sfml_impl 0.1.0
Vendor SFML 3.0.2 : IGraphic2Module / IAudioModule
Loading...
Searching...
No Matches
sfml_impl

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
 

Detailed Description

Macro Definition Documentation

◆ SFML_CPP_

#define SFML_CPP_

Function Documentation

◆ drawPoly()

void SfmlWindow::drawPoly ( graphic::IPolygon *  polygon)
override

◆ drawSprite()

void SfmlWindow::drawSprite ( graphic::ISprite *  sprite)
override

◆ drawText()

void SfmlWindow::drawText ( graphic::IText *  text)
override

◆ getAudioModule()

IAudioModule * getAudioModule ( )

◆ getGraphic2Module()

IGraphic2Module * getGraphic2Module ( )

◆ getModules()

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.

◆ GetMouseWheelMove()

float SfmlMouse::GetMouseWheelMove ( ) const
override

◆ getPosition()

Vector2f SfmlMouse::getPosition ( ) const
override

◆ isButtonDown() [1/2]

bool SfmlGamepad::isButtonDown ( Button  button) const
override

◆ isButtonDown() [2/2]

bool SfmlMouse::isButtonDown ( Buttons  key) const
override

◆ isButtonPressed() [1/2]

bool SfmlGamepad::isButtonPressed ( Button  button) const
override

◆ isButtonPressed() [2/2]

bool SfmlMouse::isButtonPressed ( Buttons  key) const
override

◆ isButtonReleased() [1/2]

bool SfmlGamepad::isButtonReleased ( Button  button) const
override

◆ isButtonReleased() [2/2]

bool SfmlMouse::isButtonReleased ( Buttons  key) const
override

◆ isButtonUp() [1/2]

bool SfmlGamepad::isButtonUp ( Button  button) const
override

◆ isButtonUp() [2/2]

bool SfmlMouse::isButtonUp ( Buttons  key) const
override

◆ isKeyDown()

bool SfmlKeyboard::isKeyDown ( Keys  key) const
override

◆ isKeyPressed()

bool SfmlKeyboard::isKeyPressed ( Keys  key) const
override

◆ isKeyReleased()

bool SfmlKeyboard::isKeyReleased ( Keys  key) const
override

◆ isKeyUp()

bool SfmlKeyboard::isKeyUp ( Keys  key) const
override

◆ setPosition()

void SfmlMouse::setPosition ( Vector2f  position)
override

◆ whichKeyDown()

std::vector< graphic::IKeyboard::Keys > SfmlKeyboard::whichKeyDown ( ) const
override