Safe Haskell | None |
---|---|
Language | Haskell98 |
- createRenderWindow :: VideoMode -> String -> [WindowStyle] -> Maybe ContextSettings -> IO RenderWindow
- renderWindowFromHandle :: WindowHandle -> Maybe ContextSettings -> IO RenderWindow
- destroy :: SFResource a => a -> IO ()
- close :: SFWindow a => a -> IO ()
- isWindowOpen :: SFWindow a => a -> IO Bool
- getWindowSettings :: SFWindow a => a -> IO ContextSettings
- pollEvent :: SFWindow a => a -> IO (Maybe SFEvent)
- waitEvent :: SFWindow a => a -> IO (Maybe SFEvent)
- getWindowPosition :: SFWindow a => a -> IO Vec2i
- setWindowPosition :: SFWindow a => a -> Vec2i -> IO ()
- getWindowSize :: SFWindow a => a -> IO Vec2u
- setWindowSize :: SFWindow a => a -> Vec2u -> IO ()
- setWindowTitle :: SFWindow a => a -> String -> IO ()
- setWindowIcon :: SFWindow a => a -> Int -> Int -> Ptr b -> IO ()
- setWindowVisible :: SFWindow a => a -> Bool -> IO ()
- setMouseVisible :: SFWindow a => a -> Bool -> IO ()
- setVSync :: SFWindow a => a -> Bool -> IO ()
- setKeyRepeat :: SFWindow a => a -> Bool -> IO ()
- setWindowActive :: SFWindow a => a -> Bool -> IO ()
- requestFocus :: SFWindow a => a -> IO ()
- hasFocus :: SFWindow a => a -> IO Bool
- display :: SFDisplayable a => a -> IO ()
- setFramerateLimit :: SFWindow a => a -> Int -> IO ()
- setJoystickThreshold :: SFWindow a => a -> Float -> IO ()
- getSystemHandle :: SFWindow a => a -> IO WindowHandle
- clearRenderWindow :: RenderWindow -> Color -> IO ()
- setView :: SFViewable a => a -> View -> IO ()
- getView :: SFViewable a => a -> IO View
- getDefaultView :: SFViewable a => a -> IO View
- getViewport :: SFViewable a => a -> View -> IO IntRect
- mapPixelToCoords :: SFCoordSpace a => a -> Vec2i -> Maybe View -> IO Vec2f
- drawSprite :: SFRenderTarget a => a -> Sprite -> Maybe RenderStates -> IO ()
- drawText :: SFRenderTarget a => a -> Text -> Maybe RenderStates -> IO ()
- drawShape :: SFRenderTarget a => a -> Shape -> Maybe RenderStates -> IO ()
- drawCircle :: SFRenderTarget a => a -> CircleShape -> Maybe RenderStates -> IO ()
- drawConvexShape :: SFRenderTarget a => a -> ConvexShape -> Maybe RenderStates -> IO ()
- drawRectangle :: SFRenderTarget a => a -> RectangleShape -> Maybe RenderStates -> IO ()
- drawVertexArray :: SFRenderTarget a => a -> VertexArray -> Maybe RenderStates -> IO ()
- drawPrimitives :: SFRenderTarget a => a -> [Vertex] -> PrimitiveType -> Maybe RenderStates -> IO ()
- drawPrimitives' :: SFRenderTarget a => a -> Ptr Vertex -> Int -> PrimitiveType -> Maybe RenderStates -> IO ()
- pushGLStates :: SFRenderTarget a => a -> IO ()
- popGLStates :: SFRenderTarget a => a -> IO ()
- resetGLStates :: SFRenderTarget a => a -> IO ()
- captureRenderWindow :: RenderWindow -> IO Image
- getMousePosition :: SFWindow a => Maybe a -> IO Vec2i
- setMousePosition :: SFWindow a => Vec2i -> Maybe a -> IO ()
Documentation
:: VideoMode | Video mode to use |
-> String | Window title |
-> [WindowStyle] | Window style |
-> Maybe ContextSettings | Creation settings ( |
-> IO RenderWindow |
Construct a new render window.
:: WindowHandle | Platform-specific handle of the control |
-> Maybe ContextSettings | Creation settings ( |
-> IO RenderWindow |
Construct a render window from an existing control.
destroy :: SFResource a => a -> IO () Source
Destroy the given SFML resource.
close :: SFWindow a => a -> IO () Source
Close the window.
After calling this function, the window object remains
valid; you must call destroy
to actually delete it.
isWindowOpen :: SFWindow a => a -> IO Bool Source
getWindowSettings :: SFWindow a => a -> IO ContextSettings Source
Get the settings of the OpenGL context of a window.
Note that these settings may be different from what was passed to the window create function, if one or more settings were not supported. In this case, SFML chose the closest match.
pollEvent :: SFWindow a => a -> IO (Maybe SFEvent) Source
Pop the event on top of events stack, if any, and return it.
This function is not blocking: if there's no pending event then it will return false and leave a event unmodified. Note that more than one event may be present in the events stack, thus you should always call this function in a loop to make sure that you process every pending event.
waitEvent :: SFWindow a => a -> IO (Maybe SFEvent) Source
Wait for an event and return it.
This function is blocking: if there's no pending event then it will wait until an event is received.
After this function returns (and no error occured), the event object is always valid and filled properly.
This function is typically used when you have a thread that is dedicated to events handling: you want to make this thread sleep as long as no new event is received.
getWindowPosition :: SFWindow a => a -> IO Vec2i Source
Get the position of a window.
setWindowPosition :: SFWindow a => a -> Vec2i -> IO () Source
Change the position of a window on screen.
This function only works for top-level windows (i.e. it will be ignored for windows created from the handle of a child window/control).
getWindowSize :: SFWindow a => a -> IO Vec2u Source
Get the size of the rendering region of a window.
The size doesn't include the titlebar and borders of the window.
setWindowSize :: SFWindow a => a -> Vec2u -> IO () Source
Change the size of the rendering region of a window.
setWindowTitle :: SFWindow a => a -> String -> IO () Source
Change the title of a window.
:: SFWindow a | |
=> a | |
-> Int | Icon's width, in pixels |
-> Int | Icon's height, in pixels |
-> Ptr b | Pixel data |
-> IO () |
Change a window's icon.
Pixels must be an array of width x height pixels in 32-bits RGBA format.
setWindowVisible :: SFWindow a => a -> Bool -> IO () Source
Show or hide a window.
setMouseVisible :: SFWindow a => a -> Bool -> IO () Source
Show or hide the mouse cursor.
setVSync :: SFWindow a => a -> Bool -> IO () Source
Enable or disable vertical synchronization. Activating vertical synchronization will limit the number of frames displayed to the refresh rate of the monitor.
This can avoid some visual artifacts, and limit the framerate to a good value (but not constant across different computers).
setKeyRepeat :: SFWindow a => a -> Bool -> IO () Source
Enable or disable automatic key-repeat.
If key repeat is enabled, you will receive repeated KeyPress events while keeping a key pressed. If it is disabled, you will only get a single event when the key is pressed.
Key repeat is enabled by default.
setWindowActive :: SFWindow a => a -> Bool -> IO () Source
Activate or deactivate a window as the current target for OpenGL rendering.
A window is active only on the current thread, if you want to make it active on another thread you have to deactivate it on the previous thread first if it was active.
Only one window can be active on a thread at a time, thus the window previously active (if any) automatically gets deactivated.
requestFocus :: SFWindow a => a -> IO () Source
Request the current window to be made the active foreground window.
At any given time, only one window may have the input focus
to receive input events such as keystrokes or mouse events.
If a window requests focus, it only hints to the operating
system, that it would like to be focused. The operating system
is free to deny the request.
This is not to be confused with setWindowActive
.
hasFocus :: SFWindow a => a -> IO Bool Source
Check whether the render window has the input focus.
At any given time, only one window may have the input focus to receive input events such as keystrokes or most mouse events.
display :: SFDisplayable a => a -> IO () Source
Update the target's contents.
setFramerateLimit :: SFWindow a => a -> Int -> IO () Source
Limit the framerate to a maximum fixed frequency.
If a limit is set, the window will use a small delay after
each call to display
to ensure that the current frame
lasted long enough to match the framerate limit.
setJoystickThreshold :: SFWindow a => a -> Float -> IO () Source
Change the joystick threshold.
The joystick threshold is the value below which no JoyMoved event will be generated.
getSystemHandle :: SFWindow a => a -> IO WindowHandle Source
Get the OS-specific handle of the window.
The type of the returned handle is WindowHandle
,
which is a typedef to the handle type defined by the OS.
You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.
:: RenderWindow | Render window object |
-> Color | Fill color |
-> IO () |
Clear a render window with the given color.
setView :: SFViewable a => a -> View -> IO () Source
Change the target's current active view.
getView :: SFViewable a => a -> IO View Source
Get the target's current active view.
getDefaultView :: SFViewable a => a -> IO View Source
Get the target's default view.
getViewport :: SFViewable a => a -> View -> IO IntRect Source
Get the viewport of a view applied to this target, expressed in pixels in the current target.
:: SFCoordSpace a | |
=> a | |
-> Vec2i | Pixel to convert |
-> Maybe View | The view to use for converting the point |
-> IO Vec2f |
Convert a point to world coordinates
This function finds the 2D position that matches the given pixel of the coord space. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your coord space, this assertion is not true anymore, ie. a point located at (10, 50) in your coord space may map to the point (150, 75) in your 2D world -- if the view is translated by (140, 25).
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-texture.
:: SFRenderTarget a | |
=> a | |
-> Sprite | Sprite to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> Text | Text to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw text to the render-target.
:: SFRenderTarget a | |
=> a | |
-> Shape | Shape to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> CircleShape | CircleShape to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> ConvexShape | ConvexShape to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> RectangleShape | RectangleShape to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> VertexArray | VertexArray to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw a sprite to the render-target.
:: SFRenderTarget a | |
=> a | |
-> [Vertex] | Vertices to render |
-> PrimitiveType | Type of primitives to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
Draw primitives defined by an array of vertices to a render texture.
:: SFRenderTarget a | |
=> a | |
-> Ptr Vertex | Pointer to the vertices |
-> Int | Number of vertices in the array |
-> PrimitiveType | Type of primitives to draw |
-> Maybe RenderStates | Render states to use for drawing ( |
-> IO () |
pushGLStates :: SFRenderTarget a => a -> IO () Source
Save the current OpenGL render states and matrices.
This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with popGLStates, it ensures that:
- SFML's internal states are not messed up by your OpenGL code
- Your OpenGL states are not modified by a call to a SFML function
Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the resetGLStates function if you do so.
popGLStates :: SFRenderTarget a => a -> IO () Source
Restore the previously saved OpenGL render states and matrices.
See the description of pushGLStates to get a detailed description of these functions.
resetGLStates :: SFRenderTarget a => a -> IO () Source
Reset the internal OpenGL states so that the target is ready for drawing
This function can be used when you mix SFML drawing
and direct OpenGL rendering, if you choose not to use
pushGLStates
or popGLStates
. It makes sure that all OpenGL
states needed by SFML are set, so that subsequent draw
calls will work as expected.
captureRenderWindow :: RenderWindow -> IO Image Source
Copy the current contents of a render window to an image.
This is a slow operation, whose main purpose is to make
screenshots of the application. If you want to update an
image with the contents of the window and then use it for
drawing, you should rather use a Texture
and its
update(sfWindow*) function.
You can also draw things directly to a texture with the sfRenderWindow class.