Moved all bindings to the "bindings" sub-directory

Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-11-09 17:13:17 +00:00
parent 0cc5563cac
commit 0e2297af28
417 changed files with 0 additions and 0 deletions

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Structure defining the creation settings of OpenGL contexts
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct ContextSettings
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the settings from depth / stencil bits
/// </summary>
/// <param name="depthBits">Depth buffer bits</param>
/// <param name="stencilBits">Stencil buffer bits</param>
////////////////////////////////////////////////////////////
public ContextSettings(uint depthBits, uint stencilBits) :
this(depthBits, stencilBits, 0)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the settings from depth / stencil bits and antialiasing level
/// </summary>
/// <param name="depthBits">Depth buffer bits</param>
/// <param name="stencilBits">Stencil buffer bits</param>
/// <param name="antialiasingLevel">Antialiasing level</param>
////////////////////////////////////////////////////////////
public ContextSettings(uint depthBits, uint stencilBits, uint antialiasingLevel) :
this(depthBits, stencilBits, antialiasingLevel, 2, 0)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the settings from depth / stencil bits and antialiasing level
/// </summary>
/// <param name="depthBits">Depth buffer bits</param>
/// <param name="stencilBits">Stencil buffer bits</param>
/// <param name="antialiasingLevel">Antialiasing level</param>
/// <param name="majorVersion">Major number of the context version</param>
/// <param name="minorVersion">Minor number of the context version</param>
////////////////////////////////////////////////////////////
public ContextSettings(uint depthBits, uint stencilBits, uint antialiasingLevel, uint majorVersion, uint minorVersion)
{
DepthBits = depthBits;
StencilBits = stencilBits;
AntialiasingLevel = antialiasingLevel;
MajorVersion = majorVersion;
MinorVersion = minorVersion;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[ContextSettings]" +
" DepthBits(" + DepthBits + ")" +
" StencilBits(" + StencilBits + ")" +
" AntialiasingLevel(" + AntialiasingLevel + ")" +
" MajorVersion(" + MajorVersion + ")" +
" MinorVersion(" + MinorVersion + ")";
}
/// <summary>Depth buffer bits (0 is disabled)</summary>
public uint DepthBits;
/// <summary>Stencil buffer bits (0 is disabled)</summary>
public uint StencilBits;
/// <summary>Antialiasing level (0 is disabled)</summary>
public uint AntialiasingLevel;
/// <summary>Major number of the context version</summary>
public uint MajorVersion;
/// <summary>Minor number of the context version</summary>
public uint MinorVersion;
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of key codes for keyboard events
/// </summary>
////////////////////////////////////////////////////////////
public enum KeyCode
{
A = 'a',
B = 'b',
C = 'c',
D = 'd',
E = 'e',
F = 'f',
G = 'g',
H = 'h',
I = 'i',
J = 'j',
K = 'k',
L = 'l',
M = 'm',
N = 'n',
O = 'o',
P = 'p',
Q = 'q',
R = 'r',
S = 's',
T = 't',
U = 'u',
V = 'v',
W = 'w',
X = 'x',
Y = 'y',
Z = 'z',
Num0 = '0',
Num1 = '1',
Num2 = '2',
Num3 = '3',
Num4 = '4',
Num5 = '5',
Num6 = '6',
Num7 = '7',
Num8 = '8',
Num9 = '9',
Escape = 256,
LControl,
LShift,
LAlt,
LSystem, // OS specific key (left side) : windows (Win and Linux), apple (MacOS), ...
RControl,
RShift,
RAlt,
RSystem, // OS specific key (right side) : windows (Win and Linux), apple (MacOS), ...
Menu,
LBracket, // [
RBracket, // ]
SemiColon, // ;
Comma, // ,
Period, // .
Quote, // '
Slash, // /
BackSlash,
Tilde, // ~
Equal, // =
Dash, // -
Space,
Return,
Back,
Tab,
PageUp,
PageDown,
End,
Home,
Insert,
Delete,
Add, // +
Subtract, // -
Multiply, // *
Divide, // /
Left, // Left arrow
Right, // Right arrow
Up, // Up arrow
Down, // Down arrow
Numpad0,
Numpad1,
Numpad2,
Numpad3,
Numpad4,
Numpad5,
Numpad6,
Numpad7,
Numpad8,
Numpad9,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
F13,
F14,
F15,
Pause
}
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of button codes for mouse events
/// </summary>
////////////////////////////////////////////////////////////
public enum MouseButton
{
/// <summary>Left mouse button</summary>
Left,
/// <summary>Right mouse button</summary>
Right,
/// <summary>Center (wheel) mouse button</summary>
Middle,
/// <summary>First extra button</summary>
XButton1,
/// <summary>Second extra button</summary>
XButton2
}
////////////////////////////////////////////////////////////
/// <summary>
/// Definition of joystick axis for joystick events
/// </summary>
////////////////////////////////////////////////////////////
public enum JoyAxis
{
/// <summary>X axis</summary>
AxisX,
/// <summary>Y axis</summary>
AxisY,
/// <summary>Z axis</summary>
AxisZ,
/// <summary>R axis</summary>
AxisR,
/// <summary>U axis</summary>
AxisU,
/// <summary>V axis</summary>
AxisV,
/// <summary>Point of view</summary>
AxisPOV
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enumeration of the different types of events
/// </summary>
////////////////////////////////////////////////////////////
public enum EventType
{
/// <summary>Event triggered when a window is manually closed</summary>
Closed,
/// <summary>Event triggered when a window is resized</summary>
Resized,
/// <summary>Event triggered when a window loses the focus</summary>
LostFocus,
/// <summary>Event triggered when a window gains the focus</summary>
GainedFocus,
/// <summary>Event triggered when a valid character is entered</summary>
TextEntered,
/// <summary>Event triggered when a keyboard key is pressed</summary>
KeyPressed,
/// <summary>Event triggered when a keyboard key is released</summary>
KeyReleased,
/// <summary>Event triggered when the mouse wheel is scrolled</summary>
MouseWheelMoved,
/// <summary>Event triggered when a mouse button is pressed</summary>
MouseButtonPressed,
/// <summary>Event triggered when a mouse button is released</summary>
MouseButtonReleased,
/// <summary>Event triggered when the mouse moves within the area of a window</summary>
MouseMoved,
/// <summary>Event triggered when the mouse enters the area of a window</summary>
MouseEntered,
/// <summary>Event triggered when the mouse leaves the area of a window</summary>
MouseLeft,
/// <summary>Event triggered when a joystick button is pressed</summary>
JoyButtonPressed,
/// <summary>Event triggered when a joystick button is released</summary>
JoyButtonReleased,
/// <summary>Event triggered when a joystick axis moves</summary>
JoyMoved
}
////////////////////////////////////////////////////////////
/// <summary>
/// Keyboard event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct KeyEvent
{
/// <summary>Code of the key (see KeyCode enum)</summary>
public KeyCode Code;
/// <summary>Is the Alt modifier pressed?</summary>
public int Alt;
/// <summary>Is the Control modifier pressed?</summary>
public int Control;
/// <summary>Is the Shift modifier pressed?</summary>
public int Shift;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Text event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct TextEvent
{
/// <summary>UTF-32 value of the character</summary>
public uint Unicode;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse move event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct MouseMoveEvent
{
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct MouseButtonEvent
{
/// <summary>Code of the button (see MouseButton enum)</summary>
public MouseButton Button;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse wheel event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct MouseWheelEvent
{
/// <summary>Scroll amount</summary>
public int Delta;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick axis move event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct JoyMoveEvent
{
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Joystick axis (see JoyAxis enum)</summary>
public JoyAxis Axis;
/// <summary>Current position of the axis</summary>
public float Position;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct JoyButtonEvent
{
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Index of the button</summary>
public uint Button;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Size event parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct SizeEvent
{
/// <summary>New width of the window</summary>
public uint Width;
/// <summary>New height of the window</summary>
public uint Height;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Event defines a system event and its parameters
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Explicit, Size = 20)]
public struct Event
{
/// <summary>Type of event (see EventType enum)</summary>
[FieldOffset(0)]
public EventType Type;
/// <summary>Arguments for key events (KeyPressed, KeyReleased)</summary>
[FieldOffset(4)]
public KeyEvent Key;
/// <summary>Arguments for text events (TextEntered)</summary>
[FieldOffset(4)]
public TextEvent Text;
/// <summary>Arguments for mouse move events (MouseMoved)</summary>
[FieldOffset(4)]
public MouseMoveEvent MouseMove;
/// <summary>Arguments for mouse button events (MouseButtonPressed, MouseButtonReleased)</summary>
[FieldOffset(4)]
public MouseButtonEvent MouseButton;
/// <summary>Arguments for mouse wheel events (MouseWheelMoved)</summary>
[FieldOffset(4)]
public MouseWheelEvent MouseWheel;
/// <summary>Arguments for joystick axis events (JoyMoved)</summary>
[FieldOffset(4)]
public JoyMoveEvent JoyMove;
/// <summary>Arguments for joystick button events (JoyButtonPressed, JoyButtonReleased)</summary>
[FieldOffset(4)]
public JoyButtonEvent JoyButton;
/// <summary>Arguments for size events (Resized)</summary>
[FieldOffset(4)]
public SizeEvent Size;
}
}
}

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using System;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Keyboard event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class KeyEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the key arguments from a key event
/// </summary>
/// <param name="e">Key event</param>
////////////////////////////////////////////////////////////
public KeyEventArgs(KeyEvent e)
{
Code = e.Code;
Alt = e.Alt != 0;
Control = e.Control != 0;
Shift = e.Shift != 0;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[KeyEventArgs]" +
" Code(" + Code + ")" +
" Alt(" + Alt + ")" +
" Control(" + Control + ")" +
" Shift(" + Shift + ")";
}
/// <summary>Code of the key (see KeyCode enum)</summary>
public KeyCode Code;
/// <summary>Is the Alt modifier pressed?</summary>
public bool Alt;
/// <summary>Is the Control modifier pressed?</summary>
public bool Control;
/// <summary>Is the Shift modifier pressed?</summary>
public bool Shift;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Text event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class TextEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the text arguments from a text event
/// </summary>
/// <param name="e">Text event</param>
////////////////////////////////////////////////////////////
public TextEventArgs(TextEvent e)
{
Unicode = Char.ConvertFromUtf32((int)e.Unicode);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[TextEventArgs]" +
" Unicode(" + Unicode + ")";
}
/// <summary>UTF-16 value of the character</summary>
public string Unicode;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseMoveEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse move arguments from a mouse move event
/// </summary>
/// <param name="e">Mouse move event</param>
////////////////////////////////////////////////////////////
public MouseMoveEventArgs(MouseMoveEvent e)
{
X = e.X;
Y = e.Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[MouseMoveEventArgs]" +
" X(" + X + ")" +
" Y(" + Y + ")";
}
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseButtonEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse button arguments from a mouse button event
/// </summary>
/// <param name="e">Mouse button event</param>
////////////////////////////////////////////////////////////
public MouseButtonEventArgs(MouseButtonEvent e)
{
Button = e.Button;
X = e.X;
Y = e.Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[MouseButtonEventArgs]" +
" Button(" + Button + ")" +
" X(" + X + ")" +
" Y(" + Y + ")";
}
/// <summary>Code of the button (see MouseButton enum)</summary>
public MouseButton Button;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Mouse wheel event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class MouseWheelEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the mouse wheel arguments from a mouse wheel event
/// </summary>
/// <param name="e">Mouse wheel event</param>
////////////////////////////////////////////////////////////
public MouseWheelEventArgs(MouseWheelEvent e)
{
Delta = e.Delta;
X = e.X;
Y = e.Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[MouseWheelEventArgs]" +
" Delta(" + Delta + ")" +
" X(" + X + ")" +
" Y(" + Y + ")";
}
/// <summary>Scroll amount</summary>
public int Delta;
/// <summary>X coordinate of the mouse cursor</summary>
public int X;
/// <summary>Y coordinate of the mouse cursor</summary>
public int Y;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick axis move event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class JoyMoveEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the joystick move arguments from a joystick move event
/// </summary>
/// <param name="e">Joystick move event</param>
////////////////////////////////////////////////////////////
public JoyMoveEventArgs(JoyMoveEvent e)
{
JoystickId = e.JoystickId;
Axis = e.Axis;
Position = e.Position;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[JoyMoveEventArgs]" +
" JoystickId(" + JoystickId + ")" +
" Axis(" + Axis + ")" +
" Position(" + Position + ")";
}
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Joystick axis (see JoyAxis enum)</summary>
public JoyAxis Axis;
/// <summary>Current position of the axis</summary>
public float Position;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Joystick buttons event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class JoyButtonEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the joystick button arguments from a joystick button event
/// </summary>
/// <param name="e">Joystick button event</param>
////////////////////////////////////////////////////////////
public JoyButtonEventArgs(JoyButtonEvent e)
{
JoystickId = e.JoystickId;
Button = e.Button;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[JoyButtonEventArgs]" +
" JoystickId(" + JoystickId + ")" +
" Button(" + Button + ")";
}
/// <summary>Index of the joystick which triggered the event</summary>
public uint JoystickId;
/// <summary>Index of the button</summary>
public uint Button;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Size event parameters
/// </summary>
////////////////////////////////////////////////////////////
public class SizeEventArgs : EventArgs
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the size arguments from a size event
/// </summary>
/// <param name="e">Size event</param>
////////////////////////////////////////////////////////////
public SizeEventArgs(SizeEvent e)
{
Width = e.Width;
Height = e.Height;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[SizeEventArgs]" +
" Width(" + Width + ")" +
" Height(" + Height + ")";
}
/// <summary>New width of the window</summary>
public uint Width;
/// <summary>New height of the window</summary>
public uint Height;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Input handles real-time input from keyboard and mouse.
/// Use it instead of events to handle continuous moves and more
/// game-friendly inputs
/// </summary>
////////////////////////////////////////////////////////////
public class Input : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a key
/// </summary>
/// <param name="key">Key to check</param>
/// <returns>True if key is down, false if key is up</returns>
////////////////////////////////////////////////////////////
public bool IsKeyDown(KeyCode key)
{
return sfInput_IsKeyDown(This, key);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a mouse button
/// </summary>
/// <param name="button">Button to check</param>
/// <returns>True if button is down, false if button is up</returns>
////////////////////////////////////////////////////////////
public bool IsMouseButtonDown(MouseButton button)
{
return sfInput_IsMouseButtonDown(This, button);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the state of a joystick button
/// </summary>
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
/// <param name="button">Button to check</param>
/// <returns>True if button is down, false if button is up</returns>
////////////////////////////////////////////////////////////
public bool IsJoystickButtonDown(uint joystickId, uint button)
{
return sfInput_IsJoystickButtonDown(This, joystickId, button);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the mouse X position
/// </summary>
/// <returns>Current mouse left position, relative to owner window</returns>
////////////////////////////////////////////////////////////
public int GetMouseX()
{
return sfInput_GetMouseX(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the mouse Y position
/// </summary>
/// <returns>Current mouse top position, relative to owner window</returns>
////////////////////////////////////////////////////////////
public int GetMouseY()
{
return sfInput_GetMouseY(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get a joystick axis position
/// </summary>
/// <param name="joystickId">Identifier of the joystick to check (0 or 1)</param>
/// <param name="axis">Axis to get</param>
/// <returns>Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])</returns>
////////////////////////////////////////////////////////////
public float GetJoystickAxis(uint joystickId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(This, joystickId, axis);
}
////////////////////////////////////////////////////////////
/// <summary>
/// For internal use only, construct the instance from a direct pointer to the internal object
/// </summary>
/// <param name="thisPtr">Internal pointer to the input object</param>
////////////////////////////////////////////////////////////
public Input(IntPtr thisPtr) :
base(thisPtr)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[Input]";
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
// Nothing to do here, Input instances are owned by the C library
}
#region Imports
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsKeyDown(IntPtr This, KeyCode Key);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsMouseButtonDown(IntPtr This, MouseButton Button);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfInput_IsJoystickButtonDown(IntPtr This, uint JoyId, uint Button);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern int sfInput_GetMouseX(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern int sfInput_GetMouseY(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern float sfInput_GetJoystickAxis(IntPtr This, uint JoyId, JoyAxis Axis);
#endregion
}
}
}

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using System;
using System.Runtime.Serialization;
namespace SFML
{
////////////////////////////////////////////////////////////
/// <summary>
/// Exception thrown by SFML whenever loading a resource fails
/// </summary>
////////////////////////////////////////////////////////////
[Serializable]
public class LoadingFailedException : Exception
{
////////////////////////////////////////////////////////////
/// <summary>
/// Default constructor (unknown error)
/// </summary>
////////////////////////////////////////////////////////////
public LoadingFailedException() :
base("Failed to load a resource")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from memory
/// </summary>
/// <param name="resourceName">Name of the resource</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName) :
base("Failed to load " + resourceName + " from memory")
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from memory
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="innerException">Exception which is the cause ofthe current exception</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, Exception innerException) :
base("Failed to load " + resourceName + " from memory", innerException)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from a file
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="filename">Path of the file</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, string filename) :
base("Failed to load " + resourceName + " from file " + filename)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Failure to load a resource from a file
/// </summary>
/// <param name="resourceName">Name of the resource</param>
/// <param name="filename">Path of the file</param>
/// <param name="innerException">Exception which is the cause ofthe current exception</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(string resourceName, string filename, Exception innerException) :
base("Failed to load " + resourceName + " from file " + filename, innerException)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Initialize an instance of the exception with serialized data
/// </summary>
/// <param name="info">Serialized data</param>
/// <param name="context">Contextual informations</param>
////////////////////////////////////////////////////////////
public LoadingFailedException(SerializationInfo info, StreamingContext context) :
base(info, context)
{
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace SFML
{
////////////////////////////////////////////////////////////
/// <summary>
/// The ObjectBase class is an abstract base for every
/// SFML object. It's meant for internal use only
/// </summary>
////////////////////////////////////////////////////////////
public abstract class ObjectBase : IDisposable
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the object from a pointer to the C library object
/// </summary>
/// <param name="thisPtr">Internal pointer to the object in the C libraries</param>
////////////////////////////////////////////////////////////
public ObjectBase(IntPtr thisPtr)
{
myThis = thisPtr;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Dispose the object
/// </summary>
////////////////////////////////////////////////////////////
~ObjectBase()
{
Dispose(false);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Access to the internal pointer of the object.
/// For internal use only
/// </summary>
////////////////////////////////////////////////////////////
public IntPtr This
{
get {return myThis;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Explicitely dispose the object
/// </summary>
////////////////////////////////////////////////////////////
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Destroy the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
private void Dispose(bool disposing)
{
if (myThis != IntPtr.Zero)
{
Destroy(disposing);
myThis = IntPtr.Zero;
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Destroy the object (implementation is left to each derived class)
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected abstract void Destroy(bool disposing);
////////////////////////////////////////////////////////////
/// <summary>
/// Set the pointer to the internal object. For internal use only
/// </summary>
/// <param name="thisPtr">Pointer to the internal object in C library</param>
////////////////////////////////////////////////////////////
protected void SetThis(IntPtr thisPtr)
{
myThis = thisPtr;
}
private IntPtr myThis = IntPtr.Zero;
}
}

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using System;
using System.Runtime.InteropServices;
using System.Security;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// VideoMode defines a video mode (width, height, bpp, frequency)
/// and provides static functions for getting modes supported
/// by the display device
/// </summary>
////////////////////////////////////////////////////////////
[StructLayout(LayoutKind.Sequential)]
public struct VideoMode
{
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the video mode with its width and height
/// </summary>
/// <param name="width">Video mode width</param>
/// <param name="height">Video mode height</param>
////////////////////////////////////////////////////////////
public VideoMode(uint width, uint height) :
this(width, height, 32)
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Construct the video mode with its width, height and depth
/// </summary>
/// <param name="width">Video mode width</param>
/// <param name="height">Video mode height</param>
/// <param name="bpp">Video mode depth (bits per pixel)</param>
////////////////////////////////////////////////////////////
public VideoMode(uint width, uint height, uint bpp)
{
Width = width;
Height = height;
BitsPerPixel = bpp;
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the video mode is supported
/// </summary>
/// <returns>True if the video mode is valid, false otherwise</returns>
////////////////////////////////////////////////////////////
public bool IsValid()
{
return sfVideoMode_IsValid(this);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the list of all the supported fullscreen video modes
/// </summary>
////////////////////////////////////////////////////////////
public static VideoMode[] FullscreenModes
{
get
{
unsafe
{
uint Count;
VideoMode* ModesPtr = sfVideoMode_GetFullscreenModes(out Count);
VideoMode[] Modes = new VideoMode[Count];
for (uint i = 0; i < Count; ++i)
Modes[i] = ModesPtr[i];
return Modes;
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get the current desktop video mode
/// </summary>
////////////////////////////////////////////////////////////
public static VideoMode DesktopMode
{
get {return sfVideoMode_GetDesktopMode();}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[VideoMode]" +
" Width(" + Width + ")" +
" Height(" + Height + ")" +
" BitsPerPixel(" + BitsPerPixel + ")";
}
/// <summary>Video mode width, in pixels</summary>
public uint Width;
/// <summary>Video mode height, in pixels</summary>
public uint Height;
/// <summary>Video mode depth, in bits per pixel</summary>
public uint BitsPerPixel;
#region Imports
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern VideoMode sfVideoMode_GetDesktopMode();
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
unsafe static extern VideoMode* sfVideoMode_GetFullscreenModes(out uint Count);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfVideoMode_IsValid(VideoMode Mode);
#endregion
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Security;
namespace SFML
{
namespace Window
{
////////////////////////////////////////////////////////////
/// <summary>
/// Enumeration of window creation styles
/// </summary>
////////////////////////////////////////////////////////////
[Flags]
public enum Styles
{
/// <summary>No border / title bar (this flag and all others are mutually exclusive)</summary>
None = 0,
/// <summary>Title bar + fixed border</summary>
Titlebar = 1 << 0,
/// <summary>Titlebar + resizable border + maximize button</summary>
Resize = 1 << 1,
/// <summary>Titlebar + close button</summary>
Close = 1 << 2,
/// <summary>Fullscreen mode (this flag and all others are mutually exclusive))</summary>
Fullscreen = 1 << 3,
/// <summary>Default window style (titlebar + resize + close)</summary>
Default = Titlebar | Resize | Close
}
////////////////////////////////////////////////////////////
/// <summary>
/// Window is a rendering window ; it can create a new window
/// or connect to an existing one
/// </summary>
////////////////////////////////////////////////////////////
public class Window : ObjectBase
{
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default style and creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title) :
this(mode, title, Styles.Default, new ContextSettings(24, 8))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window with default creation settings
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title, Styles style) :
this(mode, title, style, new ContextSettings(24, 8))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window
/// </summary>
/// <param name="mode">Video mode to use</param>
/// <param name="title">Title of the window</param>
/// <param name="style">Window style (Resize | Close by default)</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public Window(VideoMode mode, string title, Styles style, ContextSettings settings) :
base(sfWindow_Create(mode, title, style, ref settings))
{
myInput = new Input(sfWindow_GetInput(This));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control with default creation settings
/// </summary>
/// <param name="handle">Platform-specific handle of the control</param>
////////////////////////////////////////////////////////////
public Window(IntPtr handle) :
this(handle, new ContextSettings(24, 8))
{
}
////////////////////////////////////////////////////////////
/// <summary>
/// Create the window from an existing control
/// </summary>
/// <param name="Handle">Platform-specific handle of the control</param>
/// <param name="settings">Creation parameters</param>
////////////////////////////////////////////////////////////
public Window(IntPtr Handle, ContextSettings settings) :
base(sfWindow_CreateFromHandle(Handle, ref settings))
{
myInput = new Input(sfWindow_GetInput(This));
}
////////////////////////////////////////////////////////////
/// <summary>
/// Input manager of the window
/// </summary>
////////////////////////////////////////////////////////////
public Input Input
{
get {return myInput;}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Tell whether or not the window is opened (ie. has been created).
/// Note that a hidden window (Show(false))
/// will still return true
/// </summary>
/// <returns>True if the window is opened</returns>
////////////////////////////////////////////////////////////
public virtual bool IsOpened()
{
return sfWindow_IsOpened(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Close (destroy) the window.
/// The Window instance remains valid and you can call
/// Create to recreate the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual void Close()
{
sfWindow_Close(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Display the window on screen
/// </summary>
////////////////////////////////////////////////////////////
public virtual void Display()
{
sfWindow_Display(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Width of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual uint Width
{
get {return sfWindow_GetWidth(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Height of the rendering region of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual uint Height
{
get {return sfWindow_GetHeight(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Creation settings of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual ContextSettings Settings
{
get {return sfWindow_GetSettings(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable / disable vertical synchronization
/// </summary>
/// <param name="enable">True to enable v-sync, false to deactivate</param>
////////////////////////////////////////////////////////////
public virtual void UseVerticalSync(bool enable)
{
sfWindow_UseVerticalSync(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the mouse cursor
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public virtual void ShowMouseCursor(bool show)
{
sfWindow_ShowMouseCursor(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the mouse cursor
/// </summary>
/// <param name="x">Left coordinate of the cursor, relative to the window</param>
/// <param name="y">Top coordinate of the cursor, relative to the window</param>
////////////////////////////////////////////////////////////
public virtual void SetCursorPosition(uint x, uint y)
{
sfWindow_SetCursorPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the position of the window on screen.
/// Only works for top-level windows
/// </summary>
/// <param name="x">Left position</param>
/// <param name="y">Top position</param>
////////////////////////////////////////////////////////////
public virtual void SetPosition(int x, int y)
{
sfWindow_SetPosition(This, x, y);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the size of the rendering region of the window
/// </summary>
/// <param name="width">New width</param>
/// <param name="height">New height</param>
////////////////////////////////////////////////////////////
public virtual void SetSize(uint width, uint height)
{
sfWindow_SetSize(This, width, height);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Show or hide the window
/// </summary>
/// <param name="show">True to show, false to hide</param>
////////////////////////////////////////////////////////////
public virtual void Show(bool show)
{
sfWindow_Show(This, show);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Enable or disable automatic key-repeat.
/// Automatic key-repeat is enabled by default
/// </summary>
/// <param name="enable">True to enable, false to disable</param>
////////////////////////////////////////////////////////////
public virtual void EnableKeyRepeat(bool enable)
{
sfWindow_EnableKeyRepeat(This, enable);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the window's icon
/// </summary>
/// <param name="width">Icon's width, in pixels</param>
/// <param name="height">Icon's height, in pixels</param>
/// <param name="pixels">Array of pixels, format must be RGBA 32 bits</param>
////////////////////////////////////////////////////////////
public virtual void SetIcon(uint width, uint height, byte[] pixels)
{
unsafe
{
fixed (byte* PixelsPtr = pixels)
{
sfWindow_SetIcon(This, width, height, PixelsPtr);
}
}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate the window as the current target
/// for rendering
/// </summary>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public virtual bool SetActive()
{
return SetActive(true);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Activate of deactivate the window as the current target
/// for rendering
/// </summary>
/// <param name="active">True to activate, false to deactivate (true by default)</param>
/// <returns>True if operation was successful, false otherwise</returns>
////////////////////////////////////////////////////////////
public virtual bool SetActive(bool active)
{
return sfWindow_SetActive(This, active);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Limit the framerate to a maximum fixed frequency
/// </summary>
/// <param name="limit">Framerate limit, in frames per seconds (use 0 to disable limit)</param>
////////////////////////////////////////////////////////////
public virtual void SetFramerateLimit(uint limit)
{
sfWindow_SetFramerateLimit(This, limit);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Get time elapsed since last frame
/// </summary>
/// <returns>Time elapsed, in seconds</returns>
////////////////////////////////////////////////////////////
public virtual float GetFrameTime()
{
return sfWindow_GetFrameTime(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
/// </summary>
/// <param name="threshold">New threshold, in range [0, 100]</param>
////////////////////////////////////////////////////////////
public virtual void SetJoystickThreshold(float threshold)
{
sfWindow_SetJoystickThreshold(This, threshold);
}
////////////////////////////////////////////////////////////
/// <summary>
/// OS-specific handle of the window
/// </summary>
////////////////////////////////////////////////////////////
public virtual IntPtr SystemHandle
{
get {return sfWindow_GetSystemHandle(This);}
}
////////////////////////////////////////////////////////////
/// <summary>
/// Wait for a new event and dispatch it to the corresponding
/// event handler
/// </summary>
////////////////////////////////////////////////////////////
public void WaitAndDispatchEvents()
{
Event e;
if (WaitEvent(out e))
CallEventHandler(e);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Call the event handlers for each pending event
/// </summary>
////////////////////////////////////////////////////////////
public void DispatchEvents()
{
Event e;
while (GetEvent(out e))
CallEventHandler(e);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Provide a string describing the object
/// </summary>
/// <returns>String description of the object</returns>
////////////////////////////////////////////////////////////
public override string ToString()
{
return "[Window]" +
" Width(" + Width + ")" +
" Height(" + Height + ")" +
" Settings(" + Settings + ")";
}
////////////////////////////////////////////////////////////
/// <summary>
/// Constructor for derived classes
/// </summary>
/// <param name="thisPtr">Pointer to the internal object</param>
/// <param name="dummy">Internal hack :)</param>
////////////////////////////////////////////////////////////
protected Window(IntPtr thisPtr, int dummy) :
base(thisPtr)
{
// TODO : find a cleaner way of separating this constructor from Window(IntPtr handle)
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal function to get the next event (non-blocking)
/// </summary>
/// <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
/// <returns>True if there was an event, false otherwise</returns>
////////////////////////////////////////////////////////////
protected virtual bool GetEvent(out Event eventToFill)
{
return sfWindow_GetEvent(This, out eventToFill);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Internal function to get the next event (blocking)
/// </summary>
/// <param name="eventToFill">Variable to fill with the raw pointer to the event structure</param>
/// <returns>False if any error occured</returns>
////////////////////////////////////////////////////////////
protected virtual bool WaitEvent(out Event eventToFill)
{
return sfWindow_WaitEvent(This, out eventToFill);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Handle the destruction of the object
/// </summary>
/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
////////////////////////////////////////////////////////////
protected override void Destroy(bool disposing)
{
sfWindow_Destroy(This);
}
////////////////////////////////////////////////////////////
/// <summary>
/// Call the event handler for the given event
/// </summary>
/// <param name="e">Event to dispatch</param>
////////////////////////////////////////////////////////////
private void CallEventHandler(Event e)
{
switch (e.Type)
{
case EventType.Closed :
if (Closed != null)
Closed(this, EventArgs.Empty);
break;
case EventType.GainedFocus :
if (GainedFocus != null)
GainedFocus(this, EventArgs.Empty);
break;
case EventType.JoyButtonPressed :
if (JoyButtonPressed != null)
JoyButtonPressed(this, new JoyButtonEventArgs(e.JoyButton));
break;
case EventType.JoyButtonReleased :
if (JoyButtonReleased != null)
JoyButtonReleased(this, new JoyButtonEventArgs(e.JoyButton));
break;
case EventType.JoyMoved :
if (JoyMoved != null)
JoyMoved(this, new JoyMoveEventArgs(e.JoyMove));
break;
case EventType.KeyPressed :
if (KeyPressed != null)
KeyPressed(this, new KeyEventArgs(e.Key));
break;
case EventType.KeyReleased :
if (KeyReleased != null)
KeyReleased(this, new KeyEventArgs(e.Key));
break;
case EventType.LostFocus :
if (LostFocus != null)
LostFocus(this, EventArgs.Empty);
break;
case EventType.MouseButtonPressed :
if (MouseButtonPressed != null)
MouseButtonPressed(this, new MouseButtonEventArgs(e.MouseButton));
break;
case EventType.MouseButtonReleased :
if (MouseButtonReleased != null)
MouseButtonReleased(this, new MouseButtonEventArgs(e.MouseButton));
break;
case EventType.MouseEntered :
if (MouseEntered != null)
MouseEntered(this, EventArgs.Empty);
break;
case EventType.MouseLeft :
if (MouseLeft != null)
MouseLeft(this, EventArgs.Empty);
break;
case EventType.MouseMoved :
if (MouseMoved != null)
MouseMoved(this, new MouseMoveEventArgs(e.MouseMove));
break;
case EventType.MouseWheelMoved :
if (MouseWheelMoved != null)
MouseWheelMoved(this, new MouseWheelEventArgs(e.MouseWheel));
break;
case EventType.Resized :
if (Resized != null)
Resized(this, new SizeEventArgs(e.Size));
break;
case EventType.TextEntered :
if (TextEntered != null)
TextEntered(this, new TextEventArgs(e.Text));
break;
}
}
/// <summary>Event handler for the Closed event</summary>
public event EventHandler Closed = null;
/// <summary>Event handler for the Resized event</summary>
public event EventHandler<SizeEventArgs> Resized = null;
/// <summary>Event handler for the LostFocus event</summary>
public event EventHandler LostFocus = null;
/// <summary>Event handler for the GainedFocus event</summary>
public event EventHandler GainedFocus = null;
/// <summary>Event handler for the TextEntered event</summary>
public event EventHandler<TextEventArgs> TextEntered = null;
/// <summary>Event handler for the KeyPressed event</summary>
public event EventHandler<KeyEventArgs> KeyPressed = null;
/// <summary>Event handler for the KeyReleased event</summary>
public event EventHandler<KeyEventArgs> KeyReleased = null;
/// <summary>Event handler for the MouseWheelMoved event</summary>
public event EventHandler<MouseWheelEventArgs> MouseWheelMoved = null;
/// <summary>Event handler for the MouseButtonPressed event</summary>
public event EventHandler<MouseButtonEventArgs> MouseButtonPressed = null;
/// <summary>Event handler for the MouseButtonReleased event</summary>
public event EventHandler<MouseButtonEventArgs> MouseButtonReleased = null;
/// <summary>Event handler for the MouseMoved event</summary>
public event EventHandler<MouseMoveEventArgs> MouseMoved = null;
/// <summary>Event handler for the MouseEntered event</summary>
public event EventHandler MouseEntered = null;
/// <summary>Event handler for the MouseLeft event</summary>
public event EventHandler MouseLeft = null;
/// <summary>Event handler for the JoyButtonPressed event</summary>
public event EventHandler<JoyButtonEventArgs> JoyButtonPressed = null;
/// <summary>Event handler for the JoyButtonReleased event</summary>
public event EventHandler<JoyButtonEventArgs> JoyButtonReleased = null;
/// <summary>Event handler for the JoyMoved event</summary>
public event EventHandler<JoyMoveEventArgs> JoyMoved = null;
protected Input myInput = null;
#region Imports
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_Create(VideoMode Mode, string Title, Styles Style, ref ContextSettings Params);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_CreateFromHandle(IntPtr Handle, ref ContextSettings Params);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Destroy(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_GetInput(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_IsOpened(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Close(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_GetEvent(IntPtr This, out Event Evt);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_WaitEvent(IntPtr This, out Event Evt);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Display(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern uint sfWindow_GetWidth(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern uint sfWindow_GetHeight(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern ContextSettings sfWindow_GetSettings(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_UseVerticalSync(IntPtr This, bool Enable);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_ShowMouseCursor(IntPtr This, bool Show);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetCursorPosition(IntPtr This, uint X, uint Y);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetPosition(IntPtr This, int X, int Y);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetSize(IntPtr This, uint Width, uint Height);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_Show(IntPtr This, bool Show);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_EnableKeyRepeat(IntPtr This, bool Enable);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
unsafe static extern void sfWindow_SetIcon(IntPtr This, uint Width, uint Height, byte* Pixels);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern bool sfWindow_SetActive(IntPtr This, bool Active);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetFramerateLimit(IntPtr This, uint Limit);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern float sfWindow_GetFrameTime(IntPtr This);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern void sfWindow_SetJoystickThreshold(IntPtr This, float Threshold);
[DllImport("csfml-window-2", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
static extern IntPtr sfWindow_GetSystemHandle(IntPtr This);
#endregion
}
}
}

View file

@ -0,0 +1,63 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SFML.Window</RootNamespace>
<AssemblyName>sfmlnet-window-2</AssemblyName>
<StartupObject>
</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\lib\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>..\..\doc\build\window-doc.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\lib\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<DocumentationFile>..\..\doc\build\window-doc.xml</DocumentationFile>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ItemGroup>
<Compile Include="ContextSettings.cs" />
<Compile Include="Event.cs" />
<Compile Include="EventArgs.cs" />
<Compile Include="Input.cs" />
<Compile Include="LoadingFailedException.cs" />
<Compile Include="ObjectBase.cs" />
<Compile Include="VideoMode.cs" />
<Compile Include="Window.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
</Project>