mirror of
https://github.com/SFML/SFML.git
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a4925aab38
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1682 4e206d99-4929-0410-ac5d-dfc041789085
782 lines
25 KiB
C++
782 lines
25 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* 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
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* it freely, 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
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* 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
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* source distribution.
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*/
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#include <SFML/Window/Window.hpp>
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#include "Window.hpp"
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#include "VideoMode.hpp"
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#include "Vector2.hpp"
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#include "main.hpp"
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VALUE globalWindowClass;
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/* External classes */
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extern VALUE globalVideoModeClass;
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extern VALUE globalContextSettingsClass;
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extern VALUE globalEventClass;
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extern VALUE globalInputClass;
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extern VALUE globalVector2Class;
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/* Free a heap allocated object
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* Not accessible trough ruby directly!
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*/
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static void Window_Free( sf::Window *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* window.close()
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*
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* Close the window and destroy all the attached resources.
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*
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* After calling this function, the SFML::Window instance remains valid and you can call SFML::Window#create to recreate
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* the window. All other functions such as getEvent or display will still work (i.e. you don't have to test
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* isOpened every time), and will have no effect on closed windows.
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*/
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static VALUE Window_Close( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->Close();
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return Qnil;
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}
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/* call-seq:
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* window.create( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new )
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*
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* Create (or recreate) the window.
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*
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* If the window was already created, it closes it first. If style contains Style::Fullscreen,
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* then mode must be a valid video mode.
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*/
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static VALUE Window_Create( int argc, VALUE *args, VALUE self )
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{
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sf::Window *object = NULL;
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sf::VideoMode *mode = NULL;
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sf::ContextSettings *settings = NULL;
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VALUE arg0 = Qnil;
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Data_Get_Struct( self, sf::Window, object );
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switch( argc )
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{
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case 2:
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arg0 = VideoMode_ForceType( args[0] );
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VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
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VALIDATE_CLASS( args[1], rb_cString, "second" );
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Data_Get_Struct( arg0, sf::VideoMode, mode );
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object->Create( *mode ,rb_string_value_cstr( &args[1] ) );
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break;
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case 3:
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arg0 = VideoMode_ForceType( args[0] );
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VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
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VALIDATE_CLASS( args[1], rb_cString, "second" );
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VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
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Data_Get_Struct( arg0, sf::VideoMode, mode );
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object->Create( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ) );
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break;
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case 4:
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arg0 = VideoMode_ForceType( args[0] );
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VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
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VALIDATE_CLASS( args[1], rb_cString, "second" );
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VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
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VALIDATE_CLASS( args[3], globalContextSettingsClass, "fourth" );
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Data_Get_Struct( arg0, sf::VideoMode, mode );
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Data_Get_Struct( args[3], sf::ContextSettings, settings );
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object->Create( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ), *settings );
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break;
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default:
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rb_raise( rb_eArgError, "Expected 2..4 arguments but was given %d", argc );
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break;
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}
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return Qnil;
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}
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/* call-seq:
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* window.display()
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*
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* Display on screen what has been rendered to the window so far.
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*
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* This function is typically called after all OpenGL rendering has been done for the current frame, in order to show
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* it on screen.
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*/
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static VALUE Window_Display( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->Display();
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return Qnil;
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}
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/* call-seq:
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* window.enableKeyRepeat( enable )
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*
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* Enable or disable automatic key-repeat.
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*
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* If key repeat is enabled, you will receive repeated KeyPress events while keeping a key pressed. If it is disabled,
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* you will only get a single event when the key is pressed.
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*
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* Key repeat is enabled by default.
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*/
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static VALUE Window_EnableKeyRepeat( VALUE self, VALUE anEnableFlag )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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if( anEnableFlag == Qfalse )
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{
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object->EnableKeyRepeat( false );
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}
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else if( anEnableFlag == Qtrue )
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{
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object->EnableKeyRepeat( true );
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}
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else
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{
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rb_raise( rb_eTypeError, "Expected true or false" );
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}
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return Qnil;
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}
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/* call-seq:
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* window.getEvent() -> event or nil
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*
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* Pop the event on top of events stack, if any, and return it.
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*
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* This function is not blocking: if there's no pending event then it will return nil. Note that more than the returned
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* event may be present in the events stack, thus you should always call this function in a loop to make sure that you
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* process every pending event.
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*/
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static VALUE Window_GetEvent( VALUE self )
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{
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sf::Event event;
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sf::Window *window = NULL;
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Data_Get_Struct( self, sf::Window, window );
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if( window->GetEvent( event ) == true )
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{
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VALUE rbObject = rb_funcall( globalEventClass, rb_intern( "new" ), 1, INT2FIX( event.Type ) );
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sf::Event *rubyRawEvent = NULL;
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Data_Get_Struct( rbObject, sf::Event, rubyRawEvent );
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*rubyRawEvent = event;
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return rbObject;
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}
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else
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{
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return Qnil;
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}
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}
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/* call-seq:
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* window.getFrameTime() -> float
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*
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* This function returns the time elapsed during the last frame. This can be useful for calculating the framerate, or
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* for updating the application's objects.
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*/
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static VALUE Window_GetFrameTime( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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return rb_float_new( object->GetFrameTime() );
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}
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/* call-seq:
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* window.getHeight() -> fixnum
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*
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* Get the height of the rendering region of the window.
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*
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* The height doesn't include the titlebar and borders of the window.
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*/
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static VALUE Window_GetHeight( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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return INT2FIX( object->GetHeight() );
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}
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/* call-seq:
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* window.getInput() -> input
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*
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* This input gives access to the real-time state of keyboard, mouse and joysticks for this window
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*/
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static VALUE Window_GetInput( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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VALUE rbData = Data_Wrap_Struct( globalInputClass, 0, 0, const_cast< sf::Input * >( &object->GetInput() ) );
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rb_obj_call_init( rbData, 0, 0 );
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return rbData;
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}
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/* call-seq:
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* window.getSettings() -> settings
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*
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* Get the settings of the OpenGL context of the window.
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*
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* Note that these settings may be different from what was passed to the constructor or the Create() function, if one
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* or more settings were not supported. In this case, SFML chose the closest match.
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*/
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static VALUE Window_GetSettings( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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VALUE rbData = Data_Wrap_Struct( globalContextSettingsClass, 0, 0, const_cast<sf::ContextSettings *>( &object->GetSettings() ) );
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rb_obj_call_init( rbData, 0, 0 );
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return rbData;
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}
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/* call-seq:
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* window.getWidth() -> fixnum
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*
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* Get the width of the rendering region of the window.
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*
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* The width doesn't include the titlebar and borders of the window.
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*/
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static VALUE Window_GetWidth( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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return INT2FIX( object->GetWidth() );
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}
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/* call-seq:
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* window.isOpened() -> true or false
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*
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* This function returns whether or not the window exists. Note that a hidden window (Show(false)) will return true.
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*/
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static VALUE Window_IsOpened( VALUE self )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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if( object->IsOpened() == true )
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{
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return Qtrue;
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}
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else
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{
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return Qfalse;
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}
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}
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/* call-seq:
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* window.setActive( activate ) -> true or false
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*
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* Activate or deactivate the window as the current target for OpenGL rendering.
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*
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* A window is active only on the current thread, if you want to make it active on another thread you have to
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* deactivate it on the previous thread first if it was active. Only one window can be active on a thread at a time,
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* thus the window previously active (if any) automatically gets deactivated.
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*/
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static VALUE Window_SetActive( VALUE self, VALUE anActiveFlag )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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if( anActiveFlag == Qfalse )
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{
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object->SetActive( false );
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}
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else if( anActiveFlag == Qtrue )
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{
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object->SetActive( true );
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}
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else
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{
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rb_raise( rb_eTypeError, "Expected true or false" );
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}
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return Qnil;
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}
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/* call-seq:
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* window.setCursorPosition( new_x, new_y )
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*
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* Change the position of the mouse cursor.
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*/
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static VALUE Window_SetCursorPosition( VALUE self, VALUE aX, VALUE aY )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetCursorPosition( FIX2UINT( aX ), FIX2UINT( aY ) );
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return Qnil;
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}
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/* call-seq:
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* window.cursorPosition=( vector2 )
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*
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* Change the position of the mouse cursor.
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*/
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static VALUE Window_SetCursorPosition2( VALUE self, VALUE anArgument )
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{
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VALUE argument = Vector2_ForceType( anArgument );
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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VALUE argumentX = Vector2_GetX( argument );
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VALUE argumentY = Vector2_GetY( argument );
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object->SetCursorPosition( FIX2UINT( argumentX ), FIX2UINT( argumentY ) );
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return Qnil;
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}
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/* call-seq:
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* window.setFramerateLimit( new_limit )
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*
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* Limit the framerate to a maximum fixed frequency.
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*
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* If a limit is set, the window will use a small delay after each call to Display() to ensure that the current frame
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* lasted long enough to match the framerate limit.
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*/
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static VALUE Window_SetFramerateLimit( VALUE self, VALUE aLimit )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetFramerateLimit( FIX2UINT( aLimit ) );
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return Qnil;
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}
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/* call-seq:
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* window.setIcon( width, height, pixels )
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*
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* Change the window's icon.
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*
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* pixels must be an array of width x height pixels in 32-bits RGBA format. In the ruby binding the array will be
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* flattened so you can have array's up to 3 dimensions(or more) to represent each pixel component. The size of the
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* array will be assumed to be width * height * 4.
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*
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* The OS default icon is used by default.
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*
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* Usage example:
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* pixels = [
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* [[255, 0, 0, 255], [0, 0, 255, 255]],
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* [[0, 255, 0, 255], [0, 0, 0, 255]]
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* ]
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*
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* window.setIcon( 2, 2, pixels )
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*/
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static VALUE Window_SetIcon( VALUE self, VALUE aWidth, VALUE aHeight, VALUE somePixels )
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{
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const unsigned int rawWidth = FIX2UINT( aWidth );
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const unsigned int rawHeight = FIX2UINT( aHeight );
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VALIDATE_CLASS( somePixels, rb_cArray, "pixels" );
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const unsigned long dataSize = rawWidth * rawHeight * 4;
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sf::Uint8 * const tempData = new sf::Uint8[dataSize];
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VALUE pixels = rb_funcall( somePixels, rb_intern("flatten"), 0 );
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for(unsigned long index = 0; index < dataSize; index++)
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{
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sf::Uint8 val = NUM2CHR( rb_ary_entry( pixels, index ) );
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tempData[index] = val;
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}
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetIcon( rawWidth, rawHeight, tempData );
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delete[] tempData;
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return Qnil;
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}
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/* call-seq:
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* window.setJoystickThreshold( new_threshold )
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*
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* Change the joystick threshold.
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*
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* The joystick threshold is the value below which no JoyMoved event will be generated.
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*
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* The threshold value is 0.1 by default. The threshold has to be in the range 0..100
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*/
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static VALUE Window_SetJoystickThreshold( VALUE self, VALUE aThreshold )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetJoystickThreshold( rb_float_new( aThreshold ) );
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return Qnil;
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}
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/* call-seq:
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* window.setPosition( new_x, new_y )
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*
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* Change the position of the window on screen.
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*
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* This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a
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* child window/control).
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*/
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static VALUE Window_SetPosition( VALUE self, VALUE aX, VALUE aY )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetPosition( FIX2INT( aX ), FIX2INT( aY ) );
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return Qnil;
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}
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/* call-seq:
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* window.position=( vector2 )
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*
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* Change the position of the window on screen.
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*
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* This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a
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* child window/control).
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*/
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static VALUE Window_SetPosition2( VALUE self, VALUE anArgument )
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{
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VALUE argument = Vector2_ForceType( anArgument );
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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VALUE argumentX = Vector2_GetX( argument );
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VALUE argumentY = Vector2_GetY( argument );
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object->SetPosition( FIX2UINT( argumentX ), FIX2INT( argumentY ) );
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return Qnil;
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}
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/* call-seq:
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* window.setSize( new_width, new_height )
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*
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* Change the size of the rendering region of the window.
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*/
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static VALUE Window_SetSize( VALUE self, VALUE aWidth, VALUE aHeight )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetSize( FIX2UINT( aWidth ), FIX2UINT( aHeight ) );
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return Qnil;
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}
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/* call-seq:
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* window.size=( vector2 )
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*
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* Change the size of the rendering region of the window.
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*/
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static VALUE Window_SetSize2( VALUE self, VALUE anArgument )
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{
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VALUE argument = Vector2_ForceType( anArgument );
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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VALUE argumentX = Vector2_GetX( argument );
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VALUE argumentY = Vector2_GetY( argument );
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object->SetSize( FIX2UINT( argumentX ), FIX2UINT( argumentY ) );
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return Qnil;
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}
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/* call-seq:
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* window.setTitle( new_title )
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*
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* Change the title of the window.
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*/
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static VALUE Window_SetTitle( VALUE self, VALUE aTitle )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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object->SetTitle( rb_string_value_cstr( &aTitle ) );
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return Qnil;
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}
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/* call-seq:
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* window.show( show )
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*
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* Show or hide the window.
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*
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* The window is shown by default.
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*/
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static VALUE Window_Show( VALUE self, VALUE aShowFlag )
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{
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sf::Window *object = NULL;
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Data_Get_Struct( self, sf::Window, object );
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if( aShowFlag == Qfalse )
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{
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object->Show( false );
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}
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else if( aShowFlag == Qtrue )
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{
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object->Show( true );
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}
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else
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{
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rb_raise( rb_eTypeError, "Expected true or false" );
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}
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return Qnil;
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}
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/* call-seq:
|
|
* window.showMouseCursor( show )
|
|
*
|
|
* Show or hide the mouse cursor.
|
|
*
|
|
* The mouse cursor is shown by default.
|
|
*/
|
|
static VALUE Window_ShowMouseCursor( VALUE self, VALUE aShowFlag )
|
|
{
|
|
sf::Window *object = NULL;
|
|
Data_Get_Struct( self, sf::Window, object );
|
|
if( aShowFlag == Qfalse )
|
|
{
|
|
object->ShowMouseCursor( false );
|
|
}
|
|
else if( aShowFlag == Qtrue )
|
|
{
|
|
object->ShowMouseCursor( true );
|
|
}
|
|
else
|
|
{
|
|
rb_raise( rb_eTypeError, "Expected true or false" );
|
|
}
|
|
return Qnil;
|
|
}
|
|
|
|
/* call-seq:
|
|
* window.useVerticalSync( enabled )
|
|
*
|
|
* Enable or disable vertical synchronization.
|
|
*
|
|
* Activating vertical synchronization will limit the number of frames displayed to the refresh rate of the monitor.
|
|
* This can avoid some visual artifacts, and limit the framerate to a good value (but not constant across different
|
|
* computers).
|
|
*
|
|
* Vertical synchronization is disabled by default.
|
|
*/
|
|
static VALUE Window_UseVerticalSync( VALUE self, VALUE aEnableFlag )
|
|
{
|
|
sf::Window *object = NULL;
|
|
Data_Get_Struct( self, sf::Window, object );
|
|
if( aEnableFlag == Qfalse )
|
|
{
|
|
object->UseVerticalSync( false );
|
|
}
|
|
else if( aEnableFlag == Qtrue )
|
|
{
|
|
object->UseVerticalSync( true );
|
|
}
|
|
else
|
|
{
|
|
rb_raise( rb_eTypeError, "Expected true or false" );
|
|
}
|
|
return Qnil;
|
|
}
|
|
|
|
/* call-seq:
|
|
* window.waitEvent() -> event or nil
|
|
*
|
|
* Wait for an event and return it.
|
|
*
|
|
* This function is blocking: if there's no pending event then it will wait until an event is received. After this
|
|
* function returns (and no error occured), the event object is always valid and filled properly. This function is
|
|
* typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as
|
|
* long as no new event is received.
|
|
*/
|
|
static VALUE Window_WaitEvent( VALUE self )
|
|
{
|
|
sf::Event event;
|
|
sf::Window *window = NULL;
|
|
Data_Get_Struct( self, sf::Window, window );
|
|
if( window->WaitEvent( event ) == true )
|
|
{
|
|
VALUE rbObject = rb_funcall( globalEventClass, rb_intern( "new" ), 1, INT2FIX( event.Type ) );
|
|
sf::Event *rubyRawEvent = NULL;
|
|
Data_Get_Struct( rbObject, sf::Event, rubyRawEvent );
|
|
*rubyRawEvent = event;
|
|
return rbObject;
|
|
}
|
|
else
|
|
{
|
|
return Qnil;
|
|
}
|
|
}
|
|
|
|
/* call-seq:
|
|
* Window.new() -> window
|
|
* Window.new( mode, title, style = SFML::Style::Default, settings = SFML::ContextSettings.new ) -> window
|
|
*
|
|
* Construct a new window.
|
|
*
|
|
* The first form of new doesn't actually create the visual window, use the other form of new or call
|
|
* SFML::Window#create to do so.
|
|
*
|
|
* The second form of new creates the window with the size and pixel depth defined in mode. An optional style can be passed
|
|
* to customize the look and behaviour of the window (borders, title bar, resizable, closable, ...). If style contains
|
|
* Style::Fullscreen, then mode must be a valid video mode.
|
|
*
|
|
* The fourth parameter is an optional structure specifying advanced OpenGL context settings such as antialiasing,
|
|
* depth-buffer bits, etc. You shouldn't care about these parameters for a regular usage of the graphics module.
|
|
*/
|
|
static VALUE Window_New( int argc, VALUE *args, VALUE aKlass )
|
|
{
|
|
sf::Window *object = NULL;
|
|
sf::VideoMode *mode = NULL;
|
|
sf::ContextSettings *settings = NULL;
|
|
VALUE arg0 = Qnil;
|
|
switch( argc )
|
|
{
|
|
case 0:
|
|
object = new sf::Window();
|
|
break;
|
|
case 2:
|
|
arg0 = VideoMode_ForceType( args[0] );
|
|
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
|
|
VALIDATE_CLASS( args[1], rb_cString, "second" );
|
|
Data_Get_Struct( arg0, sf::VideoMode, mode );
|
|
object = new sf::Window( *mode , rb_string_value_cstr( &args[1] ) );
|
|
break;
|
|
case 3:
|
|
arg0 = VideoMode_ForceType( args[0] );
|
|
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
|
|
VALIDATE_CLASS( args[1], rb_cString, "second" );
|
|
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
|
|
Data_Get_Struct( arg0, sf::VideoMode, mode );
|
|
object = new sf::Window( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ) );
|
|
break;
|
|
case 4:
|
|
arg0 = VideoMode_ForceType( args[0] );
|
|
VALIDATE_CLASS( arg0, globalVideoModeClass, "first" );
|
|
VALIDATE_CLASS( args[1], rb_cString, "second" );
|
|
VALIDATE_CLASS( args[2], rb_cFixnum, "third" );
|
|
VALIDATE_CLASS( args[3], globalContextSettingsClass, "fourth" );
|
|
Data_Get_Struct( arg0, sf::VideoMode, mode );
|
|
Data_Get_Struct( args[3], sf::ContextSettings, settings );
|
|
object = new sf::Window( *mode, rb_string_value_cstr( &args[1] ), FIX2UINT( args[2] ), *settings );
|
|
break;
|
|
default:
|
|
rb_raise( rb_eArgError, "Expected 2..4 arguments but was given %d", argc );
|
|
break;
|
|
}
|
|
VALUE rbData = Data_Wrap_Struct( aKlass, 0, Window_Free, object );
|
|
rb_obj_call_init( rbData, 0, 0 );
|
|
return rbData;
|
|
}
|
|
|
|
void Init_Window( void )
|
|
{
|
|
/* SFML namespace which contains the classes of this module. */
|
|
VALUE sfml = rb_define_module( "SFML" );
|
|
/* SFML::Window is the main class of the Window module.
|
|
*
|
|
* It defines an OS window that is able to receive an OpenGL rendering.
|
|
*
|
|
* A SFML::Window can create its own new window, but using an already created window trough a handle is not supported
|
|
* in the ruby bindings yet.
|
|
*
|
|
* The SFML::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse
|
|
* cursor, etc. It also provides event handling through its getEvent() function, and real-time state handling with its
|
|
* attached SFML::Input object (see getInput()).
|
|
*
|
|
* Note that OpenGL experts can pass their own parameters (antialiasing level, bits for the depth and stencil buffers,
|
|
* etc.) to the OpenGL context attached to the window, with the SFML::ContextSettings structure which is passed as an
|
|
* optional argument when creating the window.
|
|
*
|
|
* Usage example:
|
|
*
|
|
* # Declare and create a new window
|
|
* window = SFML::Window.new( SFML::VideoMode.new( 800, 600 ), "SFML window" )
|
|
*
|
|
* # Limit the framerate to 60 frames per second (this step is optional)
|
|
* window.setFramerateLimit( 60 );
|
|
*
|
|
* # The main loop - ends as soon as the window is closed
|
|
* while window.open?
|
|
*
|
|
* # Event processing
|
|
* while event = window.getEvent
|
|
*
|
|
* # Request for closing the window
|
|
* if event.type == SFML::Event::Closed
|
|
* window.close()
|
|
* end
|
|
* end
|
|
*
|
|
* # Activate the window for OpenGL rendering
|
|
* window.setActive()
|
|
*
|
|
* # OpenGL drawing commands go here...
|
|
*
|
|
* # End the current frame and display its contents on screen
|
|
* window.display()
|
|
* end
|
|
*/
|
|
globalWindowClass = rb_define_class_under( sfml, "Window", rb_cObject );
|
|
|
|
// Class methods
|
|
rb_define_singleton_method( globalWindowClass, "new", Window_New , -1 );
|
|
|
|
// Instance methods
|
|
rb_define_method( globalWindowClass, "close", Window_Close, 0 );
|
|
rb_define_method( globalWindowClass, "create", Window_Create, -1 );
|
|
rb_define_method( globalWindowClass, "display", Window_Display, 0 );
|
|
rb_define_method( globalWindowClass, "enableKeyRepeat", Window_EnableKeyRepeat, 1 );
|
|
rb_define_method( globalWindowClass, "getEvent", Window_GetEvent, 0 );
|
|
rb_define_method( globalWindowClass, "getFrameTime", Window_GetFrameTime , 0 );
|
|
rb_define_method( globalWindowClass, "getHeight", Window_GetHeight, 0 );
|
|
rb_define_method( globalWindowClass, "getInput", Window_GetInput, 0 );
|
|
rb_define_method( globalWindowClass, "getSettings", Window_GetSettings, 0 );
|
|
rb_define_method( globalWindowClass, "getWidth", Window_GetWidth, 0 );
|
|
rb_define_method( globalWindowClass, "isOpened", Window_IsOpened, 0 );
|
|
rb_define_method( globalWindowClass, "setActive", Window_SetActive, 1 );
|
|
rb_define_method( globalWindowClass, "setCursorPosition", Window_SetCursorPosition, 2 );
|
|
rb_define_method( globalWindowClass, "cursorPosition=", Window_SetCursorPosition2, 1 );
|
|
rb_define_method( globalWindowClass, "setFramerateLimit", Window_SetFramerateLimit, 1 );
|
|
rb_define_method( globalWindowClass, "setIcon", Window_SetIcon, 3 );
|
|
rb_define_method( globalWindowClass, "setJoystickThreshold", Window_SetJoystickThreshold, 1 );
|
|
rb_define_method( globalWindowClass, "setPosition", Window_SetPosition, 2 );
|
|
rb_define_method( globalWindowClass, "position=", Window_SetPosition2, 1 );
|
|
rb_define_method( globalWindowClass, "setSize", Window_SetSize, 2 );
|
|
rb_define_method( globalWindowClass, "size=", Window_SetSize2, 1 );
|
|
rb_define_method( globalWindowClass, "setTitle", Window_SetTitle, 1 );
|
|
rb_define_method( globalWindowClass, "show", Window_Show, 1 );
|
|
rb_define_method( globalWindowClass, "showMouseCursor", Window_ShowMouseCursor, 1 );
|
|
rb_define_method( globalWindowClass, "useVerticalSync", Window_UseVerticalSync, 1 );
|
|
rb_define_method( globalWindowClass, "waitEvent", Window_WaitEvent, 0 );
|
|
|
|
// Aliases
|
|
rb_define_alias( globalWindowClass, "keyRepeat=", "enableKeyRepeat" );
|
|
rb_define_alias( globalWindowClass, "key_repeat=", "enableKeyRepeat" );
|
|
|
|
rb_define_alias( globalWindowClass, "get_event", "getEvent" );
|
|
|
|
rb_define_alias( globalWindowClass, "frameTime", "getFrameTime" );
|
|
rb_define_alias( globalWindowClass, "frame_time", "getFrameTime" );
|
|
|
|
rb_define_alias( globalWindowClass, "height", "getHeight" );
|
|
rb_define_alias( globalWindowClass, "input", "getInput" );
|
|
rb_define_alias( globalWindowClass, "settings", "getSettings" );
|
|
rb_define_alias( globalWindowClass, "width", "getWidth" );
|
|
|
|
rb_define_alias( globalWindowClass, "opened?", "isOpened" );
|
|
rb_define_alias( globalWindowClass, "open?", "isOpened" );
|
|
|
|
rb_define_alias( globalWindowClass, "active=", "setActive" );
|
|
|
|
rb_define_alias( globalWindowClass, "set_cursor_position", "setCursorPosition" );
|
|
rb_define_alias( globalWindowClass, "cursor_position=", "cursorPosition=" );
|
|
|
|
rb_define_alias( globalWindowClass, "framerateLimit=", "setFramerateLimit" );
|
|
rb_define_alias( globalWindowClass, "framerate_limit=", "setFramerateLimit" );
|
|
rb_define_alias( globalWindowClass, "framerate=", "setFramerateLimit" );
|
|
|
|
rb_define_alias( globalWindowClass, "set_icon", "setIcon" );
|
|
|
|
rb_define_alias( globalWindowClass, "joystickThreshold=", "setJoystickThreshold" );
|
|
rb_define_alias( globalWindowClass, "joystick_threshold=", "setJoystickThreshold" );
|
|
|
|
rb_define_alias( globalWindowClass, "set_position", "setPosition" );
|
|
rb_define_alias( globalWindowClass, "set_size", "setSize" );
|
|
rb_define_alias( globalWindowClass, "title=", "setTitle" );
|
|
|
|
rb_define_alias( globalWindowClass, "showMouseCursor=", "showMouseCursor" );
|
|
rb_define_alias( globalWindowClass, "show_mouse_cursor", "showMouseCursor" );
|
|
rb_define_alias( globalWindowClass, "show_mouse_cursor=", "showMouseCursor" );
|
|
|
|
rb_define_alias( globalWindowClass, "useVerticalSync=", "useVerticalSync" );
|
|
rb_define_alias( globalWindowClass, "use_vertical_sync", "useVerticalSync" );
|
|
rb_define_alias( globalWindowClass, "use_vertical_sync=", "useVerticalSync" );
|
|
|
|
rb_define_alias( globalWindowClass, "wait_event", "waitEvent" );
|
|
}
|