Why is renderWindow.Height and Width "uint" instead of "int" ?
Sure, they cant be negative, but the casts are unnecessary.
Size, Rectangle and other classes / structs in the DotNet environment are just int to make handling easier (no casts).
Is there any real reason to keep uint ?
The next thing is less a question, more like a bugreport.
The Events of "RenderWindow" shold begin with "OnX"
That means, OnResize, OnLostFocus, OnWhateverHappend.
See:
http://msdn.microsoft.com/en-us/library/ms229045.aspxIs CPointer of any use in the .NET environment ?
Of course it might be needed to have the pointer to the object ready in case its needed by the wrapper.
But that's and implementation detail, which should be "private".
Unless of course you can do something nice with it. (Please explain)
What do PushGLStates(), PopGLStates() and ResetGLStates() do?
When should they be used? What can they be used for?
What direction is "up" ?
Mouse coordinates are returned with +Y equals downwards, that also matches with how vertices are defined.
But shouldn't +Y be upwards in openGL ? Is this a SFML specific thing ?
I don't care what way is upwards as long as it is consistent over all the stuff that SFML provides.
Btw:
Is there any way to clip stuff ? Like a clip region ?
I've seen that in some other engines.
I think its drawing to the stencil buffer, then setting the stencil buffer as blend mode or something like that.
Or is the only available way for this using RenderTextures?
I don't have anything against them, but is there a limit on how many of those you can use ?
Thanks for the awesome libaray btw.
I really love it.