Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)

This commit is contained in:
Laurent Gomila 2012-03-11 19:10:37 +01:00
parent ff5b69d312
commit 14ac411542
200 changed files with 4302 additions and 4320 deletions

View file

@ -34,29 +34,29 @@ int main()
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Start the game loop
while (window.IsOpen())
while (window.isOpen())
{
// Process events
sf::Event event;
while (window.PollEvent(event))
while (window.pollEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.type == sf::Event::Closed)
window.close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
window.Close();
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
window.close();
// Resize event : adjust viewport
if (event.Type == sf::Event::Resized)
glViewport(0, 0, event.Size.Width, event.Size.Height);
if (event.type == sf::Event::Resized)
glViewport(0, 0, event.size.width, event.size.height);
}
// Activate the window before using OpenGL commands.
// This is useless here because we have only one window which is
// always the active one, but don't forget it if you use multiple windows
window.SetActive();
window.setActive();
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -65,9 +65,9 @@ int main()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(clock.GetElapsedTime().AsSeconds() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.GetElapsedTime().AsSeconds() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.GetElapsedTime().AsSeconds() * 90, 0.f, 0.f, 1.f);
glRotatef(clock.getElapsedTime().asSeconds() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
@ -111,7 +111,7 @@ int main()
glEnd();
// Finally, display the rendered frame on screen
window.Display();
window.display();
}
return EXIT_SUCCESS;