SFML Library

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Revision as of 16:08, 9 February 2012 by imported>Clippy
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SFML is a sound library that allows users to record and play sounds.


SFML.RAR Download(Includes Library header file)


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


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