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587 lines
9.4 KiB
Markdown
587 lines
9.4 KiB
Markdown
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**SFML** is a sound library that allows users to record and play sounds.
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[SFML.RAR Download(Includes Library header file)](http://dl.dropbox.com/u/8822351/SFML.rar
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```text
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//SFML_Wrapper02.h for QB64 version.02 - By John Onyon a.k.a Unseen Machine
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<nowiki>
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#include <SFML/Graphics.hpp>
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#include <SFML/Window.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/System.hpp>
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</nowiki>
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sf::RenderWindow App;
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sf::Color BackgroundColor = sf::Color(0,0,0,255);
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sf::Color PaintColor = sf::Color(255,255,255,255);
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sf::SoundBufferRecorder Recorder;
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sf::SoundBuffer SndBuffer;
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sf::Sound Snd;
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sf::Font MyFont;
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sf::String Txt;
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sf::Shape Pixel;
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sf::Image Image;
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// SCREEN
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void SF_Screen_New(int width, int height, const char* title)
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{
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App.Create(sf::VideoMode(width, height, 32), title);
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App.PreserveOpenGLStates(true);
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}
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void SF_Screen_Set_XY(int x, int y)
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{
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App.SetPosition(x,y);
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}
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int SF_Screen_Exit()
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{
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sf::Event Event;
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while (App.GetEvent(Event))
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{
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if (Event.Type ## sf::Event::Closed)
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return(-1);
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}
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}
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void SF_Screen_Set_Size(int32 Width, int32 Height)
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{
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App.SetSize(Width,Height);
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}
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void SF_Screen_Hide()
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{
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App.Show(0);
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}
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void SF_Screen_Show()
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{
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App.Show(-1);
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}
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void SF_Screen_Set_Active()
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{
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App.SetActive();
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}
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void SF_Screen_CLS()
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{
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App.Clear(BackgroundColor);
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}
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void SF_Screen_Set_MAXFPS(int32 fps)
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{
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App.SetFramerateLimit(fps);
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}
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void SF_Screen_Close()
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{
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App.Close();
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}
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void SF_Screen_Set_Width(int Width)
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{
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int x = App.GetHeight();
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App.SetSize(Width,x);
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}
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int SF_Screen_Get_Width()
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{
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return(App.GetWidth());
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}
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void SF_Screen_Set_Height(int Height)
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{
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int x = App.GetWidth();
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App.SetSize(x,Height);
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}
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int SF_Screen_Get_Height()
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{
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return(App.GetHeight());
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}
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void SF_Screen_Display()
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{
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App.Display();
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}
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void SF_Screen_Set_Color(int r, int g, int b, int a)
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{
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sf::Color col = sf::Color(r,g,b,a);
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BackgroundColor = col;
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}
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// MOUSE
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unsigned int SF_Mouse_Get_X()
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetMouseX());
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}
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unsigned int SF_Mouse_Get_Y()
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetMouseY());
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}
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unsigned int SF_Mouse_Get_LB()
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{
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const sf::Input& Input = App.GetInput();
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return(-Input.IsMouseButtonDown(sf::Mouse::Left));
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}
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unsigned int SF_Mouse_Get_RB()
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{
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const sf::Input& Input = App.GetInput();
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return(-Input.IsMouseButtonDown(sf::Mouse::Right));
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}
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void SF_Mouse_Set_XY(int x, int y)
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{
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App.SetCursorPosition(x,y);
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}
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void SF_Mouse_Hide()
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{
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App.ShowMouseCursor(0);
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}
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void SF_Mouse_Show()
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{
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App.ShowMouseCursor(1);
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}
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//Font and Text
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void SF_Font_Load(const char* Filename, int res)
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{
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MyFont.LoadFromFile(Filename, res);
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}
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void SF_Text_Print (int x, int y, const char* Text, int size)
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{
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Txt.SetText(Text);
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Txt.SetFont(MyFont);
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Txt.SetSize(size);
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Txt.SetX(x);
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Txt.SetY(y);
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App.Draw(Txt);
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}
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void SF_Text_Set_Color (int r, int g, int b, int a)
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{
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sf::Color col = sf::Color(r,g,b,a);
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Txt.SetColor(col);
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}
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void SF_Text_Set_Rotation(float Rot)
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{
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Txt.SetRotation(Rot);
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}
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void SF_Text_Set_Center(float x, float y)
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{
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Txt.SetCenter(x,y);
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}
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//Sound
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void SF_Mic_Get_Input(int SampleRate)
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{
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Recorder.Start(SampleRate);
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}
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void SF_Mic_Stop_Input()
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{
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Recorder.Stop();
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}
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void SF_Mic_Play()
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{
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const sf::SoundBuffer& Buffer = Recorder.GetBuffer();
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sf::Sound Sound(Buffer);
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Sound.Play();
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while (Sound.GetStatus() ## sf::Sound::Playing){}
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}
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void SF_Mic_Save(const char* FileName)
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{
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const sf::SoundBuffer& Buffer = Recorder.GetBuffer();
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sf::Sound Sound(Buffer);
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Buffer.SaveToFile(FileName);
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}
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const sf::Int16 SF_Mic_Buffer_Load_SNDRAW(int SampleNum)
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{
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const sf::SoundBuffer& Buffer = Recorder.GetBuffer();
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return(Buffer.GetSamples()[SampleNum]);
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}
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int SF_Mic_Buffer_Get_SampleRate()
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{
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return(Recorder.GetSampleRate());
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}
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int SF_Mic_Buffer_Get_SampleCount()
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{
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const sf::SoundBuffer& Buffer = Recorder.GetBuffer();
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return(Buffer.GetSamplesCount());
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}
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int SF_Sound_Buffer_Load_FromFile(const char* FileName1)
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{
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if (SndBuffer.LoadFromFile(FileName1))
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return(-1);
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}
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void SF_Sound_Buffer_Play()
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{
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Snd.SetBuffer(SndBuffer);
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Snd.Play();
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}
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int SF_Sound_Buffer_Get_SampleCount()
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{
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return(SndBuffer.GetSamplesCount());
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}
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int SF_Sound_Buffer_Get_SampleRate()
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{
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return(SndBuffer.GetSampleRate());
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}
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bool SF_Sound_Buffer_Save(const char* FileName)
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{
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return(SndBuffer.SaveToFile(FileName));
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}
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const sf::Int16 SF_Sound_Buffer_Load_SNDRAW(int SampleNum)
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{
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return(SndBuffer.GetSamples()[SampleNum]);
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}
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void SF_SNDRAW_Save(const sf::Int16* RawSnd, int Samples, int SampleRate, const char* FileName)
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{
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sf::SoundBuffer Buffer;
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Buffer.LoadFromSamples(RawSnd, Samples, 1, SampleRate);
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Buffer.SaveToFile(FileName);
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}
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// 2d drawing functions
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void SF_Paint_Set_Color(int r, int g, int b, int a)
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{
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PaintColor = sf::Color(r, g, b, a);
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}
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void SF_Pixel_Set(int x, int y)
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{
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Pixel = sf::Shape::Rectangle(x, y, x+1, y+1, PaintColor);
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App.Draw(Pixel);
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}
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void SF_Circle(int x, int y, int Radius)
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{
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Pixel = sf::Shape::Circle(x, y, Radius, PaintColor);
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Pixel.EnableFill(true);
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App.Draw(Pixel);
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}
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void SF_Circle_NoFill(int x, int y, int Radius)
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{
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Pixel = sf::Shape::Circle(x, y, Radius, PaintColor, 1, PaintColor);
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Pixel.EnableFill(false);
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Pixel.EnableOutline(true);
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App.Draw(Pixel);
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}
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void SF_Rectangle(int x, int y, int width, int height)
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{
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Pixel = sf::Shape::Rectangle(x, y, x + width, y + height, PaintColor);
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Pixel.EnableFill(true);
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App.Draw(Pixel);
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}
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void SF_Rectangle_NoFill(int x, int y, int width, int height)
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{
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Pixel = sf::Shape::Rectangle(x, y, x + width, y + height, PaintColor, 1, PaintColor);
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Pixel.EnableFill(false);
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Pixel.EnableOutline(true);
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App.Draw(Pixel);
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}
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void SF_Line(int x, int y, int xx, int yy, int thick)
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{
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Pixel = sf::Shape::Line(x, y, xx, yy, thick, PaintColor);
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Pixel.EnableFill(true);
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App.Draw(Pixel);
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}
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//GamePad input
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bool SF_GamePad_Button_Get_State(int GamePad, int Button)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.IsJoystickButtonDown(GamePad, Button));
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}
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int SF_GamePad_Axis_Get_X (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisX));
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}
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int SF_GamePad_Axis_Get_Y (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisY));
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}
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int SF_GamePad_Axis_Get_Z (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisZ));
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}
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int SF_GamePad_Axis_Get_R (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisR));
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}
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int SF_GamePad_Axis_Get_U (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisU));
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}
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int SF_GamePad_Axis_Get_V (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisV));
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}
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int SF_GamePad_Axis_Get_POV (int GamePad)
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{
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const sf::Input& Input = App.GetInput();
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return(Input.GetJoystickAxis(GamePad, sf::Joy::AxisPOV));
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}
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// Keyboard Input v.01
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int SF_Key_Left()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::Left))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_Right()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::Right))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_Up()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::Up))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_Down()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::Down))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_A()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::A))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_B()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::B))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_C()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::C))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_D()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::D))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_E()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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if (Input.IsKeyDown(sf::Key::E))
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kval = -1;
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else
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kval = 0;
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return(kval);
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}
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int SF_Key_F()
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{
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int kval =0;
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const sf::Input& Input = App.GetInput();
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|
if (Input.IsKeyDown(sf::Key::F))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
int SF_Key_G()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::G))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
int SF_Key_H()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::H))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
int SF_Key_I()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::J))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
|
||
|
int SF_Key_J()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::J))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
|
||
|
int SF_Key_K()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::K))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
|
||
|
int SF_Key_L()
|
||
|
{
|
||
|
int kval =0;
|
||
|
const sf::Input& Input = App.GetInput();
|
||
|
if (Input.IsKeyDown(sf::Key::L))
|
||
|
kval = -1;
|
||
|
else
|
||
|
kval = 0;
|
||
|
return(kval);
|
||
|
}
|
||
|
|
||
|
// Other Stuff
|
||
|
|
||
|
void SF_Push_Events()
|
||
|
{
|
||
|
sf::Event Event;
|
||
|
while (App.GetEvent(Event))
|
||
|
{ }
|
||
|
}
|
||
|
|
||
|
```
|
||
|
|
||
|
## See Also
|
||
|
|
||
|
* [Libraries](Libraries)
|