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sfml_impl 0.1.0
Vendor SFML 3.0.2 : IGraphic2Module / IAudioModule
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Classes | |
| class | SfmlMusic |
| sfml music stream. More... | |
| class | SfmlSound |
| Sfml Sound class - references a SfmlSoundBuffer, does not own it. Deleting the sound never touches the buffer. More... | |
| class | SfmlSoundBuffer |
| Sfml SoundBuffer class - owns the loaded samples. SfmlSound only references it (sf::Sound itself already takes a const sf::SoundBuffer& natively, this contract matches sfml's own model). More... | |
| class | SfmlGamepad |
| Unlike raylib's GamepadButton (normalized Xbox-style layout), sf::Joystick exposes raw numbered buttons/axes with no guaranteed meaning across controllers/platforms. This uses the common Xbox- style button ordering (0=A,1=B,2=X,3=Y) most drivers report, but it isn't guaranteed the way raylib's mapping is. More... | |
| class | SfmlKeyboard |
| Maps the contract's keys to sfml scancodes, and reads the state the window accumulated while popping its events. More... | |
| class | SfmlMouse |
| Maps the contract's buttons to sfml buttons, and reads the state the window accumulated while popping its events. Definitions in SfmlWindow.hpp, once SfmlWindow is complete. More... | |
| class | SfmlFont |
| Sfml Font class - owns the loaded font. SfmlText only references it (sf::Text itself already takes a const sf::Font& natively). More... | |
| class | SfmlPolygon |
| class | SfmlSprite |
| Sfml Sprite class - references a SfmlTexture, does not own it. Deleting the sprite never touches the texture. More... | |
| class | SfmlText |
| Sfml Text class - references a SfmlFont, does not own it. Deleting the text never touches the font. More... | |
| class | SfmlTexture |
| Sfml Texture class - owns the loaded texture. SfmlSprite only references it (sf::Sprite itself already takes a const sf::Texture& natively, this contract matches sfml's own model). More... | |
| class | SfmlAudioModule |
| sfml has no explicit audio device init/close step (unlike raylib), nothing to do at construction/destruction here. More... | |
| class | SfmlGraphicModule |
| Sfml only implements IGraphic2Module - no IGraphic3Module, sfml has no native 3D. No fake IModel here. More... | |
| class | SfmlWindow |
| Sfml Window class - implements IWindow2 only, sfml has no 3D. More... | |
Macros | |
| #define | SFML_CPP_ |
Functions | |
| IGraphic2Module * | getGraphic2Module () |
| IAudioModule * | getAudioModule () |
| IModule ** | getModules () |
| Tout ce que cette dll fournit, sans avoir a nommer un contrat. | |
| void | SfmlWindow::drawPoly (graphic::IPolygon *polygon) override |
| void | SfmlWindow::drawSprite (graphic::ISprite *sprite) override |
| void | SfmlWindow::drawText (graphic::IText *text) override |
| std::vector< Keys > | SfmlKeyboard::whichKeyDown () const override |
| bool | SfmlKeyboard::isKeyPressed (Keys key) const override |
| bool | SfmlKeyboard::isKeyReleased (Keys key) const override |
| bool | SfmlKeyboard::isKeyDown (Keys key) const override |
| bool | SfmlKeyboard::isKeyUp (Keys key) const override |
| bool | SfmlMouse::isButtonPressed (Buttons key) const override |
| bool | SfmlMouse::isButtonReleased (Buttons key) const override |
| bool | SfmlMouse::isButtonDown (Buttons key) const override |
| bool | SfmlMouse::isButtonUp (Buttons key) const override |
| Vector2f | SfmlMouse::getPosition () const override |
| void | SfmlMouse::setPosition (Vector2f position) override |
| float | SfmlMouse::GetMouseWheelMove () const override |
| bool | SfmlGamepad::isButtonDown (Button button) const override |
| bool | SfmlGamepad::isButtonUp (Button button) const override |
| bool | SfmlGamepad::isButtonPressed (Button button) const override |
| bool | SfmlGamepad::isButtonReleased (Button button) const override |
| #define SFML_CPP_ |
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| IAudioModule * getAudioModule | ( | ) |
| IGraphic2Module * getGraphic2Module | ( | ) |
| IModule ** getModules | ( | ) |
Tout ce que cette dll fournit, sans avoir a nommer un contrat.
Le point d'entree d'AnonymousModuleManager : un nom unique, le meme pour toutes les dll, donc trouvable sans connaitre les contrats a l'avance. Le chargeur trie ensuite par IModule::type().
IModule ** termine par nullptr, et pas un std::vector : un vecteur ne traverse pas un dlopen sans supposer la meme ABI de bibliotheque standard des deux cotes. La conversion vers IModule * se fait ICI, ou le type complet est connu, donc le decalage eventuel est applique par le compilateur et pas devine par l'appelant.
Le tableau est statique : il appartient a la dll et vit aussi longtemps qu'elle.
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