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Diffstat (limited to 'h1z1/libghack/CSFML-2.1-windows-64bits/CSFML-2.1/include/SFML/Graphics/RenderWindow.h')
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diff --git a/h1z1/libghack/CSFML-2.1-windows-64bits/CSFML-2.1/include/SFML/Graphics/RenderWindow.h b/h1z1/libghack/CSFML-2.1-windows-64bits/CSFML-2.1/include/SFML/Graphics/RenderWindow.h new file mode 100755 index 0000000..584ca02 --- /dev/null +++ b/h1z1/libghack/CSFML-2.1-windows-64bits/CSFML-2.1/include/SFML/Graphics/RenderWindow.h @@ -0,0 +1,513 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#ifndef SFML_RENDERWINDOW_H +#define SFML_RENDERWINDOW_H + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include <SFML/Graphics/Export.h> +#include <SFML/Graphics/Color.h> +#include <SFML/Graphics/Rect.h> +#include <SFML/Graphics/Types.h> +#include <SFML/Graphics/PrimitiveType.h> +#include <SFML/Graphics/RenderStates.h> +#include <SFML/Graphics/Vertex.h> +#include <SFML/Window/Event.h> +#include <SFML/Window/VideoMode.h> +#include <SFML/Window/WindowHandle.h> +#include <SFML/Window/Window.h> +#include <SFML/System/Vector2.h> + + +//////////////////////////////////////////////////////////// +/// \brief Construct a new render window +/// +/// \param mode Video mode to use +/// \param title Title of the window +/// \param style Window style +/// \param settings Creation settings (pass NULL to use default values) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_create(sfVideoMode mode, const char* title, sfUint32 style, const sfContextSettings* settings); + +//////////////////////////////////////////////////////////// +/// \brief Construct a new render window (with a UTF-32 title) +/// +/// \param mode Video mode to use +/// \param title Title of the window (UTF-32) +/// \param style Window style +/// \param settings Creation settings (pass NULL to use default values) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createUnicode(sfVideoMode mode, const sfUint32* title, sfUint32 style, const sfContextSettings* settings); + +//////////////////////////////////////////////////////////// +/// \brief Construct a render window from an existing control +/// +/// \param handle Platform-specific handle of the control +/// \param settings Creation settings (pass NULL to use default values) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createFromHandle(sfWindowHandle handle, const sfContextSettings* settings); + +//////////////////////////////////////////////////////////// +/// \brief Destroy an existing render window +/// +/// \param renderWindow Render window to destroy +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_destroy(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Close a render window (but doesn't destroy the internal data) +/// +/// \param renderWindow Render window to close +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_close(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Tell whether or not a render window is opened +/// +/// \param renderWindow Render window object +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfBool sfRenderWindow_isOpen(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Get the creation settings of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Settings used to create the window +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfContextSettings sfRenderWindow_getSettings(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Get the event on top of event queue of a render window, if any, and pop it +/// +/// \param renderWindow Render window object +/// \param event Event to fill, if any +/// +/// \return sfTrue if an event was returned, sfFalse if event queue was empty +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfBool sfRenderWindow_pollEvent(sfRenderWindow* renderWindow, sfEvent* event); + +//////////////////////////////////////////////////////////// +/// \brief Wait for an event and return it +/// +/// \param renderWindow Render window object +/// \param event Event to fill +/// +/// \return sfFalse if an error occured +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfBool sfRenderWindow_waitEvent(sfRenderWindow* renderWindow, sfEvent* event); + +//////////////////////////////////////////////////////////// +/// \brief Get the position of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Position in pixels +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfVector2i sfRenderWindow_getPosition(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Change the position of a render window on screen +/// +/// Only works for top-level windows +/// +/// \param renderWindow Render window object +/// \param position New position, in pixels +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setPosition(sfRenderWindow* renderWindow, sfVector2i position); + +//////////////////////////////////////////////////////////// +/// \brief Get the size of the rendering region of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Size in pixels +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfVector2u sfRenderWindow_getSize(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Change the size of the rendering region of a render window +/// +/// \param renderWindow Render window object +/// \param size New size, in pixels +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setSize(sfRenderWindow* renderWindow, sfVector2u size); + +//////////////////////////////////////////////////////////// +/// \brief Change the title of a render window +/// +/// \param renderWindow Render window object +/// \param title New title +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setTitle(sfRenderWindow* renderWindow, const char* title); + +//////////////////////////////////////////////////////////// +/// \brief Change the title of a render window (with a UTF-32 string) +/// +/// \param renderWindow Render window object +/// \param title New title +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setUnicodeTitle(sfRenderWindow* renderWindow, const sfUint32* title); + +//////////////////////////////////////////////////////////// +/// \brief Change a render window's icon +/// +/// \param renderWindow Render window object +/// \param width Icon's width, in pixels +/// \param height Icon's height, in pixels +/// \param pixels Pointer to the pixels in memory, format must be RGBA 32 bits +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setIcon(sfRenderWindow* renderWindow, unsigned int width, unsigned int height, const sfUint8* pixels); + +//////////////////////////////////////////////////////////// +/// \brief Show or hide a render window +/// +/// \param renderWindow Render window object +/// \param visible sfTrue to show the window, sfFalse to hide it +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setVisible(sfRenderWindow* renderWindow, sfBool visible); + +//////////////////////////////////////////////////////////// +/// \brief Show or hide the mouse cursor on a render window +/// +/// \param renderWindow Render window object +/// \param show sfTrue to show, sfFalse to hide +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setMouseCursorVisible(sfRenderWindow* renderWindow, sfBool show); + +//////////////////////////////////////////////////////////// +/// \brief Enable / disable vertical synchronization on a render window +/// +/// \param renderWindow Render window object +/// \param enabled sfTrue to enable v-sync, sfFalse to deactivate +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setVerticalSyncEnabled(sfRenderWindow* renderWindow, sfBool enabled); + +//////////////////////////////////////////////////////////// +/// \brief Enable or disable automatic key-repeat for keydown events +/// +/// Automatic key-repeat is enabled by default +/// +/// \param renderWindow Render window object +/// \param enabled sfTrue to enable, sfFalse to disable +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setKeyRepeatEnabled(sfRenderWindow* renderWindow, sfBool enabled); + +//////////////////////////////////////////////////////////// +/// \brief Activate or deactivate a render window as the current target for rendering +/// +/// \param renderWindow Render window object +/// \param active sfTrue to activate, sfFalse to deactivate +/// +/// \return True if operation was successful, false otherwise +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfBool sfRenderWindow_setActive(sfRenderWindow* renderWindow, sfBool active); + +//////////////////////////////////////////////////////////// +/// \brief Display a render window on screen +/// +/// \param renderWindow Render window object +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_display(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Limit the framerate to a maximum fixed frequency for a render window +/// +/// \param renderWindow Render window object +/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setFramerateLimit(sfRenderWindow* renderWindow, unsigned int limit); + +//////////////////////////////////////////////////////////// +/// \brief Change the joystick threshold, ie. the value below which no move event will be generated +/// +/// \param renderWindow Render window object +/// \param threshold New threshold, in range [0, 100] +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setJoystickThreshold(sfRenderWindow* renderWindow, float threshold); + +//////////////////////////////////////////////////////////// +/// \brief Retrieve the OS-specific handle of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Window handle +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfWindowHandle sfRenderWindow_getSystemHandle(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Clear a render window with the given color +/// +/// \param renderWindow Render window object +/// \param color Fill color +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_clear(sfRenderWindow* renderWindow, sfColor color); + +//////////////////////////////////////////////////////////// +/// \brief Change the current active view of a render window +/// +/// \param renderWindow Render window object +/// \param view Pointer to the new view +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_setView(sfRenderWindow* renderWindow, const sfView* view); + +//////////////////////////////////////////////////////////// +/// \brief Get the current active view of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Current active view +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API const sfView* sfRenderWindow_getView(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Get the default view of a render window +/// +/// \param renderWindow Render window object +/// +/// \return Default view of the render window +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API const sfView* sfRenderWindow_getDefaultView(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Get the viewport of a view applied to this target +/// +/// \param renderWindow Render window object +/// \param view Target view +/// +/// \return Viewport rectangle, expressed in pixels in the current target +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfIntRect sfRenderWindow_getViewport(const sfRenderWindow* renderWindow, const sfView* view); + +//////////////////////////////////////////////////////////// +/// \brief Convert a point from window coordinates to world coordinates +/// +/// This function finds the 2D position that matches the +/// given pixel of the render-window. In other words, it does +/// the inverse of what the graphics card does, to find the +/// initial position of a rendered pixel. +/// +/// Initially, both coordinate systems (world units and target pixels) +/// match perfectly. But if you define a custom view or resize your +/// render-window, this assertion is not true anymore, ie. a point +/// located at (10, 50) in your render-window may map to the point +/// (150, 75) in your 2D world -- if the view is translated by (140, 25). +/// +/// This function is typically used to find which point (or object) is +/// located below the mouse cursor. +/// +/// This version uses a custom view for calculations, see the other +/// overload of the function if you want to use the current view of the +/// render-window. +/// +/// \param renderWindow Render window object +/// \param point Pixel to convert +/// \param view The view to use for converting the point +/// +/// \return The converted point, in "world" units +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfVector2f sfRenderWindow_mapPixelToCoords(const sfRenderWindow* renderWindow, sfVector2i point, const sfView* view); + +//////////////////////////////////////////////////////////// +/// \brief Convert a point from world coordinates to window coordinates +/// +/// This function finds the pixel of the render-window that matches +/// the given 2D point. In other words, it goes through the same process +/// as the graphics card, to compute the final position of a rendered point. +/// +/// Initially, both coordinate systems (world units and target pixels) +/// match perfectly. But if you define a custom view or resize your +/// render-window, this assertion is not true anymore, ie. a point +/// located at (150, 75) in your 2D world may map to the pixel +/// (10, 50) of your render-window -- if the view is translated by (140, 25). +/// +/// This version uses a custom view for calculations, see the other +/// overload of the function if you want to use the current view of the +/// render-window. +/// +/// \param renderWindow Render window object +/// \param point Point to convert +/// \param view The view to use for converting the point +/// +/// \return The converted point, in target coordinates (pixels) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfVector2i sfRenderWindow_mapCoordsToPixel(const sfRenderWindow* renderWindow, sfVector2f point, const sfView* view); + +//////////////////////////////////////////////////////////// +/// \brief Draw a drawable object to the render-target +/// +/// \param renderWindow render window object +/// \param object Object to draw +/// \param states Render states to use for drawing (NULL to use the default states) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_drawSprite(sfRenderWindow* renderWindow, const sfSprite* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawText(sfRenderWindow* renderWindow, const sfText* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawShape(sfRenderWindow* renderWindow, const sfShape* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawCircleShape(sfRenderWindow* renderWindow, const sfCircleShape* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawConvexShape(sfRenderWindow* renderWindow, const sfConvexShape* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawRectangleShape(sfRenderWindow* renderWindow, const sfRectangleShape* object, const sfRenderStates* states); +CSFML_GRAPHICS_API void sfRenderWindow_drawVertexArray(sfRenderWindow* renderWindow, const sfVertexArray* object, const sfRenderStates* states); + +//////////////////////////////////////////////////////////// +/// \brief Draw primitives defined by an array of vertices to a render window +/// +/// \param renderWindow render window object +/// \param vertices Pointer to the vertices +/// \param vertexCount Number of vertices in the array +/// \param type Type of primitives to draw +/// \param states Render states to use for drawing (NULL to use the default states) +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_drawPrimitives(sfRenderWindow* renderWindow, + const sfVertex* vertices, unsigned int vertexCount, + sfPrimitiveType type, const sfRenderStates* states); + +//////////////////////////////////////////////////////////// +/// \brief Save the current OpenGL render states and matrices +/// +/// This function can be used when you mix SFML drawing +/// and direct OpenGL rendering. Combined with popGLStates, +/// it ensures that: +/// \li SFML's internal states are not messed up by your OpenGL code +/// \li your OpenGL states are not modified by a call to a SFML function +/// +/// Note that this function is quite expensive: it saves all the +/// possible OpenGL states and matrices, even the ones you +/// don't care about. Therefore it should be used wisely. +/// It is provided for convenience, but the best results will +/// be achieved if you handle OpenGL states yourself (because +/// you know which states have really changed, and need to be +/// saved and restored). Take a look at the resetGLStates +/// function if you do so. +/// +/// \param renderWindow render window object +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_pushGLStates(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Restore the previously saved OpenGL render states and matrices +/// +/// See the description of pushGLStates to get a detailed +/// description of these functions. +/// +/// \param renderWindow render window object +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_popGLStates(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Reset the internal OpenGL states so that the target is ready for drawing +/// +/// This function can be used when you mix SFML drawing +/// and direct OpenGL rendering, if you choose not to use +/// pushGLStates/popGLStates. It makes sure that all OpenGL +/// states needed by SFML are set, so that subsequent sfRenderWindow_draw*() +/// calls will work as expected. +/// +/// \param renderWindow render window object +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfRenderWindow_resetGLStates(sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Copy the current contents of a render window to an image +/// +/// This is a slow operation, whose main purpose is to make +/// screenshots of the application. If you want to update an +/// image with the contents of the window and then use it for +/// drawing, you should rather use a sfTexture and its +/// update(sfWindow*) function. +/// You can also draw things directly to a texture with the +/// sfRenderWindow class. +/// +/// \param renderWindow Render window object +/// +/// \return New image containing the captured contents +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfImage* sfRenderWindow_capture(const sfRenderWindow* renderWindow); + +//////////////////////////////////////////////////////////// +/// \brief Get the current position of the mouse relatively to a render-window +/// +/// This function returns the current position of the mouse +/// cursor relative to the given render-window, or desktop if NULL is passed. +/// +/// \param relativeTo Reference window +/// +/// \return Position of the mouse cursor, relative to the given render-window +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API sfVector2i sfMouse_getPositionRenderWindow(const sfRenderWindow* relativeTo); + +//////////////////////////////////////////////////////////// +/// \brief Set the current position of the mouse relatively to a render-window +/// +/// This function sets the current position of the mouse +/// cursor relative to the given render-window, or desktop if NULL is passed. +/// +/// \param position New position of the mouse +/// \param relativeTo Reference window +/// +//////////////////////////////////////////////////////////// +CSFML_GRAPHICS_API void sfMouse_setPositionRenderWindow(sfVector2i position, const sfRenderWindow* relativeTo); + + +#endif // SFML_RENDERWINDOW_H |