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
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bindings/python/src/Shader.cpp
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bindings/python/src/Shader.cpp
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////////////////////////////////////////////////////////////
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//
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// PySFML - Python binding for SFML (Simple and Fast Multimedia Library)
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// Copyright (C) 2007, 2008 Rémi Koenig (remi.k2620@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held 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 it freely,
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// 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 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 source distribution.
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//
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////////////////////////////////////////////////////////////
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#include "Shader.hpp"
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#include "Drawable.hpp"
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#include "Image.hpp"
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#include "compat.hpp"
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extern PyTypeObject PySfImageType;
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extern PyTypeObject PySfDrawableType;
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static void
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PySfShader_dealloc(PySfShader *self)
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{
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delete self->obj;
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free_object(self);
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}
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static PyObject *
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PySfShader_new(PyTypeObject *type, PyObject *args, PyObject *kwds);
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static PyObject *
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PySfShader_LoadFromFile (PySfShader *self, PyObject *args)
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{
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load_from_file(self, args);
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}
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static PyObject *
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PySfShader_LoadFromMemory (PySfShader *self, PyObject *args)
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{
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char *effect;
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#ifdef IS_PY3K
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PyObject *string = PyUnicode_AsUTF8String(args);
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if (string == NULL)
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return NULL;
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effect = PyBytes_AsString(string);
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#else
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effect = PyString_AsString(args);
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#endif
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bool result = self->obj->LoadFromMemory(effect);
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#ifdef IS_PY3K
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Py_DECREF(string);
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#endif
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return PyBool_FromLong(result);
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}
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static PyObject *
PySfShader_SetParameter(PySfShader* self, PyObject *args)
{
char *Name;
float X, Y, Z, W;
int size = PyTuple_Size(args);
if (!PyArg_ParseTuple(args, "sf|fff:Shader.SetParameter", &Name, &X, &Y, &Z, &W))
return NULL;
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switch (size)
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{
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case 2:
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self->obj->SetParameter(Name, X);
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break;
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case 3:
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self->obj->SetParameter(Name, X, Y);
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break;
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case 4:
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self->obj->SetParameter(Name, X, Y, Z);
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break;
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case 5:
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self->obj->SetParameter(Name, X, Y, Z, W);
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break;
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default:
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break;
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}
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Py_RETURN_NONE;
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}
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static PyObject *
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PySfShader_SetTexture(PySfShader* self, PyObject *args)
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{
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PySfImage *Image = NULL;
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char *Name;
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if (! PyArg_ParseTuple(args, "sO", &Name, &Image))
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{
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return NULL;
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}
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if (!PyObject_TypeCheck(Image, &PySfImageType))
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{
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PyErr_SetString(PyExc_TypeError, "Shader.SetTexture() Argument 2 must be an sf.Image instance.");
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return NULL;
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}
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self->obj->SetTexture(Name, *Image->obj);
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Py_RETURN_NONE;
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}
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static PyObject *
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PySfShader_IsAvailable(PySfShader* self, PyObject *args)
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{
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return PyBool_FromLong(sf::Shader::IsAvailable());
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}
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static PyMethodDef PySfShader_methods[] = {
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{"LoadFromFile", (PyCFunction)PySfShader_LoadFromFile, METH_O, "LoadFromFile(Filename)\nLoad the effect from a file."},
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{"LoadFromMemory", (PyCFunction)PySfShader_LoadFromMemory, METH_O, "LoadFromMemory(Effect)\nLoad the effect from a text in memory."},
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{"SetParameter", (PyCFunction)PySfShader_SetParameter, METH_VARARGS, "SetParameter(X), SetParameter(X, Y), SetParameter(X, Y, Z), SetParameter(X, Y, Z, W)\nChange a parameter of the effect.\n\
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Name : Parameter name in the effect\n\
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X,Y,Z,W : Values to assign."},
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{"SetTexture", (PyCFunction)PySfShader_SetTexture, METH_VARARGS, "SetTexture(Name, Texture)\nSet a texture parameter.\n\
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Name : Texture name in the effect\n\
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Texture : Image to set (pass sf.Shader.CurrentTexture to use content of current framebuffer)"},
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{"IsAvailable", (PyCFunction)PySfShader_IsAvailable, METH_STATIC | METH_NOARGS, "IsAvailable()\nTell wether or not the system supports post-effects."},
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{NULL} /* Sentinel */
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};
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PyTypeObject PySfShaderType = {
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head_init
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"Shader", /*tp_name*/
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sizeof(PySfShader), /*tp_basicsize*/
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0, /*tp_itemsize*/
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(destructor)PySfShader_dealloc, /*tp_dealloc*/
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0, /*tp_print*/
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0, /*tp_getattr*/
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0, /*tp_setattr*/
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0, /*tp_compare*/
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0, /*tp_repr*/
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0, /*tp_as_number*/
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0, /*tp_as_sequence*/
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0, /*tp_as_mapping*/
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0, /*tp_hash */
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0, /*tp_call*/
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0, /*tp_str*/
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0, /*tp_getattro*/
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0, /*tp_setattro*/
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0, /*tp_as_buffer*/
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /*tp_flags*/
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"sf.Shader is used to apply a post effect to a window.\n\
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Default constructor : sf.Shader()\n\
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Copy constructor : sf.Shader(Copy) where Copy is a sf.Shader instance.", /* tp_doc */
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0, /* tp_traverse */
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0, /* tp_clear */
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0, /* tp_richcompare */
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0, /* tp_weaklistoffset */
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0, /* tp_iter */
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0, /* tp_iternext */
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PySfShader_methods, /* tp_methods */
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0, /* tp_members */
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0, /* tp_getset */
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&PySfDrawableType, /* tp_base */
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0, /* tp_dict */
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0, /* tp_descr_get */
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0, /* tp_descr_set */
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0, /* tp_dictoffset */
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0, /* tp_init */
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0, /* tp_alloc */
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PySfShader_new, /* tp_new */
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};
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static PyObject *
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PySfShader_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
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{
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PySfShader *self;
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self = (PySfShader *)type->tp_alloc(type, 0);
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if (self != NULL)
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{
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PySfShader *Copy = NULL;
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self->IsCustom = false;
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if (!PyArg_ParseTuple(args, "|O!", &PySfShaderType, &Copy))
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return NULL;
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if (Copy) self->obj = new sf::Shader(*(Copy->obj));
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else self->obj = new sf::Shader();
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}
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return (PyObject *)self;
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}
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