); }
void sfRenderTexture_drawRectangleShape(sfRenderTexture* renderTexture, const sfRectangleShape* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderTexture, draw(object->This, convertRenderStates(states))); }
void sfRenderTexture_drawVertexArray(sfRenderTexture* renderTexture, const sfVertexArray* object, const sfRenderStates* states) { CSFML_CHECK(object); CSFML_CALL(renderTexture, draw(object->This, convertRenderStates(states))); }
void sfRenderWindow_DrawTextWithShader(sfRenderWindow* renderWindow, const sfText* text, const sfShader* shader) { CSFML_CHECK(text); CSFML_CHECK(shader); CSFML_CALL(renderWindow, Draw(text->This, shader->This)); }
void sfSocketSelector_addTcpListener(sfSocketSelector* selector, sfTcpListener* socket) { CSFML_CHECK(socket); CSFML_CALL(selector, add(socket->This)); }