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sfml_impl 0.1.0
Vendor SFML 3.0.2 : IGraphic2Module / IAudioModule
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Sfml Window class - implements IWindow2 only, sfml has no 3D. More...
#include <SfmlWindow.hpp>


Public Member Functions | |
| SfmlWindow (int32_t screenWidth, int32_t screenHeight, std::string title) | |
| ~SfmlWindow ()=default | |
| bool | isOpen () override |
| void | close () override |
| Vector2f | getPosition () override |
| void | setPosition (Vector2f position) override |
| Vector2f | getSize () override |
| void | setSize (Vector2f size) override |
| void | setFrameLimit (int32_t limit) override |
| void | setMouseVisibility (bool visible) override |
| int32_t | getDelta () override |
| bool | pollEvent () override |
| Drains the whole queue into _events and folds it into state. Called again in the same frame it finds the native queue empty, appends nothing, and answers the same thing. | |
| void | eventClose () override |
| void | beginDraw () override |
| void | endDraw () override |
| void | drawPoly (graphic::IPolygon *polygon) override |
| void | drawSprite (graphic::ISprite *sprite) override |
| void | drawText (graphic::IText *text) override |
Friends | |
| class | SfmlKeyboard |
| class | SfmlMouse |
| class | SfmlGamepad |
Sfml Window class - implements IWindow2 only, sfml has no 3D.
All input state is rebuilt from the window's own events, never through a global OS query : sf::Keyboard::isKeyPressed() would need the "Input Monitoring" permission on macOS, while events reach the focused window normally.
sfml has a queue and raylib has not, so this is where the two are made to agree : pollEvent() drains the whole queue into _events and folds it into state, endDraw() drops it. Between the two, every read is idempotent - which is what lets an arcade and the game running inside it read the same key in the same frame without either one stealing it.
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Drains the whole queue into _events and folds it into state. Called again in the same frame it finds the native queue empty, appends nothing, and answers the same thing.
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