+ RenderImage
+ RenderWindow.flush() + View.reset() + Window.waitEvent() * moved TextStyle to module text * Sprite was strangefully missing base constructor call * changed Rect to be a struct instead of a class git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1335 4e206d99-4929-0410-ac5d-dfc041789085
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@ -234,4 +234,17 @@ public:
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sfRenderWindow_ConvertCoords(m_ptr, windowX, windowY, &vec.x, &vec.y, targetView is null ? null : targetView.getNativePointer);
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return vec;
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}
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/**
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* Make sure that what has been drawn so far is rendered
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* Use this function if you use OpenGL rendering commands, and you want to make sure that things will appear on top
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* of all the SFML objects that have been drawn so far. This is needed because SFML doesn't use immediate rendering,
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* it first accumulates drawables into a queue and trigger the actual rendering afterwards.
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*
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* You don't need to call this function if you're not dealing with OpenGL directly.
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*/
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void flush()
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{
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sfRenderWindow_Flush(m_ptr);
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}
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}
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