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SFML Library

Samuel Gomes edited this page Nov 8, 2022 · 1 revision

SFML is a sound library that allows users to record and play sounds.

[SFML.RAR Download(Includes Library header file)](http://dl.dropbox.com/u/8822351/SFML.rar


//SFML_Wrapper02.h for QB64 version.02 - By John Onyon a.k.a Unseen Machine
<nowiki>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/Audio.hpp>
#include <SFML/System.hpp>
</nowiki>
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))
	{	}
} 

See Also

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