Changed internal naming convention (local variables now start with a lower case character)

Removed the AudioResource class

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-07-11 22:17:24 +00:00
parent 7cc00085d8
commit 45b150648d
245 changed files with 7865 additions and 8065 deletions

View file

@ -1,67 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_AUDIORESOURCE_HPP
#define SFML_AUDIORESOURCE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// Abstract base class for every class that owns a
/// device-dependant resource -- allow them to initialize / shutdown
/// even when the audio context is not created
////////////////////////////////////////////////////////////
class SFML_API AudioResource
{
protected :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
AudioResource();
////////////////////////////////////////////////////////////
/// Copy constructor
///
////////////////////////////////////////////////////////////
AudioResource(const AudioResource&);
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
virtual ~AudioResource();
};
} // namespace sf
#endif // SFML_AUDIORESOURCE_HPP

View file

@ -47,10 +47,10 @@ public :
/// Change the global volume of all the sounds.
/// The default volume is 100
///
/// \param Volume : New global volume, in the range [0, 100]
/// \param volume : New global volume, in the range [0, 100]
///
////////////////////////////////////////////////////////////
static void SetGlobalVolume(float Volume);
static void SetGlobalVolume(float volume);
////////////////////////////////////////////////////////////
/// Get the current value of the global volume of all the sounds
@ -64,19 +64,19 @@ public :
/// Change the position of the listener (take 3 values).
/// The default position is (0, 0, 0)
///
/// \param X, Y, Z : Position of the listener in the world
/// \param x, y, z : Position of the listener in the world
///
////////////////////////////////////////////////////////////
static void SetPosition(float X, float Y, float Z);
static void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Change the position of the listener (take a 3D vector).
/// The default position is (0, 0, 0)
///
/// \param Position : Position of the listener in the world
/// \param position : Position of the listener in the world
///
////////////////////////////////////////////////////////////
static void SetPosition(const Vector3f& Position);
static void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// Get the current position of the listener
@ -91,20 +91,20 @@ public :
/// he must look at) (take 3 values).
/// The default target is (0, 0, -1)
///
/// \param X, Y, Z : Position of the point the listener must look at
/// \param x, y, z : Position of the point the listener must look at
///
////////////////////////////////////////////////////////////
static void SetTarget(float X, float Y, float Z);
static void SetTarget(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Change the orientation of the listener (the point
/// he must look at) (take a 3D vector).
/// The default target is (0, 0, -1)
///
/// \param Target : Position of the point the listener must look at
/// \param target : Position of the point the listener must look at
///
////////////////////////////////////////////////////////////
static void SetTarget(const Vector3f& Target);
static void SetTarget(const Vector3f& target);
////////////////////////////////////////////////////////////
/// Get the current orientation of the listener (the point

View file

@ -52,11 +52,11 @@ public :
////////////////////////////////////////////////////////////
/// Construct the music with a buffer size
///
/// \param BufferSize : Size of the internal buffer, expressed in number of samples
/// \param bufferSize : Size of the internal buffer, expressed in number of samples
/// (ie. size taken by the music in memory) (44100 by default)
///
////////////////////////////////////////////////////////////
Music(std::size_t BufferSize = 44100);
Music(std::size_t bufferSize = 44100);
////////////////////////////////////////////////////////////
/// Destructor
@ -67,23 +67,23 @@ public :
////////////////////////////////////////////////////////////
/// Open a music file (doesn't play it -- call Play() for that)
///
/// \param Filename : Path of the music file to open
/// \param filename : Path of the music file to open
///
/// \return True if loading has been successful
///
////////////////////////////////////////////////////////////
bool OpenFromFile(const std::string& Filename);
bool OpenFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// Open a music file from memory (doesn't play it -- call Play() for that)
///
/// \param Data : Pointer to the file data in memory
/// \param SizeInBytes : Size of the data to load, in bytes
/// \param data : Pointer to the file data in memory
/// \param sizeInBytes : Size of the data to load, in bytes
///
/// \return True if loading has been successful
///
////////////////////////////////////////////////////////////
bool OpenFromMemory(const char* Data, std::size_t SizeInBytes);
bool OpenFromMemory(const char* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Get the music duration
@ -99,13 +99,13 @@ private :
/// /see SoundStream::OnGetData
///
////////////////////////////////////////////////////////////
virtual bool OnGetData(Chunk& Data);
virtual bool OnGetData(Chunk& data);
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float TimeOffset);
virtual void OnSeek(float timeOffset);
////////////////////////////////////////////////////////////
// Member data

View file

@ -28,9 +28,9 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Resource.hpp>
#include <SFML/System/Vector3.hpp>
#include <SFML/Audio/AudioResource.hpp>
#include <cstdlib>
@ -42,7 +42,7 @@ class SoundBuffer;
/// Sound defines the properties of a sound such as position,
/// volume, pitch, etc.
////////////////////////////////////////////////////////////
class SFML_API Sound : public AudioResource
class SFML_API Sound
{
public :
@ -65,22 +65,22 @@ public :
////////////////////////////////////////////////////////////
/// Construct the sound from its parameters
///
/// \param Buffer : Sound buffer to play (NULL by default)
/// \param Loop : Loop flag (false by default)
/// \param Pitch : Value of the pitch (1 by default)
/// \param Volume : Volume (100 by default)
/// \param Position : Position (0, 0, 0 by default)
/// \param buffer : Sound buffer to play (NULL by default)
/// \param loop : Loop flag (false by default)
/// \param pitch : Value of the pitch (1 by default)
/// \param volume : Volume (100 by default)
/// \param position : Position (0, 0, 0 by default)
///
////////////////////////////////////////////////////////////
Sound(const SoundBuffer& Buffer, bool Loop = false, float Pitch = 1.f, float Volume = 100.f, const Vector3f& Position = Vector3f(0, 0, 0));
Sound(const SoundBuffer& buffer, bool loop = false, float pitch = 1.f, float volume = 100.f, const Vector3f& position = Vector3f(0, 0, 0));
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Instance to copy
/// \param copy : Instance to copy
///
////////////////////////////////////////////////////////////
Sound(const Sound& Copy);
Sound(const Sound& copy);
////////////////////////////////////////////////////////////
/// Destructor
@ -109,93 +109,93 @@ public :
////////////////////////////////////////////////////////////
/// Set the source buffer
///
/// \param Buffer : New sound buffer to bind to the sound
/// \param buffer : New sound buffer to bind to the sound
///
////////////////////////////////////////////////////////////
void SetBuffer(const SoundBuffer& Buffer);
void SetBuffer(const SoundBuffer& buffer);
////////////////////////////////////////////////////////////
/// Set the sound loop state.
/// This parameter is disabled by default
///
/// \param Loop : True to play in loop, false to play once
/// \param loop : True to play in loop, false to play once
///
////////////////////////////////////////////////////////////
void SetLoop(bool Loop);
void SetLoop(bool loop);
////////////////////////////////////////////////////////////
/// Set the sound pitch.
/// The default pitch is 1
///
/// \param Pitch : New pitch
/// \param pitch : New pitch
///
////////////////////////////////////////////////////////////
void SetPitch(float Pitch);
void SetPitch(float pitch);
////////////////////////////////////////////////////////////
/// Set the sound volume.
/// The default volume is 100
///
/// \param Volume : Volume (in range [0, 100])
/// \param volume : Volume (in range [0, 100])
///
////////////////////////////////////////////////////////////
void SetVolume(float Volume);
void SetVolume(float volume);
////////////////////////////////////////////////////////////
/// Set the sound position (take 3 values).
/// The default position is (0, 0, 0)
///
/// \param X, Y, Z : Position of the sound in the world
/// \param x, y, z : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(float X, float Y, float Z);
void SetPosition(float x, float y, float z);
////////////////////////////////////////////////////////////
/// Set the sound position (take a 3D vector).
/// The default position is (0, 0, 0)
///
/// \param Position : Position of the sound in the world
/// \param position : Position of the sound in the world
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector3f& Position);
void SetPosition(const Vector3f& position);
////////////////////////////////////////////////////////////
/// Make the sound's position relative to the listener's
/// position, or absolute.
/// The default value is false (absolute)
///
/// \param Relative : True to set the position relative, false to set it absolute
/// \param relative : True to set the position relative, false to set it absolute
///
////////////////////////////////////////////////////////////
void SetRelativeToListener(bool Relative);
void SetRelativeToListener(bool relative);
////////////////////////////////////////////////////////////
/// Set the minimum distance - closer than this distance,
/// the listener will hear the sound at its maximum volume.
/// The default minimum distance is 1.0
///
/// \param MinDistance : New minimum distance for the sound
/// \param distance : New minimum distance for the sound
///
////////////////////////////////////////////////////////////
void SetMinDistance(float MinDistance);
void SetMinDistance(float distance);
////////////////////////////////////////////////////////////
/// Set the attenuation factor - the higher the attenuation, the
/// more the sound will be attenuated with distance from listener.
/// The default attenuation factor 1.0
///
/// \param Attenuation : New attenuation factor for the sound
/// \param attenuation : New attenuation factor for the sound
///
////////////////////////////////////////////////////////////
void SetAttenuation(float Attenuation);
void SetAttenuation(float attenuation);
////////////////////////////////////////////////////////////
/// Set the current playing position of the sound
///
/// \param TimeOffset : New playing position, expressed in seconds
/// \param timeOffset : New playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float TimeOffset);
void SetPlayingOffset(float timeOffset);
////////////////////////////////////////////////////////////
/// Get the source buffer
@ -286,7 +286,7 @@ public :
/// \return Reference to the sound
///
////////////////////////////////////////////////////////////
Sound& operator =(const Sound& Other);
Sound& operator =(const Sound& other);
private :

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@ -28,8 +28,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Resource.hpp>
#include <SFML/Audio/AudioResource.hpp>
#include <string>
#include <vector>
@ -40,7 +40,7 @@ namespace sf
/// SoundBuffer is the low-level for loading and manipulating
/// sound buffers
////////////////////////////////////////////////////////////
class SFML_API SoundBuffer : public AudioResource, public Resource<SoundBuffer>
class SFML_API SoundBuffer : public Resource<SoundBuffer>
{
public :
@ -53,10 +53,10 @@ public :
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Instance to copy
/// \param copy : Instance to copy
///
////////////////////////////////////////////////////////////
SoundBuffer(const SoundBuffer& Copy);
SoundBuffer(const SoundBuffer& copy);
////////////////////////////////////////////////////////////
/// Destructor
@ -67,47 +67,47 @@ public :
////////////////////////////////////////////////////////////
/// Load the sound buffer from a file
///
/// \param Filename : Path of the sound file to load
/// \param filename : Path of the sound file to load
///
/// \return True if loading has been successful
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& Filename);
bool LoadFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// Load the sound buffer from a file in memory
///
/// \param Data : Pointer to the file data in memory
/// \param SizeInBytes : Size of the data to load, in bytes
/// \param data : Pointer to the file data in memory
/// \param sizeInBytes : Size of the data to load, in bytes
///
/// \return True if loading has been successful
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const char* Data, std::size_t SizeInBytes);
bool LoadFromMemory(const char* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Load the sound buffer from an array of samples - assumed format for
/// samples is 16 bits signed integer
///
/// \param Samples : Pointer to the samples in memory
/// \param SamplesCount : Number of samples pointed by Samples
/// \param ChannelsCount : Number of channels (1 = mono, 2 = stereo, ...)
/// \param SampleRate : Frequency (number of samples to play per second)
/// \param samples : Pointer to the samples in memory
/// \param samplesCount : Number of samples pointed by Samples
/// \param channelsCount : Number of channels (1 = mono, 2 = stereo, ...)
/// \param sampleRate : Frequency (number of samples to play per second)
///
/// \return True if loading has been successful
///
////////////////////////////////////////////////////////////
bool LoadFromSamples(const Int16* Samples, std::size_t SamplesCount, unsigned int ChannelsCount, unsigned int SampleRate);
bool LoadFromSamples(const Int16* samples, std::size_t samplesCount, unsigned int channelsCount, unsigned int sampleRate);
////////////////////////////////////////////////////////////
/// Save the sound buffer to a file
///
/// \param Filename : Path of the sound file to write
/// \param filename : Path of the sound file to write
///
/// \return True if saving has been successful
///
////////////////////////////////////////////////////////////
bool SaveToFile(const std::string& Filename) const;
bool SaveToFile(const std::string& filename) const;
////////////////////////////////////////////////////////////
/// Return the sound samples
@ -152,12 +152,12 @@ public :
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
/// \param other : Instance to assign
///
/// \return Reference to the sound buffer
///
////////////////////////////////////////////////////////////
SoundBuffer& operator =(const SoundBuffer& Other);
SoundBuffer& operator =(const SoundBuffer& other);
private :
@ -166,13 +166,13 @@ private :
////////////////////////////////////////////////////////////
/// Update the internal buffer with the audio samples
///
/// \param ChannelsCount : Number of channels
/// \param SampleRate : Sample rate
/// \param channelsCount : Number of channels
/// \param sampleRate : Sample rate
///
/// \return True on success
///
////////////////////////////////////////////////////////////
bool Update(unsigned int ChannelsCount, unsigned int SampleRate);
bool Update(unsigned int channelsCount, unsigned int sampleRate);
////////////////////////////////////////////////////////////
// Member data

View file

@ -63,7 +63,7 @@ private :
/// /see SoundBuffer::OnProcessSamples
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const Int16* Samples, std::size_t SamplesCount);
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount);
////////////////////////////////////////////////////////////
/// /see SoundBuffer::OnStop

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@ -52,11 +52,11 @@ public :
/// Start the capture.
/// Warning : only one capture can happen at the same time
///
/// \param SampleRate : Sound frequency (the more samples, the higher the quality)
/// \param sampleRate : Sound frequency (the more samples, the higher the quality)
/// (44100 by default = CD quality)
///
////////////////////////////////////////////////////////////
void Start(unsigned int SampleRate = 44100);
void Start(unsigned int sampleRate = 44100);
////////////////////////////////////////////////////////////
/// Stop the capture
@ -102,13 +102,13 @@ private :
////////////////////////////////////////////////////////////
/// Process a new chunk of recorded samples
///
/// \param Samples : Pointer to the new chunk of recorded samples
/// \param SamplesCount : Number of samples pointed by Samples
/// \param samples : Pointer to the new chunk of recorded samples
/// \param samplesCount : Number of samples pointed by Samples
///
/// \return False to stop recording audio data, true to continue
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const Int16* Samples, std::size_t SamplesCount) = 0;
virtual bool OnProcessSamples(const Int16* samples, std::size_t samplesCount) = 0;
////////////////////////////////////////////////////////////
/// Stop recording audio data

View file

@ -117,10 +117,10 @@ public :
////////////////////////////////////////////////////////////
/// Set the current playing position of the stream
///
/// \param TimeOffset : New playing position, expressed in seconds
/// \param timeOffset : New playing position, expressed in seconds
///
////////////////////////////////////////////////////////////
void SetPlayingOffset(float TimeOffset);
void SetPlayingOffset(float timeOffset);
////////////////////////////////////////////////////////////
/// Get the current playing position of the stream
@ -134,10 +134,10 @@ public :
/// Set the stream loop state.
/// This parameter is disabled by default
///
/// \param Loop : True to play in loop, false to play once
/// \param loop : True to play in loop, false to play once
///
////////////////////////////////////////////////////////////
void SetLoop(bool Loop);
void SetLoop(bool loop);
////////////////////////////////////////////////////////////
/// Tell whether or not the stream is looping
@ -158,11 +158,11 @@ protected :
////////////////////////////////////////////////////////////
/// Set the audio stream parameters, you must call it before Play()
///
/// \param ChannelsCount : Number of channels
/// \param SampleRate : Sample rate
/// \param channelsCount : Number of channels
/// \param sampleRate : Sample rate
///
////////////////////////////////////////////////////////////
void Initialize(unsigned int ChannelsCount, unsigned int SampleRate);
void Initialize(unsigned int channelsCount, unsigned int sampleRate);
private :
@ -175,31 +175,31 @@ private :
////////////////////////////////////////////////////////////
/// Called each time new audio data is needed to feed the stream
///
/// \param Data : New chunk of data to stream
/// \param data : New chunk of data to stream
///
/// \return True to continue playback, false to stop
///
////////////////////////////////////////////////////////////
virtual bool OnGetData(Chunk& Data) = 0;
virtual bool OnGetData(Chunk& data) = 0;
////////////////////////////////////////////////////////////
/// Called to move the current reading position
///
/// \param TimeOffset : New read position, expressed in seconds
/// \param timeOffset : New read position, expressed in seconds
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float TimeOffset) = 0;
virtual void OnSeek(float timeOffset) = 0;
////////////////////////////////////////////////////////////
/// Fill a new buffer with audio data, and push it to the
/// playing queue
///
/// \param Buffer : Buffer to fill
/// \param buffer : Buffer to fill
///
/// \return True if the derived class has requested to stop
///
////////////////////////////////////////////////////////////
bool FillAndPushBuffer(unsigned int Buffer);
bool FillAndPushBuffer(unsigned int buffer);
////////////////////////////////////////////////////////////
/// Fill the buffers queue with all available buffers

View file

@ -50,53 +50,13 @@ public :
////////////////////////////////////////////////////////////
/// Construct the color from its 4 RGBA components
///
/// \param R : Red component (0 .. 255)
/// \param G : Green component (0 .. 255)
/// \param B : Blue component (0 .. 255)
/// \param A : Alpha component (0 .. 255) (255 by default)
/// \param red : Red component (0 .. 255)
/// \param green : Green component (0 .. 255)
/// \param blue : Blue component (0 .. 255)
/// \param alpha : Alpha (opacity) component (0 .. 255) (255 by default)
///
////////////////////////////////////////////////////////////
Color(Uint8 R, Uint8 G, Uint8 B, Uint8 A = 255);
////////////////////////////////////////////////////////////
/// Operator += overload to add a color
///
/// \param Other : Color to add
///
/// \return Component-wise saturated addition of the two colors
///
////////////////////////////////////////////////////////////
Color& operator +=(const Color& Other);
////////////////////////////////////////////////////////////
/// Operator *= overload to modulate a color
///
/// \param Other : Color to modulate
///
/// \return Component-wise multiplication of the two colors
///
////////////////////////////////////////////////////////////
Color& operator *=(const Color& Other);
////////////////////////////////////////////////////////////
/// Compare two colors (for equality)
///
/// \param Other : Color to compare
///
/// \return True if colors are equal
///
////////////////////////////////////////////////////////////
bool operator ==(const Color& Other) const;
////////////////////////////////////////////////////////////
/// Compare two colors (for difference)
///
/// \param Other : Color to compare
///
/// \return True if colors are different
///
////////////////////////////////////////////////////////////
bool operator !=(const Color& Other) const;
Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha = 255);
////////////////////////////////////////////////////////////
// Static member data
@ -119,27 +79,71 @@ public :
Uint8 a; ///< Alpha (transparency) component
};
////////////////////////////////////////////////////////////
/// Compare two colors (for equality)
///
/// \param left : Left operand
/// \param right : Right operand
///
/// \return True if colors are equal
///
////////////////////////////////////////////////////////////
bool operator ==(const Color& left, const Color& right);
////////////////////////////////////////////////////////////
/// Compare two colors (for difference)
///
/// \param left : Left operand
/// \param right : Right operand
///
/// \return True if colors are different
///
////////////////////////////////////////////////////////////
bool operator !=(const Color& left, const Color& right);
////////////////////////////////////////////////////////////
/// Operator + overload to add two colors
///
/// \param Color1 : First color
/// \param Color2 : Second color
/// \param left : Left operand
/// \param right : Right operand
///
/// \return Component-wise saturated addition of the two colors
///
////////////////////////////////////////////////////////////
SFML_API Color operator +(const Color& Color1, const Color& Color2);
SFML_API Color operator +(const Color& left, const Color& right);
////////////////////////////////////////////////////////////
/// Operator * overload to modulate two colors
///
/// \param Color1 : First color
/// \param Color2 : Second color
/// \param left : Left operand
/// \param right : Right operand
///
/// \return Component-wise multiplication of the two colors
///
////////////////////////////////////////////////////////////
SFML_API Color operator *(const Color& Color1, const Color& Color2);
SFML_API Color operator *(const Color& left, const Color& right);
////////////////////////////////////////////////////////////
/// Operator += overload to add a color
///
/// \param left : Left operand
/// \param right : Right operand
///
/// \return Component-wise saturated addition of the two colors
///
////////////////////////////////////////////////////////////
Color& operator +=(Color& left, const Color& right);
////////////////////////////////////////////////////////////
/// Operator *= overload to modulate a color
///
/// \param left : Left operand
/// \param right : Right operand
///
/// \return Component-wise multiplication of the two colors
///
////////////////////////////////////////////////////////////
Color& operator *=(Color& left, const Color& right);
} // namespace sf

View file

@ -62,13 +62,13 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Position : Position of the object (0, 0 by default)
/// \param Scale : Scale factor (1, 1 by default)
/// \param Rotation : Orientation, in degrees (0 by default)
/// \param Col : Color of the object (white by default)
/// \param position : Position of the object ((0, 0) by default)
/// \param scale : Scale factor ((1, 1) by default)
/// \param rotation : Orientation, in degrees (0 by default)
/// \param color : Color of the object (white by default)
///
////////////////////////////////////////////////////////////
Drawable(const Vector2f& Position = Vector2f(0, 0), const Vector2f& Scale = Vector2f(1, 1), float Rotation = 0.f, const Color& Col = Color(255, 255, 255, 255));
Drawable(const Vector2f& position = Vector2f(0, 0), const Vector2f& scale = Vector2f(1, 1), float rotation = 0.f, const Color& color = Color(255, 255, 255));
////////////////////////////////////////////////////////////
/// Virtual destructor
@ -79,44 +79,44 @@ public :
////////////////////////////////////////////////////////////
/// Set the position of the object (take 2 values)
///
/// \param X : New X coordinate
/// \param Y : New Y coordinate
/// \param x : New X coordinate
/// \param y : New Y coordinate
///
////////////////////////////////////////////////////////////
void SetPosition(float X, float Y);
void SetPosition(float x, float y);
////////////////////////////////////////////////////////////
/// Set the position of the object (take a 2D vector)
///
/// \param Position : New position
/// \param position : New position
///
////////////////////////////////////////////////////////////
void SetPosition(const Vector2f& Position);
void SetPosition(const Vector2f& position);
////////////////////////////////////////////////////////////
/// Set the X position of the object
///
/// \param X : New X coordinate
/// \param x : New X coordinate
///
////////////////////////////////////////////////////////////
void SetX(float X);
void SetX(float x);
////////////////////////////////////////////////////////////
/// Set the Y position of the object
///
/// \param Y : New Y coordinate
/// \param y : New Y coordinate
///
////////////////////////////////////////////////////////////
void SetY(float Y);
void SetY(float y);
////////////////////////////////////////////////////////////
/// Set the scale of the object (take 2 values)
///
/// \param ScaleX : New horizontal scale (must be strictly positive)
/// \param ScaleY : New vertical scale (must be strictly positive)
/// \param factorX : New horizontal scale (must be strictly positive)
/// \param factorY : New vertical scale (must be strictly positive)
///
////////////////////////////////////////////////////////////
void SetScale(float ScaleX, float ScaleY);
void SetScale(float factorX, float factorY);
////////////////////////////////////////////////////////////
/// Set the scale of the object (take a 2D vector)
@ -124,70 +124,70 @@ public :
/// \param Scale : New scale (both values must be strictly positive)
///
////////////////////////////////////////////////////////////
void SetScale(const Vector2f& Scale);
void SetScale(const Vector2f& scale);
////////////////////////////////////////////////////////////
/// Set the X scale factor of the object
///
/// \param X : New X scale factor
/// \param factor : New X scale factor
///
////////////////////////////////////////////////////////////
void SetScaleX(float FactorX);
void SetScaleX(float factor);
////////////////////////////////////////////////////////////
/// Set the Y scale factor of the object
///
/// \param Y : New Y scale factor
/// \param factor : New Y scale factor
///
////////////////////////////////////////////////////////////
void SetScaleY(float FactorY);
void SetScaleY(float factor);
////////////////////////////////////////////////////////////
/// Set the local origin of the object, in coordinates relative to the
/// top-left of the object (take 2 values).
/// The default origin is (0, 0)
///
/// \param OriginX : X coordinate of the origin
/// \param OriginY : Y coordinate of the origin
/// \param x : X coordinate of the origin
/// \param y : Y coordinate of the origin
///
////////////////////////////////////////////////////////////
void SetOrigin(float OriginX, float OriginY);
void SetOrigin(float x, float y);
////////////////////////////////////////////////////////////
/// Set the local origin of the object, in coordinates relative to the
/// top-left of the object (take a 2D vector).
/// The default origin is (0, 0)
///
/// \param Origin : New origin
/// \param origin : New origin
///
////////////////////////////////////////////////////////////
void SetOrigin(const Vector2f& Origin);
void SetOrigin(const Vector2f& origin);
////////////////////////////////////////////////////////////
/// Set the orientation of the object
///
/// \param Rotation : Angle of rotation, in degrees
/// \param angle : Angle of rotation, in degrees
///
////////////////////////////////////////////////////////////
void SetRotation(float Rotation);
void SetRotation(float angle);
////////////////////////////////////////////////////////////
/// Set the color of the object.
/// The default color is white
///
/// \param Col : New color
/// \param color : New color
///
////////////////////////////////////////////////////////////
void SetColor(const Color& Col);
void SetColor(const Color& color);
////////////////////////////////////////////////////////////
/// Set the blending mode for the object.
/// The default blend mode is Blend::Alpha
///
/// \param Mode : New blending mode
/// \param mode : New blending mode
///
////////////////////////////////////////////////////////////
void SetBlendMode(Blend::Mode Mode);
void SetBlendMode(Blend::Mode mode);
////////////////////////////////////////////////////////////
/// Get the position of the object
@ -241,36 +241,36 @@ public :
////////////////////////////////////////////////////////////
/// Move the object of a given offset (take 2 values)
///
/// \param OffsetX : X offset
/// \param OffsetY : Y offset
/// \param offsetX : X offset
/// \param offsetY : Y offset
///
////////////////////////////////////////////////////////////
void Move(float OffsetX, float OffsetY);
void Move(float offsetX, float offsetY);
////////////////////////////////////////////////////////////
/// Move the object of a given offset (take a 2D vector)
///
/// \param Offset : Amount of units to move the object of
/// \param offset : Amount of units to move the object of
///
////////////////////////////////////////////////////////////
void Move(const Vector2f& Offset);
void Move(const Vector2f& offset);
////////////////////////////////////////////////////////////
/// Scale the object (take 2 values)
///
/// \param FactorX : Scaling factor on X (must be strictly positive)
/// \param FactorY : Scaling factor on Y (must be strictly positive)
/// \param factorX : Scaling factor on X (must be strictly positive)
/// \param factorY : Scaling factor on Y (must be strictly positive)
///
////////////////////////////////////////////////////////////
void Scale(float FactorX, float FactorY);
void Scale(float factorX, float factorY);
////////////////////////////////////////////////////////////
/// Scale the object (take a 2D vector)
///
/// \param Factor : Scaling factors (both values must be strictly positive)
/// \param factor : Scaling factors (both values must be strictly positive)
///
////////////////////////////////////////////////////////////
void Scale(const Vector2f& Factor);
void Scale(const Vector2f& factor);
////////////////////////////////////////////////////////////
/// Rotate the object
@ -284,23 +284,23 @@ public :
/// Transform a point from global coordinates into local coordinates
/// (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
///
/// \param Point : Point to transform
/// \param point : Point to transform
///
/// \return Transformed point
///
////////////////////////////////////////////////////////////
sf::Vector2f TransformToLocal(const sf::Vector2f& Point) const;
sf::Vector2f TransformToLocal(const sf::Vector2f& point) const;
////////////////////////////////////////////////////////////
/// Transform a point from local coordinates into global coordinates
/// (ie it applies the object's origin, translation, rotation and scale to the point)
///
/// \param Point : Point to transform
/// \param point : Point to transform
///
/// \return Transformed point
///
////////////////////////////////////////////////////////////
sf::Vector2f TransformToGlobal(const sf::Vector2f& Point) const;
sf::Vector2f TransformToGlobal(const sf::Vector2f& point) const;
protected :
@ -327,18 +327,18 @@ private :
////////////////////////////////////////////////////////////
/// Draw the object into the specified window
///
/// \param Target : Target into which render the object
/// \param target : Target into which render the object
///
////////////////////////////////////////////////////////////
void Draw(RenderTarget& Target) const;
void Draw(RenderTarget& target) const;
////////////////////////////////////////////////////////////
/// Render the specific geometry of the object
///
/// \param Target : Target into which render the object
/// \param target : Target into which render the object
///
////////////////////////////////////////////////////////////
virtual void Render(RenderTarget& Target) const = 0;
virtual void Render(RenderTarget& target) const = 0;
////////////////////////////////////////////////////////////
// Member data

View file

@ -64,27 +64,27 @@ public :
////////////////////////////////////////////////////////////
/// Load the font from a file
///
/// \param Filename : Font file to load
/// \param CharSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param Charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
/// \param filename : Font file to load
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
///
/// \return True if loading was successful
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& Filename, unsigned int CharSize = 30, const Unicode::Text& Charset = ourDefaultCharset);
bool LoadFromFile(const std::string& filename, unsigned int charSize = 30, const Unicode::Text& charset = ourDefaultCharset);
////////////////////////////////////////////////////////////
/// Load the font from a file in memory
///
/// \param Data : Pointer to the data to load
/// \param SizeInBytes : Size of the data, in bytes
/// \param CharSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param Charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
/// \param data : Pointer to the data to load
/// \param sizeInBytes : Size of the data, in bytes
/// \param charSize : Size of characters in bitmap - the bigger, the higher quality (30 by default)
/// \param charset : Characters set to generate (by default, contains the ISO-8859-1 printable characters)
///
/// \return True if loading was successful
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const char* Data, std::size_t SizeInBytes, unsigned int CharSize = 30, const Unicode::Text& Charset = ourDefaultCharset);
bool LoadFromMemory(const char* data, std::size_t sizeInBytes, unsigned int charSize = 30, const Unicode::Text& charset = ourDefaultCharset);
////////////////////////////////////////////////////////////
/// Get the base size of characters in the font;
@ -99,12 +99,12 @@ public :
/// Get the description of a glyph (character)
/// given by its unicode value
///
/// \param CodePoint : Unicode value of the character to get
/// \param codePoint : Unicode value of the character to get
///
/// \return Glyph's visual settings, or an invalid glyph if character not found
///
////////////////////////////////////////////////////////////
const Glyph& GetGlyph(Uint32 CodePoint) const;
const Glyph& GetGlyph(Uint32 codePoint) const;
////////////////////////////////////////////////////////////
/// Get the image containing the rendered characters (glyphs)

View file

@ -57,30 +57,30 @@ public :
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : instance to copy
/// \param copy : instance to copy
///
////////////////////////////////////////////////////////////
Image(const Image& Copy);
Image(const Image& copy);
////////////////////////////////////////////////////////////
/// Construct an empty image
///
/// \param Width : Image width
/// \param Height : Image height
/// \param Col : Image color (black by default)
/// \param width : Image width
/// \param height : Image height
/// \param color : Image color (black by default)
///
////////////////////////////////////////////////////////////
Image(unsigned int Width, unsigned int Height, const Color& Col = Color(0, 0, 0, 255));
Image(unsigned int width, unsigned int height, const Color& color = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Construct the image from pixels in memory
///
/// \param Width : Image width
/// \param Height : Image height
/// \param Data : Pointer to the pixels in memory (assumed format is RGBA)
/// \param width : Image width
/// \param height : Image height
/// \param pixels : Pointer to the pixels in memory (assumed format is RGBA)
///
////////////////////////////////////////////////////////////
Image(unsigned int Width, unsigned int Height, const Uint8* Data);
Image(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// Destructor
@ -96,108 +96,108 @@ public :
/// \return True if loading was successful
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& Filename);
bool LoadFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// Load the image from a file in memory
///
/// \param Data : Pointer to the file data in memory
/// \param SizeInBytes : Size of the data to load, in bytes
/// \param data : Pointer to the file data in memory
/// \param sizeInBytes : Size of the data to load, in bytes
///
/// \return True if loading was successful
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const char* Data, std::size_t SizeInBytes);
bool LoadFromMemory(const char* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Load the image directly from an array of pixels
///
/// \param Width : Image width
/// \param Height : Image height
/// \param Data : Pointer to the pixels in memory (assumed format is RGBA)
/// \param width : Image width
/// \param height : Image height
/// \param pixels : Pointer to the pixels in memory (assumed format is RGBA)
///
/// \return True if loading was successful
///
////////////////////////////////////////////////////////////
bool LoadFromPixels(unsigned int Width, unsigned int Height, const Uint8* Data);
bool LoadFromPixels(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// Save the content of the image to a file
///
/// \param Filename : Path of the file to save (overwritten if already exist)
/// \param filename : Path of the file to save (overwritten if already exist)
///
/// \return True if saving was successful
///
////////////////////////////////////////////////////////////
bool SaveToFile(const std::string& Filename) const;
bool SaveToFile(const std::string& filename) const;
////////////////////////////////////////////////////////////
/// Create an empty image
///
/// \param Width : Image width
/// \param Height : Image height
/// \param Col : Image color (black by default)
/// \param width : Image width
/// \param height : Image height
/// \param color : Image color (black by default)
///
/// \return True if creation was successful
///
////////////////////////////////////////////////////////////
bool Create(unsigned int Width, unsigned int Height, Color Col = Color(0, 0, 0, 255));
bool Create(unsigned int width, unsigned int height, const Color& color = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create transparency mask from a specified colorkey
///
/// \param ColorKey : Color to become transparent
/// \param Alpha : Alpha value to use for transparent pixels (0 by default)
/// \param transparentColor : Color to become transparent
/// \param alpha : Alpha value to assign to transparent pixels (0 by default)
///
////////////////////////////////////////////////////////////
void CreateMaskFromColor(Color ColorKey, Uint8 Alpha = 0);
void CreateMaskFromColor(const Color& transparentColor, Uint8 alpha = 0);
////////////////////////////////////////////////////////////
/// Copy pixels from another image onto this one.
/// This function does a slow pixel copy and should only
/// be used at initialization time
///
/// \param Source : Source image to copy
/// \param DestX : X coordinate of the destination position
/// \param DestY : Y coordinate of the destination position
/// \param SourceRect : Sub-rectangle of the source image to copy (empty by default - entire image)
/// \param ApplyAlpha : Should the copy take in account the source transparency? (false by default)
/// \param source : Source image to copy
/// \param destX : X coordinate of the destination position
/// \param destY : Y coordinate of the destination position
/// \param sourceRect : Sub-rectangle of the source image to copy (empty by default - entire image)
/// \param applyAlpha : Should the copy take in account the source transparency? (false by default)
///
////////////////////////////////////////////////////////////
void Copy(const Image& Source, unsigned int DestX, unsigned int DestY, const IntRect& SourceRect = IntRect(0, 0, 0, 0), bool ApplyAlpha = false);
void Copy(const Image& source, unsigned int destX, unsigned int destY, const IntRect& sourceRect = IntRect(0, 0, 0, 0), bool applyAlpha = false);
////////////////////////////////////////////////////////////
/// Create the image from the current contents of the
/// given window
///
/// \param Window : Window to capture
/// \param SourceRect : Sub-rectangle of the screen to copy (empty by default - entire image)
/// \param window : Window to capture
/// \param sourceRect : Sub-rectangle of the screen to copy (empty by default - entire image)
///
/// \return True if copy was successful
///
////////////////////////////////////////////////////////////
bool CopyScreen(RenderWindow& Window, const IntRect& SourceRect = IntRect(0, 0, 0, 0));
bool CopyScreen(RenderWindow& window, const IntRect& sourceRect = IntRect(0, 0, 0, 0));
////////////////////////////////////////////////////////////
/// Change the color of a pixel
///
/// \param X : X coordinate of pixel in the image
/// \param Y : Y coordinate of pixel in the image
/// \param Col : New color for pixel (X, Y)
/// \param x : X coordinate of pixel in the image
/// \param y : Y coordinate of pixel in the image
/// \param color : New color for pixel (x, y)
///
////////////////////////////////////////////////////////////
void SetPixel(unsigned int X, unsigned int Y, const Color& Col);
void SetPixel(unsigned int x, unsigned int y, const Color& color);
////////////////////////////////////////////////////////////
/// Get a pixel from the image
///
/// \param X : X coordinate of pixel in the image
/// \param Y : Y coordinate of pixel in the image
/// \param x : X coordinate of pixel in the image
/// \param y : Y coordinate of pixel in the image
///
/// \return Color of pixel (X, Y)
/// \return Color of pixel (x, y)
///
////////////////////////////////////////////////////////////
const Color& GetPixel(unsigned int X, unsigned int Y) const;
const Color& GetPixel(unsigned int x, unsigned int y) const;
////////////////////////////////////////////////////////////
/// Get a read-only pointer to the array of pixels (RGBA 8 bits integers components)
@ -219,10 +219,10 @@ public :
/// Enable or disable image smooth filter.
/// This parameter is enabled by default
///
/// \param Smooth : True to enable smoothing filter, false to disable it
/// \param smooth : True to enable smoothing filter, false to disable it
///
////////////////////////////////////////////////////////////
void SetSmooth(bool Smooth);
void SetSmooth(bool smooth);
////////////////////////////////////////////////////////////
/// Return the width of the image
@ -252,33 +252,33 @@ public :
/// Convert a subrect expressed in pixels, into float
/// texture coordinates
///
/// \param Rect : Sub-rectangle of image to convert
/// \param Adjust : Pass true to apply the half-texel adjustment
/// \param rectangle : Sub-rectangle of image to convert
/// \param adjust : Pass true to apply the half-texel adjustment (true by default)
///
/// \return Texture coordinates corresponding to the sub-rectangle
///
////////////////////////////////////////////////////////////
FloatRect GetTexCoords(const IntRect& Rect, bool Adjust = true) const;
FloatRect GetTexCoords(const IntRect& rectangle, bool adjust = true) const;
////////////////////////////////////////////////////////////
/// Get a valid texture size according to hardware support
///
/// \param Size : Size to convert
/// \param Size : size to convert
///
/// \return Valid nearest size (greater than or equal to specified size)
///
////////////////////////////////////////////////////////////
static unsigned int GetValidTextureSize(unsigned int Size);
static unsigned int GetValidTextureSize(unsigned int size);
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : instance to assign
/// \param other : instance to assign
///
/// \return Reference to the image
///
////////////////////////////////////////////////////////////
Image& operator =(const Image& Other);
Image& operator =(const Image& other);
private :
@ -309,10 +309,10 @@ private :
/// its content.
/// For internal use only (see RenderImage class).
///
/// \param Source : RenderImage that will update the image
/// \param source : RenderImage that will update the image
///
////////////////////////////////////////////////////////////
void ExternalUpdate(RenderImage& Source);
void ExternalUpdate(RenderImage& source);
////////////////////////////////////////////////////////////
/// Reset the image attributes

View file

@ -61,33 +61,33 @@ public :
////////////////////////////////////////////////////////////
/// Build a matrix from a set of transformations
///
/// \param Center : Origin for the transformations
/// \param Translation : Translation offset
/// \param Rotation : Rotation angle in degrees
/// \param Scale : Scaling factors
/// \param origin : Origin for the transformations
/// \param translation : Translation offset
/// \param rotation : Rotation angle in degrees
/// \param scale : Scaling factors
///
////////////////////////////////////////////////////////////
void SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale);
void SetFromTransformations(const Vector2f& origin, const Vector2f& translation, float rotation, const Vector2f& scale);
////////////////////////////////////////////////////////////
/// Build a matrix from a projection
///
/// \param Center : Center of the view
/// \param Size : Size of the view
/// \param Rotation : Angle of rotation of the view rectangle, in degrees
/// \param center : Center of the view
/// \param size : Size of the view
/// \param rotation : Angle of rotation of the view rectangle, in degrees
///
////////////////////////////////////////////////////////////
void SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation);
void SetFromProjection(const Vector2f& center, const Vector2f& size, float rotation);
////////////////////////////////////////////////////////////
/// Transform a point by the matrix
///
/// \param Point : Point to transform
/// \param point : Point to transform
///
/// \return Transformed point
///
////////////////////////////////////////////////////////////
Vector2f Transform(const Vector2f& Point) const;
Vector2f Transform(const Vector2f& point) const;
////////////////////////////////////////////////////////////
/// Return the inverse of the matrix
@ -109,34 +109,34 @@ public :
////////////////////////////////////////////////////////////
/// Operator () overloads to access the matrix elements
///
/// \param Row : Element row (0 based)
/// \param Col : Element column (0 based)
/// \param row : Element row (0 based)
/// \param column : Element column (0 based)
///
/// \return Matrix element (Row, Col)
///
////////////////////////////////////////////////////////////
float operator ()(unsigned int Row, unsigned int Col) const;
float& operator ()(unsigned int Row, unsigned int Col);
float operator ()(unsigned int row, unsigned int column) const;
float& operator ()(unsigned int row, unsigned int column);
////////////////////////////////////////////////////////////
/// Operator * overload to multiply two matrices
///
/// \param Mat : Matrix to multiply
/// \param right : Matrix to multiply
///
/// \return this * Mat
/// \return this * right
///
////////////////////////////////////////////////////////////
Matrix3 operator *(const Matrix3& Mat) const;
Matrix3 operator *(const Matrix3& right) const;
////////////////////////////////////////////////////////////
/// Operator *= overload to multiply-assign two matrices
///
/// \param Mat : Matrix to multiply
/// \param right : Matrix to multiply
///
/// \return this * Mat
/// \return this * right
///
////////////////////////////////////////////////////////////
Matrix3& operator *=(const Matrix3& Mat);
Matrix3& operator *=(const Matrix3& right);
////////////////////////////////////////////////////////////
// Static member data

View file

@ -52,22 +52,22 @@ inline Matrix3::Matrix3(float a00, float a01, float a02,
////////////////////////////////////////////////////////////
/// Build a matrix from a set of transformations
////////////////////////////////////////////////////////////
inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector2f& Translation, float Rotation, const Vector2f& Scale)
inline void Matrix3::SetFromTransformations(const Vector2f& origin, const Vector2f& translation, float rotation, const Vector2f& scale)
{
// Combine the transformations
float Angle = Rotation * 3.141592654f / 180.f;
float Cos = static_cast<float>(cos(Angle));
float Sin = static_cast<float>(sin(Angle));
float SxCos = Scale.x * Cos;
float SyCos = Scale.y * Cos;
float SxSin = Scale.x * Sin;
float SySin = Scale.y * Sin;
float Tx = -Center.x * SxCos - Center.y * SySin + Translation.x;
float Ty = Center.x * SxSin - Center.y * SyCos + Translation.y;
float angle = rotation * 3.141592654f / 180.f;
float cosine = static_cast<float>(cos(angle));
float sine = static_cast<float>(sin(angle));
float sxCos = scale.x * cosine;
float syCos = scale.y * cosine;
float sxSin = scale.x * sine;
float sySin = scale.y * sine;
float tx = -origin.x * sxCos - origin.y * sySin + translation.x;
float ty = origin.x * sxSin - origin.y * syCos + translation.y;
// Rebuild the matrix
myData[0] = SxCos; myData[4] = SySin; myData[8] = 0.f; myData[12] = Tx;
myData[1] = -SxSin; myData[5] = SyCos; myData[9] = 0.f; myData[13] = Ty;
myData[0] = sxCos; myData[4] = sySin; myData[8] = 0.f; myData[12] = tx;
myData[1] = -sxSin; myData[5] = syCos; myData[9] = 0.f; myData[13] = ty;
myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
}
@ -76,36 +76,36 @@ inline void Matrix3::SetFromTransformations(const Vector2f& Center, const Vector
////////////////////////////////////////////////////////////
/// Build a matrix from a projection
////////////////////////////////////////////////////////////
inline void Matrix3::SetFromProjection(const Vector2f& Center, const Vector2f& Size, float Rotation)
inline void Matrix3::SetFromProjection(const Vector2f& center, const Vector2f& size, float rotation)
{
// Rotation components
float Angle = Rotation * 3.141592654f / 180.f;
float Cos = static_cast<float>(cos(Angle));
float Sin = static_cast<float>(sin(Angle));
float Tx = -Center.x * Cos - Center.y * Sin + Center.x;
float Ty = Center.x * Sin - Center.y * Cos + Center.y;
float angle = rotation * 3.141592654f / 180.f;
float cosine = static_cast<float>(cos(angle));
float sine = static_cast<float>(sin(angle));
float tx = -center.x * cosine - center.y * sine + center.x;
float ty = center.x * sine - center.y * cosine + center.y;
// Projection components
float A = 2.f / Size.x;
float B = -2.f / Size.y;
float C = -A * Center.x;
float D = -B * Center.y;
float a = 2.f / size.x;
float b = -2.f / size.y;
float c = -a * center.x;
float d = -b * center.y;
// Rebuild the projection matrix
myData[0] = A * Cos; myData[4] = A * Sin; myData[8] = 0.f; myData[12] = A * Tx + C;
myData[1] = -B * Sin; myData[5] = B * Cos; myData[9] = 0.f; myData[13] = B * Ty + D;
myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
myData[0] = a * cosine; myData[4] = a * sine; myData[8] = 0.f; myData[12] = a * tx + c;
myData[1] = -b * sine; myData[5] = b * cosine; myData[9] = 0.f; myData[13] = b * ty + d;
myData[2] = 0.f; myData[6] = 0.f; myData[10] = 1.f; myData[14] = 0.f;
myData[3] = 0.f; myData[7] = 0.f; myData[11] = 0.f; myData[15] = 1.f;
}
////////////////////////////////////////////////////////////
/// Transform a point by the matrix
////////////////////////////////////////////////////////////
inline Vector2f Matrix3::Transform(const Vector2f& Point) const
inline Vector2f Matrix3::Transform(const Vector2f& point) const
{
return Vector2f(myData[0] * Point.x + myData[4] * Point.y + myData[12],
myData[1] * Point.x + myData[5] * Point.y + myData[13]);
return Vector2f(myData[0] * point.x + myData[4] * point.y + myData[12],
myData[1] * point.x + myData[5] * point.y + myData[13]);
}
@ -115,22 +115,22 @@ inline Vector2f Matrix3::Transform(const Vector2f& Point) const
inline Matrix3 Matrix3::GetInverse() const
{
// Compute the determinant
float Det = myData[0] * (myData[15] * myData[5] - myData[7] * myData[13]) -
float det = myData[0] * (myData[15] * myData[5] - myData[7] * myData[13]) -
myData[1] * (myData[15] * myData[4] - myData[7] * myData[12]) +
myData[3] * (myData[13] * myData[4] - myData[5] * myData[12]);
// Compute the inverse if determinant is not zero
if ((Det < -1E-7f) || (Det > 1E-7f))
if ((det < -1E-7f) || (det > 1E-7f))
{
return Matrix3( (myData[15] * myData[5] - myData[7] * myData[13]) / Det,
-(myData[15] * myData[4] - myData[7] * myData[12]) / Det,
(myData[13] * myData[4] - myData[5] * myData[12]) / Det,
-(myData[15] * myData[1] - myData[3] * myData[13]) / Det,
(myData[15] * myData[0] - myData[3] * myData[12]) / Det,
-(myData[13] * myData[0] - myData[1] * myData[12]) / Det,
(myData[7] * myData[1] - myData[3] * myData[5]) / Det,
-(myData[7] * myData[0] - myData[3] * myData[4]) / Det,
(myData[5] * myData[0] - myData[1] * myData[4]) / Det);
return Matrix3( (myData[15] * myData[5] - myData[7] * myData[13]) / det,
-(myData[15] * myData[4] - myData[7] * myData[12]) / det,
(myData[13] * myData[4] - myData[5] * myData[12]) / det,
-(myData[15] * myData[1] - myData[3] * myData[13]) / det,
(myData[15] * myData[0] - myData[3] * myData[12]) / det,
-(myData[13] * myData[0] - myData[1] * myData[12]) / det,
(myData[7] * myData[1] - myData[3] * myData[5]) / det,
-(myData[7] * myData[0] - myData[3] * myData[4]) / det,
(myData[5] * myData[0] - myData[1] * myData[4]) / det);
}
else
{
@ -152,9 +152,9 @@ inline const float* Matrix3::Get4x4Elements() const
////////////////////////////////////////////////////////////
/// Operator () overloads to access the matrix elements
////////////////////////////////////////////////////////////
inline float Matrix3::operator ()(unsigned int Row, unsigned int Col) const
inline float Matrix3::operator ()(unsigned int row, unsigned int column) const
{
switch (Row + Col * 3)
switch (row + column * 3)
{
case 0 : return myData[0];
case 1 : return myData[1];
@ -169,9 +169,9 @@ inline float Matrix3::operator ()(unsigned int Row, unsigned int Col) const
default : return myData[0];
}
}
inline float& Matrix3::operator ()(unsigned int Row, unsigned int Col)
inline float& Matrix3::operator ()(unsigned int row, unsigned int column)
{
switch (Row + Col * 3)
switch (row + column * 3)
{
case 0 : return myData[0];
case 1 : return myData[1];
@ -191,24 +191,24 @@ inline float& Matrix3::operator ()(unsigned int Row, unsigned int Col)
////////////////////////////////////////////////////////////
/// Operator * overload to multiply two matrices
////////////////////////////////////////////////////////////
inline Matrix3 Matrix3::operator *(const Matrix3& Mat) const
inline Matrix3 Matrix3::operator *(const Matrix3& right) const
{
return Matrix3(myData[0] * Mat.myData[0] + myData[4] * Mat.myData[1] + myData[12] * Mat.myData[3],
myData[0] * Mat.myData[4] + myData[4] * Mat.myData[5] + myData[12] * Mat.myData[7],
myData[0] * Mat.myData[12] + myData[4] * Mat.myData[13] + myData[12] * Mat.myData[15],
myData[1] * Mat.myData[0] + myData[5] * Mat.myData[1] + myData[13] * Mat.myData[3],
myData[1] * Mat.myData[4] + myData[5] * Mat.myData[5] + myData[13] * Mat.myData[7],
myData[1] * Mat.myData[12] + myData[5] * Mat.myData[13] + myData[13] * Mat.myData[15],
myData[3] * Mat.myData[0] + myData[7] * Mat.myData[1] + myData[15] * Mat.myData[3],
myData[3] * Mat.myData[4] + myData[7] * Mat.myData[5] + myData[15] * Mat.myData[7],
myData[3] * Mat.myData[12] + myData[7] * Mat.myData[13] + myData[15] * Mat.myData[15]);
return Matrix3(myData[0] * right.myData[0] + myData[4] * right.myData[1] + myData[12] * right.myData[3],
myData[0] * right.myData[4] + myData[4] * right.myData[5] + myData[12] * right.myData[7],
myData[0] * right.myData[12] + myData[4] * right.myData[13] + myData[12] * right.myData[15],
myData[1] * right.myData[0] + myData[5] * right.myData[1] + myData[13] * right.myData[3],
myData[1] * right.myData[4] + myData[5] * right.myData[5] + myData[13] * right.myData[7],
myData[1] * right.myData[12] + myData[5] * right.myData[13] + myData[13] * right.myData[15],
myData[3] * right.myData[0] + myData[7] * right.myData[1] + myData[15] * right.myData[3],
myData[3] * right.myData[4] + myData[7] * right.myData[5] + myData[15] * right.myData[7],
myData[3] * right.myData[12] + myData[7] * right.myData[13] + myData[15] * right.myData[15]);
}
////////////////////////////////////////////////////////////
/// Operator *= overload to multiply-assign two matrices
////////////////////////////////////////////////////////////
inline Matrix3& Matrix3::operator *=(const Matrix3& Mat)
inline Matrix3& Matrix3::operator *=(const Matrix3& right)
{
return *this = *this * Mat;
return *this = *this * right;
}

View file

@ -53,10 +53,10 @@ public :
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Instance to copy
/// \param copy : Instance to copy
///
////////////////////////////////////////////////////////////
PostFX(const PostFX& Copy);
PostFX(const PostFX& copy);
////////////////////////////////////////////////////////////
/// Destructor
@ -67,77 +67,77 @@ public :
////////////////////////////////////////////////////////////
/// Load the effect from a file
///
/// \param Filename : Path of the effect file to load
/// \param filename : Path of the effect file to load
///
/// \return True on success
///
////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& Filename);
bool LoadFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// Load the effect from a text in memory
///
/// \param Effect : String containing the effect code
/// \param effect : String containing the code of the effect
///
/// \return True on success
///
////////////////////////////////////////////////////////////
bool LoadFromMemory(const std::string& Effect);
bool LoadFromMemory(const std::string& effect);
////////////////////////////////////////////////////////////
/// Change a parameter of the effect (1 float)
///
/// \param Name : Parameter name in the effect
/// \param X : Value to assign
/// \param name : Name of the parameter in the effect
/// \param x : Value to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float X);
void SetParameter(const std::string& name, float x);
////////////////////////////////////////////////////////////
/// Change a parameter of the effect (2 floats)
///
/// \param Name : Parameter name in the effect
/// \param X, Y : Values to assign
/// \param name : Name of the parameter in the effect
/// \param x, y : Values to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float X, float Y);
void SetParameter(const std::string& Name, float x, float y);
////////////////////////////////////////////////////////////
/// Change a parameter of the effect (3 floats)
///
/// \param Name : Parameter name in the effect
/// \param X, Y, Z : Values to assign
/// \param name : Name of the parameter in the effect
/// \param x, y, z : Values to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float X, float Y, float Z);
void SetParameter(const std::string& Name, float x, float y, float z);
////////////////////////////////////////////////////////////
/// Change a parameter of the effect (4 floats)
///
/// \param Name : Parameter name in the effect
/// \param X, Y, Z, W : Values to assign
/// \param name : Name of the parameter in the effect
/// \param x, y, z, w : Values to assign
///
////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float X, float Y, float Z, float W);
void SetParameter(const std::string& Name, float x, float y, float Z, float w);
////////////////////////////////////////////////////////////
/// Set a texture parameter
///
/// \param Name : Texture name in the effect
/// \param Texture : Image to set (pass NULL to use content of current framebuffer)
/// \param name : Name of the texture in the effect
/// \param texture : Image to set (pass NULL to use content of current framebuffer)
///
////////////////////////////////////////////////////////////
void SetTexture(const std::string& Name, const Image* Texture);
void SetTexture(const std::string& name, const Image* texture);
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Instance to assign
/// \param other : Instance to assign
///
/// \return Reference to the post-effect
///
////////////////////////////////////////////////////////////
PostFX& operator =(const PostFX& Other);
PostFX& operator =(const PostFX& other);
////////////////////////////////////////////////////////////
/// Tell whether or not the system supports post-effects
@ -153,7 +153,7 @@ protected :
/// /see Drawable::Render
///
////////////////////////////////////////////////////////////
virtual void Render(RenderTarget& Target) const;
virtual void Render(RenderTarget& target) const;
private :
@ -161,12 +161,12 @@ private :
/// Preprocess a SFML effect file
/// to convert it to a valid GLSL fragment shader
///
/// \param File : Stream containing the code to process
/// \param file : Stream containing the code to process
///
/// \return Valid fragment shader source code
///
////////////////////////////////////////////////////////////
static std::string PreprocessEffect(std::istream& File);
static std::string PreprocessEffect(std::istream& file);
////////////////////////////////////////////////////////////
/// Create the program and attach the shaders

View file

@ -52,13 +52,13 @@ public :
////////////////////////////////////////////////////////////
/// Construct the rectangle from its coordinates
///
/// \param LeftCoord : Left coordinate of the rectangle
/// \param TopCoord : Top coordinate of the rectangle
/// \param RightCoord : Right coordinate of the rectangle
/// \param BottomCoord : Bottom coordinate of the rectangle
/// \param left : Left coordinate of the rectangle
/// \param top : Top coordinate of the rectangle
/// \param right : Right coordinate of the rectangle
/// \param bottom : Bottom coordinate of the rectangle
///
////////////////////////////////////////////////////////////
Rect(T LeftCoord, T TopCoord, T RightCoord, T BottomCoord);
Rect(T left, T top, T right, T bottom);
////////////////////////////////////////////////////////////
/// Get the size of the rectangle
@ -79,62 +79,62 @@ public :
////////////////////////////////////////////////////////////
/// Move the whole rectangle by the given offset
///
/// \param OffsetX : Horizontal offset
/// \param OffsetY : Vertical offset
/// \param offsetX : Horizontal offset
/// \param offsetY : Vertical offset
///
////////////////////////////////////////////////////////////
void Offset(T OffsetX, T OffsetY);
void Offset(T offsetX, T offsetY);
////////////////////////////////////////////////////////////
/// Move the whole rectangle by the given offset
///
/// \param Off : Offset to apply to the current position
/// \param offset : Offset to apply to the current position
///
////////////////////////////////////////////////////////////
void Offset(const Vector2<T>& Off);
void Offset(const Vector2<T>& offset);
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
///
/// \param X : X coordinate of the point to test
/// \param Y : Y coordinate of the point to test
/// \param x : X coordinate of the point to test
/// \param y : Y coordinate of the point to test
///
/// \return True if the point is inside
///
////////////////////////////////////////////////////////////
bool Contains(T X, T Y) const;
bool Contains(T x, T y) const;
////////////////////////////////////////////////////////////
/// Check if a point is inside the rectangle's area
///
/// \param Point : Point to test
/// \param point : Point to test
///
/// \return True if the point is inside
///
////////////////////////////////////////////////////////////
bool Contains(const Vector2<T>& Point) const;
bool Contains(const Vector2<T>& point) const;
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles
///
/// \param Rectangle : Rectangle to test
/// \param rectangle : Rectangle to test
///
/// \return True if rectangles overlap
///
////////////////////////////////////////////////////////////
bool Intersects(const Rect<T>& Rectangle) const;
bool Intersects(const Rect<T>& rectangle) const;
////////////////////////////////////////////////////////////
/// Check intersection between two rectangles and return the
/// resulting rectangle
///
/// \param Rectangle : Rectangle to test
/// \param OverlappingRect : Rectangle to be filled with the overlapping rect
/// \param rectangle : Rectangle to test
/// \param intersection : Rectangle to be filled with the intersection of both rectangles
///
/// \return True if rectangles overlap
///
////////////////////////////////////////////////////////////
bool Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const;
bool Intersects(const Rect<T>& rectangle, Rect<T>& intersection) const;
////////////////////////////////////////////////////////////
// Member data

View file

@ -41,11 +41,11 @@ Bottom(0)
/// Construct the color from its coordinates
////////////////////////////////////////////////////////////
template <typename T>
Rect<T>::Rect(T LeftCoord, T TopCoord, T RightCoord, T BottomCoord) :
Left (LeftCoord),
Top (TopCoord),
Right (RightCoord),
Bottom(BottomCoord)
Rect<T>::Rect(T left, T top, T right, T bottom) :
Left (left),
Top (top),
Right (right),
Bottom(bottom)
{
}
@ -75,12 +75,12 @@ Vector2<T> Rect<T>::GetCenter() const
/// Move the whole rectangle by the given offset
////////////////////////////////////////////////////////////
template <typename T>
void Rect<T>::Offset(T OffsetX, T OffsetY)
void Rect<T>::Offset(T offsetX, T offsetY)
{
Left += OffsetX;
Right += OffsetX;
Top += OffsetY;
Bottom += OffsetY;
Left += offsetX;
Right += offsetX;
Top += offsetY;
Bottom += offsetY;
}
@ -88,9 +88,9 @@ void Rect<T>::Offset(T OffsetX, T OffsetY)
/// Move the whole rectangle by the given offset
////////////////////////////////////////////////////////////
template <typename T>
void Rect<T>::Offset(const Vector2<T>& Off)
void Rect<T>::Offset(const Vector2<T>& offset)
{
Offset(Off.x, Off.y);
Offset(offset.x, offset.y);
}
@ -98,9 +98,9 @@ void Rect<T>::Offset(const Vector2<T>& Off)
/// Check if a point is inside the rectangle's area
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Contains(T X, T Y) const
bool Rect<T>::Contains(T x, T y) const
{
return (X >= Left) && (X <= Right) && (Y >= Top) && (Y <= Bottom);
return (x >= Left) && (x <= Right) && (y >= Top) && (y <= Bottom);
}
@ -108,9 +108,9 @@ bool Rect<T>::Contains(T X, T Y) const
/// Check if a point is inside the rectangle's area
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Contains(const Vector2<T>& Point) const
bool Rect<T>::Contains(const Vector2<T>& point) const
{
return Contains(Point.x, Point.y);
return Contains(point.x, point.y);
}
@ -118,16 +118,16 @@ bool Rect<T>::Contains(const Vector2<T>& Point) const
/// Check intersection between two rectangles
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Intersects(const Rect<T>& Rectangle) const
bool Rect<T>::Intersects(const Rect<T>& rectangle) const
{
// Compute overlapping rect
Rect<T> Overlapping(std::max(Left, Rectangle.Left),
std::max(Top, Rectangle.Top),
std::min(Right, Rectangle.Right),
std::min(Bottom, Rectangle.Bottom));
Rect<T> overlapping(std::max(Left, rectangle.Left),
std::max(Top, rectangle.Top),
std::min(Right, rectangle.Right),
std::min(Bottom, rectangle.Bottom));
// If overlapping rect is valid, then there is intersection
return (Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom);
return (overlapping.Left < overlapping.Right) && (overlapping.Top < overlapping.Bottom);
}
@ -136,23 +136,23 @@ bool Rect<T>::Intersects(const Rect<T>& Rectangle) const
/// resulting rectangle
////////////////////////////////////////////////////////////
template <typename T>
bool Rect<T>::Intersects(const Rect<T>& Rectangle, Rect<T>& OverlappingRect) const
bool Rect<T>::Intersects(const Rect<T>& rectangle, Rect<T>& intersection) const
{
// Compute overlapping rect
Rect<T> Overlapping(std::max(Left, Rectangle.Left),
std::max(Top, Rectangle.Top),
std::min(Right, Rectangle.Right),
std::min(Bottom, Rectangle.Bottom));
Rect<T> overlapping(std::max(Left, rectangle.Left),
std::max(Top, rectangle.Top),
std::min(Right, rectangle.Right),
std::min(Bottom, rectangle.Bottom));
// If overlapping rect is valid, then there is intersection
if ((Overlapping.Left < Overlapping.Right) && (Overlapping.Top < Overlapping.Bottom))
if ((overlapping.Left < overlapping.Right) && (overlapping.Top < overlapping.Bottom))
{
OverlappingRect = Overlapping;
intersection = overlapping;
return true;
}
else
{
OverlappingRect = Rect<T>(0, 0, 0, 0);
intersection = Rect<T>(0, 0, 0, 0);
return false;
}
}

View file

@ -63,25 +63,25 @@ public :
////////////////////////////////////////////////////////////
/// Create the render image from its dimensions
///
/// \param Width : Width of the render image
/// \param Height : Height of the render image
/// \param DepthBuffer : Do you want a depth buffer attached? (false by default)
/// \param width : Width of the render image
/// \param height : Height of the render image
/// \param depthBuffer : Do you want a depth buffer attached? (false by default)
///
/// \return True if creation has been successful
///
////////////////////////////////////////////////////////////
bool Create(unsigned int Width, unsigned int Height, bool DepthBuffer = false);
bool Create(unsigned int width, unsigned int height, bool depthBuffer = false);
////////////////////////////////////////////////////////////
/// Activate of deactivate the render-image as the current target
/// for rendering
///
/// \param Active : True to activate, false to deactivate (true by default)
/// \param active : True to activate, false to deactivate (true by default)
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
bool SetActive(bool Active = true);
bool SetActive(bool active = true);
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the image
@ -123,19 +123,19 @@ private :
/// /see RenderTarget::Activate
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool Active);
virtual bool Activate(bool active);
////////////////////////////////////////////////////////////
/// Update the pixels of the target image.
/// This function is called automatically by the image when it
/// needs to update its pixels, and is only meant for internal use.
///
/// \param Target : Target image to update
/// \param target : Target image to update
///
/// \return True if the new pixels are flipped vertically
///
////////////////////////////////////////////////////////////
bool UpdateImage(Image& Target);
bool UpdateImage(Image& target);
////////////////////////////////////////////////////////////
// Member data

View file

@ -53,18 +53,18 @@ public :
////////////////////////////////////////////////////////////
/// Clear the entire target with a single color
///
/// \param FillColor : Color to use to clear the render target
/// \param color : Color to use to clear the render target
///
////////////////////////////////////////////////////////////
void Clear(const Color& FillColor = Color(0, 0, 0));
void Clear(const Color& color = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Draw something into the target
///
/// \param Object : Object to draw
/// \param object : Object to draw
///
////////////////////////////////////////////////////////////
virtual void Draw(const Drawable& Object);
virtual void Draw(const Drawable& object);
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the target
@ -85,10 +85,10 @@ public :
////////////////////////////////////////////////////////////
/// Change the current active view.
///
/// \param NewView : New view to use (pass GetDefaultView() to set the default view)
/// \param view : New view to use (pass GetDefaultView() to set the default view)
///
////////////////////////////////////////////////////////////
void SetView(const View& NewView);
void SetView(const View& view);
////////////////////////////////////////////////////////////
/// Get the current view
@ -114,10 +114,10 @@ public :
/// SFML to do internal optimizations and improve performances.
/// This parameter is false by default
///
/// \param Preserve : True to preserve OpenGL states, false to let SFML optimize
/// \param preserve : True to preserve OpenGL states, false to let SFML optimize
///
////////////////////////////////////////////////////////////
void PreserveOpenGLStates(bool Preserve);
void PreserveOpenGLStates(bool preserve);
protected :
@ -138,12 +138,12 @@ private :
////////////////////////////////////////////////////////////
/// Activate the target for rendering
///
/// \param Active : True to activate rendering, false to deactivate
/// \param active : True to activate rendering, false to deactivate
///
/// \return True if activation succeeded
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool Active) = 0;
virtual bool Activate(bool active) = 0;
////////////////////////////////////////////////////////////
/// Set the OpenGL render states needed for the SFML rendering

View file

@ -55,22 +55,22 @@ public :
////////////////////////////////////////////////////////////
/// Construct the window
///
/// \param Mode : Video mode to use
/// \param Title : Title of the window
/// \param WindowStyle : Window style (Resize | Close by default)
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
RenderWindow(VideoMode Mode, const std::string& Title, unsigned long WindowStyle = Style::Resize | Style::Close, const ContextSettings& Settings = ContextSettings());
RenderWindow(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Construct the window from an existing control
///
/// \param Handle : Platform-specific handle of the control
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param handle : Platform-specific handle of the control
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
RenderWindow(WindowHandle Handle, const ContextSettings& Settings = ContextSettings());
RenderWindow(WindowHandle handle, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Destructor
@ -106,26 +106,26 @@ public :
/// Convert a point in window coordinates into view coordinates
/// This version uses the current view of the window
///
/// \param WindowX : X coordinate of the point to convert, relative to the window
/// \param WindowY : Y coordinate of the point to convert, relative to the window
/// \param x : X coordinate of the point to convert, relative to the window
/// \param y : Y coordinate of the point to convert, relative to the window
///
/// \return Converted point
///
////////////////////////////////////////////////////////////
sf::Vector2f ConvertCoords(unsigned int WindowX, unsigned int WindowY) const;
sf::Vector2f ConvertCoords(unsigned int x, unsigned int y) const;
////////////////////////////////////////////////////////////
/// Convert a point in window coordinates into view coordinates
/// This version uses the given view
///
/// \param WindowX : X coordinate of the point to convert, relative to the window
/// \param WindowY : Y coordinate of the point to convert, relative to the window
/// \param TargetView : Target view to convert the point to
/// \param x : X coordinate of the point to convert, relative to the window
/// \param y : Y coordinate of the point to convert, relative to the window
/// \param view : Target view to convert the point to
///
/// \return Converted point
///
////////////////////////////////////////////////////////////
sf::Vector2f ConvertCoords(unsigned int WindowX, unsigned int WindowY, const View& TargetView) const;
sf::Vector2f ConvertCoords(unsigned int x, unsigned int y, const View& view) const;
private :
@ -139,7 +139,7 @@ private :
/// /see RenderTarget::Activate
///
////////////////////////////////////////////////////////////
virtual bool Activate(bool Active);
virtual bool Activate(bool active);
};
} // namespace sf

View file

@ -40,7 +40,7 @@ namespace sf
/// helper functions to draw simple shapes like
/// lines, rectangles, circles, etc.
////////////////////////////////////////////////////////////
class SFML_API Shape : public sf::Drawable
class SFML_API Shape : public Drawable
{
public :
@ -53,22 +53,22 @@ public :
////////////////////////////////////////////////////////////
/// Add a point to the shape
///
/// \param X, Y : Position of the point
/// \param Col : Color of the point (white by default)
/// \param OutlineCol : Outline color of the point (black by default)
/// \param x, y : Position of the point
/// \param color : Color of the point (white by default)
/// \param outlineColor : Outline color of the point (black by default)
///
////////////////////////////////////////////////////////////
void AddPoint(float X, float Y, const Color& Col = Color(255, 255, 255), const Color& OutlineCol = Color(0, 0, 0));
void AddPoint(float x, float y, const Color& color = Color(255, 255, 255), const Color& outlineColor = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Add a point to the shape
///
/// \param Position : Position of the point
/// \param Col : Color of the point (white by default)
/// \param OutlineCol : Outline color of the point (black by default)
/// \param position : Position of the point
/// \param color : Color of the point (white by default)
/// \param outlineColor : Outline color of the point (black by default)
///
////////////////////////////////////////////////////////////
void AddPoint(const Vector2f& Position, const Color& Col = Color(255, 255, 255), const Color& OutlineCol = Color(0, 0, 0));
void AddPoint(const Vector2f& position, const Color& color = Color(255, 255, 255), const Color& outlineColor = Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Get the number of points composing the shape
@ -82,94 +82,94 @@ public :
/// Enable or disable filling the shape.
/// Fill is enabled by default
///
/// \param Enable : True to enable, false to disable
/// \param enable : True to enable, false to disable
///
////////////////////////////////////////////////////////////
void EnableFill(bool Enable);
void EnableFill(bool enable);
////////////////////////////////////////////////////////////
/// Enable or disable drawing the shape outline.
/// Outline is enabled by default
///
/// \param Enable : True to enable, false to disable
/// \param enable : True to enable, false to disable
///
////////////////////////////////////////////////////////////
void EnableOutline(bool Enable);
void EnableOutline(bool enable);
////////////////////////////////////////////////////////////
/// Set the position of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param Position : New position of the Index-th point
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param position : New position of the index-th point
///
////////////////////////////////////////////////////////////
void SetPointPosition(unsigned int Index, const Vector2f& Position);
void SetPointPosition(unsigned int index, const Vector2f& position);
////////////////////////////////////////////////////////////
/// Set the position of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param X : New X coordinate of the Index-th point
/// \param Y : New Y coordinate of the Index-th point
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param x : New X coordinate of the index-th point
/// \param y : New Y coordinate of the index-th point
///
////////////////////////////////////////////////////////////
void SetPointPosition(unsigned int Index, float X, float Y);
void SetPointPosition(unsigned int index, float x, float y);
////////////////////////////////////////////////////////////
/// Set the color of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param Col : New color of the Index-th point
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param color : New color of the index-th point
///
////////////////////////////////////////////////////////////
void SetPointColor(unsigned int Index, const Color& Col);
void SetPointColor(unsigned int index, const Color& color);
////////////////////////////////////////////////////////////
/// Set the outline color of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param OutlineCol : New outline color of the Index-th point
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param outlineColor : New outline color of the index-th point
///
////////////////////////////////////////////////////////////
void SetPointOutlineColor(unsigned int Index, const Color& OutlineCol);
void SetPointOutlineColor(unsigned int index, const Color& outlineColor);
////////////////////////////////////////////////////////////
/// Change the width of the shape outline
///
/// \param Width : New width
/// \param width : New width
///
////////////////////////////////////////////////////////////
void SetOutlineWidth(float Width);
void SetOutlineWidth(float width);
////////////////////////////////////////////////////////////
/// Get the position of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
///
/// \return Position of the Index-th point
/// \return Position of the index-th point
///
////////////////////////////////////////////////////////////
const Vector2f& GetPointPosition(unsigned int Index) const;
const Vector2f& GetPointPosition(unsigned int index) const;
////////////////////////////////////////////////////////////
/// Get the color of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param Index : index of the point, in range [0, GetNbPoints() - 1]
///
/// \return Color of the Index-th point
/// \return Color of the index-th point
///
////////////////////////////////////////////////////////////
const Color& GetPointColor(unsigned int Index) const;
const Color& GetPointColor(unsigned int index) const;
////////////////////////////////////////////////////////////
/// Get the outline color of a point
///
/// \param Index : Index of the point, in range [0, GetNbPoints() - 1]
/// \param index : Index of the point, in range [0, GetNbPoints() - 1]
///
/// \return Outline color of the Index-th point
/// \return Outline color of the index-th point
///
////////////////////////////////////////////////////////////
const Color& GetPointOutlineColor(unsigned int Index) const;
const Color& GetPointOutlineColor(unsigned int index) const;
////////////////////////////////////////////////////////////
/// Get the width of the shape outline
@ -182,76 +182,76 @@ public :
////////////////////////////////////////////////////////////
/// Create a shape made of a single line (use floats)
///
/// \param P1X, P1Y : Position of the first point
/// \param P2X, P2Y : Position second point
/// \param Thickness : Line thickness
/// \param Col : Color used to draw the line
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param p1x, p1y : Position of the first point
/// \param p2x, p2y : Position second point
/// \param thickness : Line thickness
/// \param color : Color used to draw the line
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Line(float P1X, float P1Y, float P2X, float P2Y, float Thickness, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Line(float p1x, float p1y, float p2x, float p2y, float thickness, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create a shape made of a single line (use vectors)
///
/// \param P1X, P1Y : Position of the first point
/// \param P2X, P2Y : Position second point
/// \param Thickness : Line thickness
/// \param Col : Color used to draw the line
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param p1 : Position of the first point
/// \param p2 : Position second point
/// \param thickness : Line thickness
/// \param color : Color used to draw the line
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Line(const Vector2f& P1, const Vector2f& P2, float Thickness, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Line(const Vector2f& p1, const Vector2f& p2, float thickness, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create a shape made of a single rectangle (use floats)
///
/// \param P1X, P1Y : Position of the first point
/// \param P2X, P2Y : Position second point
/// \param Col : Color used to fill the rectangle
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param p1x, p1y : Position of the first point
/// \param p2x, p2y : Position second point
/// \param color : Color used to fill the rectangle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Rectangle(float P1X, float P1Y, float P2X, float P2Y, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Rectangle(float p1x, float p1y, float p2x, float p2y, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create a shape made of a single rectangle (use vectors)
///
/// \param P1 : Position of the first point
/// \param P2 : Position second point
/// \param Col : Color used to fill the rectangle
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param p1 : Position of the first point
/// \param p2 : Position second point
/// \param color : Color used to fill the rectangle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Rectangle(const Vector2f& P1, const Vector2f& P2, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Rectangle(const Vector2f& p1, const Vector2f& p2, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create a shape made of a single circle (use floats)
///
/// \param X, Y : Position of the center
/// \param Radius : Radius
/// \param Col : Color used to fill the circle
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param x, y : Position of the center
/// \param radius : Radius
/// \param color : Color used to fill the circle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Circle(float X, float Y, float Radius, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Circle(float x, float y, float radius, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
////////////////////////////////////////////////////////////
/// Create a shape made of a single circle (use vectors)
///
/// \param Center : Position of the center
/// \param Radius : Radius
/// \param Col : Color used to fill the circle
/// \param Outline : Outline width (0 by default)
/// \param OutlineCol : Color used to draw the outline (black by default)
/// \param center : Position of the center
/// \param radius : Radius
/// \param color : Color used to fill the circle
/// \param outline : Outline width (0 by default)
/// \param outlineColor : Color used to draw the outline (black by default)
///
////////////////////////////////////////////////////////////
static Shape Circle(const Vector2f& Center, float Radius, const Color& Col, float Outline = 0.f, const Color& OutlineCol = sf::Color(0, 0, 0));
static Shape Circle(const Vector2f& center, float radius, const Color& color, float outline = 0.f, const Color& outlineColor = sf::Color(0, 0, 0));
protected :
@ -259,7 +259,7 @@ protected :
/// /see Drawable::Render
///
////////////////////////////////////////////////////////////
virtual void Render(RenderTarget& Target) const;
virtual void Render(RenderTarget& target) const;
private :
@ -272,21 +272,21 @@ private :
////////////////////////////////////////////////////////////
/// Compute the normal of a given 2D segment
///
/// \param P1 : First point of the segment
/// \param P2 : Second point of the segment
/// \param Normal : Calculated normal
/// \param p1 : First point of the segment
/// \param p2 : Second point of the segment
/// \param normal : Calculated normal
///
/// \return False if the normal couldn't be calculated (segment is null)
///
////////////////////////////////////////////////////////////
static bool ComputeNormal(const Vector2f& P1, const Vector2f& P2, Vector2f& Normal);
static bool ComputeNormal(const Vector2f& p1, const Vector2f& p2, Vector2f& normal);
////////////////////////////////////////////////////////////
/// Defines a simple 2D point
////////////////////////////////////////////////////////////
struct Point
{
Point(const Vector2f& Pos = Vector2f(0, 0), const Color& C = Color(255, 255, 255), const Color& OutlineC = Color(255, 255, 255));
Point(const Vector2f& position = Vector2f(0, 0), const Color& color = Color(255, 255, 255), const Color& outlineColor = Color(255, 255, 255));
Vector2f Position; ///< Position
Vector2f Normal; ///< Extruded normal

View file

@ -54,66 +54,66 @@ public :
////////////////////////////////////////////////////////////
/// Construct the sprite from a source image
///
/// \param Img : Image of the sprite
/// \param Position : Position of the sprite (0, 0 by default)
/// \param Scale : Scale factor (1, 1 by default)
/// \param Rotation : Orientation, in degrees (0 by default)
/// \param Col : Color of the sprite (white by default)
/// \param image : Image of the sprite
/// \param position : Position of the sprite (0, 0 by default)
/// \param scale : Scale factor (1, 1 by default)
/// \param rotation : Orientation, in degrees (0 by default)
/// \param color : Color of the sprite (white by default)
///
////////////////////////////////////////////////////////////
Sprite(const Image& Img, const Vector2f& Position = Vector2f(0, 0), const Vector2f& Scale = Vector2f(1, 1), float Rotation = 0.f, const Color& Col = Color(255, 255, 255, 255));
Sprite(const Image& image, const Vector2f& position = Vector2f(0, 0), const Vector2f& scale = Vector2f(1, 1), float rotation = 0.f, const Color& color = Color(255, 255, 255, 255));
////////////////////////////////////////////////////////////
/// Change the image of the sprite
///
/// \param Img : New image
/// \param image : New image
///
////////////////////////////////////////////////////////////
void SetImage(const Image& Img);
void SetImage(const Image& image);
////////////////////////////////////////////////////////////
/// Set the sub-rectangle of the sprite inside the source image.
/// By default, the subrect covers the entire source image
///
/// \param SubRect : New sub-rectangle
/// \param rectangle : New sub-rectangle
///
////////////////////////////////////////////////////////////
void SetSubRect(const IntRect& SubRect);
void SetSubRect(const IntRect& rectangle);
////////////////////////////////////////////////////////////
/// Resize the sprite (by changing its scale factors) (take 2 values).
/// The default size is defined by the subrect
///
/// \param Width : New width (must be strictly positive)
/// \param Height : New height (must be strictly positive)
/// \param width : New width (must be strictly positive)
/// \param height : New height (must be strictly positive)
///
////////////////////////////////////////////////////////////
void Resize(float Width, float Height);
void Resize(float width, float height);
////////////////////////////////////////////////////////////
/// Resize the sprite (by changing its scale factors) (take a 2D vector).
/// The default size is defined by the subrect
///
/// \param Size : New size (both coordinates must be strictly positive)
/// \param size : New size (both coordinates must be strictly positive)
///
////////////////////////////////////////////////////////////
void Resize(const Vector2f& Size);
void Resize(const Vector2f& size);
////////////////////////////////////////////////////////////
/// Flip the sprite horizontally
///
/// \param Flipped : True to flip the sprite
/// \param flipped : True to flip the sprite
///
////////////////////////////////////////////////////////////
void FlipX(bool Flipped);
void FlipX(bool flipped);
////////////////////////////////////////////////////////////
/// Flip the sprite vertically
///
/// \param Flipped : True to flip the sprite
/// \param flipped : True to flip the sprite
///
////////////////////////////////////////////////////////////
void FlipY(bool Flipped);
void FlipY(bool flipped);
////////////////////////////////////////////////////////////
/// Get the source image of the sprite
@ -143,13 +143,13 @@ public :
/// Get the color of a given pixel in the sprite
/// (point is in local coordinates)
///
/// \param X : X coordinate of the pixel to get
/// \param Y : Y coordinate of the pixel to get
/// \param x : X coordinate of the pixel to get
/// \param y : Y coordinate of the pixel to get
///
/// \return Color of pixel (X, Y)
/// \return Color of pixel (x, y)
///
////////////////////////////////////////////////////////////
Color GetPixel(unsigned int X, unsigned int Y) const;
Color GetPixel(unsigned int x, unsigned int y) const;
protected :
@ -157,7 +157,7 @@ protected :
/// /see Drawable::Render
///
////////////////////////////////////////////////////////////
virtual void Render(RenderTarget& Target) const;
virtual void Render(RenderTarget& target) const;
private :

View file

@ -65,46 +65,46 @@ public :
////////////////////////////////////////////////////////////
/// Construct the string from any kind of text
///
/// \param Text : Text assigned to the string
/// \param Font : Font used to draw the string (SFML built-in font by default)
/// \param Size : Characters size (30 by default)
/// \param text : Text assigned to the string
/// \param font : Font used to draw the string (SFML built-in font by default)
/// \param size : Characters size (30 by default)
///
////////////////////////////////////////////////////////////
explicit String(const Unicode::Text& Text, const Font& CharFont = Font::GetDefaultFont(), float Size = 30.f);
explicit String(const Unicode::Text& text, const Font& font = Font::GetDefaultFont(), float size = 30.f);
////////////////////////////////////////////////////////////
/// Set the text (from any kind of string)
///
/// \param Text : New text
/// \param text : New text
///
////////////////////////////////////////////////////////////
void SetText(const Unicode::Text& Text);
void SetText(const Unicode::Text& text);
////////////////////////////////////////////////////////////
/// Set the font of the string
///
/// \param Font : Font to use
/// \param font : Font to use
///
////////////////////////////////////////////////////////////
void SetFont(const Font& CharFont);
void SetFont(const Font& font);
////////////////////////////////////////////////////////////
/// Set the size of the string
/// The default size is 30
///
/// \param Size : New size, in pixels
/// \param size : New size, in pixels
///
////////////////////////////////////////////////////////////
void SetSize(float Size);
void SetSize(float size);
////////////////////////////////////////////////////////////
/// Set the style of the text
/// The default style is Regular
///
/// \param TextStyle : New text style, (combination of Style enum values)
/// \param style : New text style (combination of Style enum values)
///
////////////////////////////////////////////////////////////
void SetStyle(unsigned long TextStyle);
void SetStyle(unsigned long style);
////////////////////////////////////////////////////////////
/// Get the text (the returned text can be converted implicitely to any kind of string)
@ -143,12 +143,12 @@ public :
/// in coordinates relative to the string
/// (note : translation, center, rotation and scale are not applied)
///
/// \param Index : Index of the character
/// \param index : Index of the character
///
/// \return Position of the Index-th character (end of string if Index is out of range)
/// \return Position of the index-th character (end of string if Index is out of range)
///
////////////////////////////////////////////////////////////
sf::Vector2f GetCharacterPos(std::size_t Index) const;
sf::Vector2f GetCharacterPos(std::size_t index) const;
////////////////////////////////////////////////////////////
/// Get the string rectangle on screen
@ -164,7 +164,7 @@ protected :
/// /see Drawable::Render
///
////////////////////////////////////////////////////////////
virtual void Render(RenderTarget& Target) const;
virtual void Render(RenderTarget& target) const;
private :

View file

@ -60,61 +60,61 @@ public :
////////////////////////////////////////////////////////////
/// Construct the view from a rectangle
///
/// \param Rectangle : Rectangle defining the view
/// \param rectangle : Rectangle defining the view
///
////////////////////////////////////////////////////////////
explicit View(const FloatRect& Rectangle);
explicit View(const FloatRect& rectangle);
////////////////////////////////////////////////////////////
/// Construct the view from its center and size
///
/// \param Center : Center of the view
/// \param HalfSize : Size of the view
/// \param center : Center of the view
/// \param size : Size of the view
///
////////////////////////////////////////////////////////////
View(const Vector2f& Center, const Vector2f& Size);
View(const Vector2f& center, const Vector2f& size);
////////////////////////////////////////////////////////////
/// Change the center of the view
///
/// \param X : X coordinate of the new center
/// \param Y : Y coordinate of the new center
/// \param x : X coordinate of the new center
/// \param y : Y coordinate of the new center
///
////////////////////////////////////////////////////////////
void SetCenter(float X, float Y);
void SetCenter(float x, float y);
////////////////////////////////////////////////////////////
/// Change the center of the view
///
/// \param Center : New center
/// \param center : New center
///
////////////////////////////////////////////////////////////
void SetCenter(const Vector2f& Center);
void SetCenter(const Vector2f& center);
////////////////////////////////////////////////////////////
/// Change the size of the view
///
/// \param Width : New width
/// \param Height : New height
/// \param width : New width
/// \param height : New height
///
////////////////////////////////////////////////////////////
void SetSize(float Width, float Height);
void SetSize(float width, float height);
////////////////////////////////////////////////////////////
/// Change the size of the view
///
/// \param HalfSize : New half-size
/// \param size : New half-size
///
////////////////////////////////////////////////////////////
void SetSize(const Vector2f& Size);
void SetSize(const Vector2f& size);
////////////////////////////////////////////////////////////
/// Set the angle of rotation of the view
///
/// \param Angle : New angle, in degrees
/// \param angle : New angle, in degrees
///
////////////////////////////////////////////////////////////
void SetRotation(float Angle);
void SetRotation(float angle);
////////////////////////////////////////////////////////////
/// Set the target viewport
@ -126,19 +126,19 @@ public :
/// For example, a view which takes the left side of the target would
/// be defined with View.SetViewport(sf::FloatRect(0, 0, 0.5, 1)).
///
/// \param Viewport : New viewport
/// \param viewport : New viewport
///
////////////////////////////////////////////////////////////
void SetViewport(const FloatRect& Viewport);
void SetViewport(const FloatRect& viewport);
////////////////////////////////////////////////////////////
/// Reset the view to the given rectangle.
/// Note: this function resets the rotation angle to 0.
///
/// \param Rectangle : Rectangle defining the view
/// \param rectangle : Rectangle defining the view
///
////////////////////////////////////////////////////////////
void Reset(const FloatRect& Rectangle);
void Reset(const FloatRect& rectangle);
////////////////////////////////////////////////////////////
/// Get the center of the view
@ -175,35 +175,35 @@ public :
////////////////////////////////////////////////////////////
/// Move the view
///
/// \param OffsetX : Offset to move the view, on X axis
/// \param OffsetY : Offset to move the view, on Y axis
/// \param offsetX : Offset to move the view, on X axis
/// \param offsetY : Offset to move the view, on Y axis
///
////////////////////////////////////////////////////////////
void Move(float OffsetX, float OffsetY);
void Move(float offsetX, float offsetY);
////////////////////////////////////////////////////////////
/// Move the view
///
/// \param Offset : Offset to move the view
/// \param offset : Offset to move the view
///
////////////////////////////////////////////////////////////
void Move(const Vector2f& Offset);
void Move(const Vector2f& offset);
////////////////////////////////////////////////////////////
/// Rotate the view
///
/// \param Angle : Angle to rotate, in degrees
/// \param angle : Angle to rotate, in degrees
///
////////////////////////////////////////////////////////////
void Rotate(float Angle);
void Rotate(float angle);
////////////////////////////////////////////////////////////
/// Resize the view rectangle to simulate a zoom / unzoom effect
///
/// \param Factor : Zoom factor to apply, relative to the current size
/// \param factor : Zoom factor to apply, relative to the current size
///
////////////////////////////////////////////////////////////
void Zoom(float Factor);
void Zoom(float factor);
////////////////////////////////////////////////////////////
/// Get the projection matrix of the view

View file

@ -136,11 +136,11 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Code : Response status code (InvalidResponse by default)
/// \param Message : Response message (empty by default)
/// \param code : Response status code (InvalidResponse by default)
/// \param message : Response message (empty by default)
///
////////////////////////////////////////////////////////////
Response(Status Code = InvalidResponse, const std::string& Message = "");
Response(Status code = InvalidResponse, const std::string& message = "");
////////////////////////////////////////////////////////////
/// Convenience function to check if the response status code
@ -186,10 +186,10 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Resp : Source response
/// \param response : Source response
///
////////////////////////////////////////////////////////////
DirectoryResponse(Response Resp);
DirectoryResponse(Response response);
////////////////////////////////////////////////////////////
/// Get the directory returned in the response
@ -218,11 +218,11 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Resp : Source response
/// \param Data : Data containing the raw listing
/// \param response : Source response
/// \param data : Data containing the raw listing
///
////////////////////////////////////////////////////////////
ListingResponse(Response Resp, const std::vector<char>& Data);
ListingResponse(Response response, const std::vector<char>& data);
////////////////////////////////////////////////////////////
/// Get the number of filenames in the listing
@ -235,12 +235,12 @@ public :
////////////////////////////////////////////////////////////
/// Get the Index-th filename in the directory
///
/// \param Index : Index of the filename to get
/// \param index : Index of the filename to get
///
/// \return Index-th filename
///
////////////////////////////////////////////////////////////
const std::string& GetFilename(std::size_t Index) const;
const std::string& GetFilename(std::size_t index) const;
private :
@ -260,14 +260,14 @@ public :
////////////////////////////////////////////////////////////
/// Connect to the specified FTP server
///
/// \param Server : FTP server to connect to
/// \param Port : Port used for connection (21 by default, standard FTP port)
/// \param Timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
/// \param server : FTP server to connect to
/// \param port : Port used for connection (21 by default, standard FTP port)
/// \param timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Connect(const IPAddress& Server, unsigned short Port = 21, float Timeout = 0.f);
Response Connect(const IPAddress& server, unsigned short port = 21, float timeout = 0.f);
////////////////////////////////////////////////////////////
/// Log in using anonymous account
@ -280,13 +280,13 @@ public :
////////////////////////////////////////////////////////////
/// Log in using a username and a password
///
/// \param UserName : User name
/// \param Password : Password
/// \param name : User name
/// \param password : Password
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Login(const std::string& UserName, const std::string& Password);
Response Login(const std::string& name, const std::string& password);
////////////////////////////////////////////////////////////
/// Close the connection with FTP server
@ -316,22 +316,22 @@ public :
/// Get the contents of the given directory
/// (subdirectories and files)
///
/// \param Directory : Directory to list ("" by default, the current one)
/// \param directory : Directory to list ("" by default, the current one)
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
ListingResponse GetDirectoryListing(const std::string& Directory = "");
ListingResponse GetDirectoryListing(const std::string& directory = "");
////////////////////////////////////////////////////////////
/// Change the current working directory
///
/// \param Directory : New directory, relative to the current one
/// \param directory : New directory, relative to the current one
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response ChangeDirectory(const std::string& Directory);
Response ChangeDirectory(const std::string& directory);
////////////////////////////////////////////////////////////
/// Go to the parent directory of the current one
@ -344,12 +344,12 @@ public :
////////////////////////////////////////////////////////////
/// Create a new directory
///
/// \param Name : Name of the directory to create
/// \param name : Name of the directory to create
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response MakeDirectory(const std::string& Name);
Response MakeDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// Remove an existing directory
@ -359,65 +359,65 @@ public :
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response DeleteDirectory(const std::string& Name);
Response DeleteDirectory(const std::string& name);
////////////////////////////////////////////////////////////
/// Rename a file
///
/// \param File : File to rename
/// \param NewName : New name
/// \param file : File to rename
/// \param newName : New name
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response RenameFile(const std::string& File, const std::string& NewName);
Response RenameFile(const std::string& file, const std::string& newName);
////////////////////////////////////////////////////////////
/// Remove an existing file
///
/// \param Name : File to remove
/// \param name : File to remove
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response DeleteFile(const std::string& Name);
Response DeleteFile(const std::string& name);
////////////////////////////////////////////////////////////
/// Download a file from the server
///
/// \param DistantFile : Path of the distant file to download
/// \param DestPath : Where to put to file on the local computer
/// \param Mode : Transfer mode (binary by default)
/// \param distantFile : Path of the distant file to download
/// \param destPath : Where to put to file on the local computer
/// \param mode : Transfer mode (binary by default)
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Download(const std::string& DistantFile, const std::string& DestPath, TransferMode Mode = Binary);
Response Download(const std::string& distantFile, const std::string& destPath, TransferMode mode = Binary);
////////////////////////////////////////////////////////////
/// Upload a file to the server
///
/// \param LocalFile : Path of the local file to upload
/// \param DestPath : Where to put to file on the server
/// \param Mode : Transfer mode (binary by default)
/// \param localFile : Path of the local file to upload
/// \param destPath : Where to put to file on the server
/// \param mode : Transfer mode (binary by default)
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response Upload(const std::string& LocalFile, const std::string& DestPath, TransferMode Mode = Binary);
Response Upload(const std::string& localFile, const std::string& destPath, TransferMode mode = Binary);
private :
////////////////////////////////////////////////////////////
/// Send a command to the FTP server
///
/// \param Command : Command to send
/// \param Parameter : Command parameter ("" by default)
/// \param command : Command to send
/// \param parameter : Command parameter ("" by default)
///
/// \return Server response to the request
///
////////////////////////////////////////////////////////////
Response SendCommand(const std::string& Command, const std::string& Parameter = "");
Response SendCommand(const std::string& command, const std::string& parameter = "");
////////////////////////////////////////////////////////////
/// Receive a response from the server

View file

@ -68,30 +68,30 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param RequestMethod : Method to use for the request (Get by default)
/// \param URI : Target URI ("/" by default -- index page)
/// \param Body : Content of the request's body (empty by default)
/// \param method : Method to use for the request (Get by default)
/// \param URI : Target URI ("/" by default -- index page)
/// \param body : Content of the request's body (empty by default)
///
////////////////////////////////////////////////////////////
Request(Method RequestMethod = Get, const std::string& URI = "/", const std::string& Body = "");
Request(Method method = Get, const std::string& URI = "/", const std::string& body = "");
////////////////////////////////////////////////////////////
/// Set the value of a field; the field is added if it doesn't exist
///
/// \param Field : Name of the field to set (case-insensitive)
/// \param Value : Value of the field
/// \param field : Name of the field to set (case-insensitive)
/// \param value : Value of the field
///
////////////////////////////////////////////////////////////
void SetField(const std::string& Field, const std::string& Value);
void SetField(const std::string& field, const std::string& value);
////////////////////////////////////////////////////////////
/// Set the request method.
/// This parameter is Http::Request::Get by default
///
/// \param RequestMethod : Method to use for the request
/// \param method : Method to use for the request
///
////////////////////////////////////////////////////////////
void SetMethod(Method RequestMethod);
void SetMethod(Method method);
////////////////////////////////////////////////////////////
/// Set the target URI of the request.
@ -106,21 +106,21 @@ public :
/// Set the HTTP version of the request.
/// This parameter is 1.0 by default
///
/// \param Major : Major version number
/// \param Minor : Minor version number
/// \param major : Major version number
/// \param minor : Minor version number
///
////////////////////////////////////////////////////////////
void SetHttpVersion(unsigned int Major, unsigned int Minor);
void SetHttpVersion(unsigned int major, unsigned int minor);
////////////////////////////////////////////////////////////
/// Set the body of the request. This parameter is optional and
/// makes sense only for POST requests.
/// This parameter is empty by default
///
/// \param Body : Content of the request body
/// \param body : Content of the request body
///
////////////////////////////////////////////////////////////
void SetBody(const std::string& Body);
void SetBody(const std::string& body);
private :
@ -137,12 +137,12 @@ public :
////////////////////////////////////////////////////////////
/// Check if the given field has been defined
///
/// \param Field : Name of the field to check (case-insensitive)
/// \param field : Name of the field to check (case-insensitive)
///
/// \return True if the field exists
///
////////////////////////////////////////////////////////////
bool HasField(const std::string& Field) const;
bool HasField(const std::string& field) const;
////////////////////////////////////////////////////////////
// Types
@ -213,12 +213,12 @@ public :
////////////////////////////////////////////////////////////
/// Get the value of a field
///
/// \param Field : Name of the field to get (case-insensitive)
/// \param field : Name of the field to get (case-insensitive)
///
/// \return Value of the field, or empty string if not found
///
////////////////////////////////////////////////////////////
const std::string& GetField(const std::string& Field) const;
const std::string& GetField(const std::string& field) const;
////////////////////////////////////////////////////////////
/// Get the header's status code
@ -263,10 +263,10 @@ public :
////////////////////////////////////////////////////////////
/// Construct the header from a response string
///
/// \param Data : Content of the response's header to parse
/// \param data : Content of the response's header to parse
///
////////////////////////////////////////////////////////////
void FromString(const std::string& Data);
void FromString(const std::string& data);
////////////////////////////////////////////////////////////
// Types
@ -292,20 +292,20 @@ public :
////////////////////////////////////////////////////////////
/// Construct the Http instance with the target host
///
/// \param Host : Web server to connect to
/// \param Port : Port to use for connection (0 by default -- use the standard port of the protocol used)
/// \param host : Web server to connect to
/// \param port : Port to use for connection (0 by default -- use the standard port of the protocol used)
///
////////////////////////////////////////////////////////////
Http(const std::string& Host, unsigned short Port = 0);
Http(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// Set the target host
///
/// \param Host : Web server to connect to
/// \param Port : Port to use for connection (0 by default -- use the standard port of the protocol used)
/// \param host : Web server to connect to
/// \param port : Port to use for connection (0 by default -- use the standard port of the protocol used)
///
////////////////////////////////////////////////////////////
void SetHost(const std::string& Host, unsigned short Port = 0);
void SetHost(const std::string& host, unsigned short port = 0);
////////////////////////////////////////////////////////////
/// Send a HTTP request and return the server's response.
@ -315,13 +315,13 @@ public :
/// not return instantly; use a thread if you don't want to block your
/// application.
///
/// \param Req : Request to send
/// \param Timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
/// \param request : Request to send
/// \param timeout : Maximum time to wait, in seconds (0 by default, means no timeout)
///
/// \return Server's response
///
////////////////////////////////////////////////////////////
Response SendRequest(const Request& Req, float Timeout = 0.f);
Response SendRequest(const Request& request, float timeout = 0.f);
private :

View file

@ -52,38 +52,38 @@ public :
////////////////////////////////////////////////////////////
/// Construct the address from a string
///
/// \param Address : IP address ("xxx.xxx.xxx.xxx") or network name
/// \param address : IP address ("xxx.xxx.xxx.xxx") or network name
///
////////////////////////////////////////////////////////////
IPAddress(const std::string& Address);
IPAddress(const std::string& address);
////////////////////////////////////////////////////////////
/// Construct the address from a C-style string ;
/// Needed for implicit conversions from literal strings to IPAddress to work
///
/// \param Address : IP address ("xxx.xxx.xxx.xxx") or network name
/// \param address : IP address ("xxx.xxx.xxx.xxx") or network name
///
////////////////////////////////////////////////////////////
IPAddress(const char* Address);
IPAddress(const char* address);
////////////////////////////////////////////////////////////
/// Construct the address from 4 bytes
///
/// \param Byte0 : First byte of the address
/// \param Byte1 : Second byte of the address
/// \param Byte2 : Third byte of the address
/// \param Byte3 : Fourth byte of the address
/// \param byte0 : First byte of the address
/// \param byte1 : Second byte of the address
/// \param byte2 : Third byte of the address
/// \param byte3 : Fourth byte of the address
///
////////////////////////////////////////////////////////////
IPAddress(Uint8 Byte0, Uint8 Byte1, Uint8 Byte2, Uint8 Byte3);
IPAddress(Uint8 byte0, Uint8 byte1, Uint8 byte2, Uint8 byte3);
////////////////////////////////////////////////////////////
/// Construct the address from a 32-bits integer
///
/// \param Address : 4 bytes of the address packed into a 32-bits integer
/// \param address : 4 bytes of the address packed into a 32-bits integer
///
////////////////////////////////////////////////////////////
IPAddress(Uint32 Address);
IPAddress(Uint32 address);
////////////////////////////////////////////////////////////
/// Tell if the address is a valid one
@ -123,72 +123,72 @@ public :
/// distant website ; as a consequence, this function may be
/// very slow -- use it as few as possible !
///
/// \param Timeout : Maximum time to wait, in seconds (0 by default : no timeout)
/// \param timeout : Maximum time to wait, in seconds (0 by default : no timeout)
///
/// \return Public IP address
///
////////////////////////////////////////////////////////////
static IPAddress GetPublicAddress(float Timeout = 0.f);
static IPAddress GetPublicAddress(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// Comparison operator ==
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this == Other
/// \return True if *this == other
///
////////////////////////////////////////////////////////////
bool operator ==(const IPAddress& Other) const;
bool operator ==(const IPAddress& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator !=
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this != Other
/// \return True if *this != other
///
////////////////////////////////////////////////////////////
bool operator !=(const IPAddress& Other) const;
bool operator !=(const IPAddress& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator <
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this < Other
/// \return True if *this < other
///
////////////////////////////////////////////////////////////
bool operator <(const IPAddress& Other) const;
bool operator <(const IPAddress& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator >
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this > Other
/// \return True if *this > other
///
////////////////////////////////////////////////////////////
bool operator >(const IPAddress& Other) const;
bool operator >(const IPAddress& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator <=
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this <= Other
/// \return True if *this <= other
///
////////////////////////////////////////////////////////////
bool operator <=(const IPAddress& Other) const;
bool operator <=(const IPAddress& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator >=
///
/// \param Other : Address to compare
/// \param other : Address to compare
///
/// \return True if *this >= Other
/// \return True if *this >= other
///
////////////////////////////////////////////////////////////
bool operator >=(const IPAddress& Other) const;
bool operator >=(const IPAddress& other) const;
////////////////////////////////////////////////////////////
// Static member data
@ -212,7 +212,7 @@ private :
/// \return Reference to the input stream
///
////////////////////////////////////////////////////////////
SFML_API std::istream& operator >>(std::istream& Stream, IPAddress& Address);
SFML_API std::istream& operator >>(std::istream& stream, IPAddress& address);
////////////////////////////////////////////////////////////
/// Operator << overload to print an address to an output stream
@ -223,7 +223,7 @@ SFML_API std::istream& operator >>(std::istream& Stream, IPAddress& Address);
/// \return Reference to the output stream
///
////////////////////////////////////////////////////////////
SFML_API std::ostream& operator <<(std::ostream& Stream, const IPAddress& Address);
SFML_API std::ostream& operator <<(std::ostream& stream, const IPAddress& address);
} // namespace sf

View file

@ -57,11 +57,11 @@ public :
////////////////////////////////////////////////////////////
/// Append data to the end of the packet
///
/// \param Data : Pointer to the bytes to append
/// \param SizeInBytes : Number of bytes to append
/// \param data : Pointer to the bytes to append
/// \param sizeInBytes : Number of bytes to append
///
////////////////////////////////////////////////////////////
void Append(const void* Data, std::size_t SizeInBytes);
void Append(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// Clear the packet data
@ -107,37 +107,37 @@ public :
/// Operator >> overloads to extract data from the packet
///
////////////////////////////////////////////////////////////
Packet& operator >>(bool& Data);
Packet& operator >>(Int8& Data);
Packet& operator >>(Uint8& Data);
Packet& operator >>(Int16& Data);
Packet& operator >>(Uint16& Data);
Packet& operator >>(Int32& Data);
Packet& operator >>(Uint32& Data);
Packet& operator >>(float& Data);
Packet& operator >>(double& Data);
Packet& operator >>(char* Data);
Packet& operator >>(std::string& Data);
Packet& operator >>(wchar_t* Data);
Packet& operator >>(std::wstring& Data);
Packet& operator >>(bool& data);
Packet& operator >>(Int8& data);
Packet& operator >>(Uint8& data);
Packet& operator >>(Int16& data);
Packet& operator >>(Uint16& data);
Packet& operator >>(Int32& data);
Packet& operator >>(Uint32& data);
Packet& operator >>(float& data);
Packet& operator >>(double& data);
Packet& operator >>(char* data);
Packet& operator >>(std::string& data);
Packet& operator >>(wchar_t* data);
Packet& operator >>(std::wstring& data);
////////////////////////////////////////////////////////////
/// Operator << overloads to put data into the packet
///
////////////////////////////////////////////////////////////
Packet& operator <<(bool Data);
Packet& operator <<(Int8 Data);
Packet& operator <<(Uint8 Data);
Packet& operator <<(Int16 Data);
Packet& operator <<(Uint16 Data);
Packet& operator <<(Int32 Data);
Packet& operator <<(Uint32 Data);
Packet& operator <<(float Data);
Packet& operator <<(double Data);
Packet& operator <<(const char* Data);
Packet& operator <<(const std::string& Data);
Packet& operator <<(const wchar_t* Data);
Packet& operator <<(const std::wstring& Data);
Packet& operator <<(bool data);
Packet& operator <<(Int8 data);
Packet& operator <<(Uint8 data);
Packet& operator <<(Int16 data);
Packet& operator <<(Uint16 data);
Packet& operator <<(Int32 data);
Packet& operator <<(Uint32 data);
Packet& operator <<(float data);
Packet& operator <<(double data);
Packet& operator <<(const char* data);
Packet& operator <<(const std::string& data);
Packet& operator <<(const wchar_t* data);
Packet& operator <<(const std::wstring& data);
private :
@ -147,31 +147,31 @@ private :
////////////////////////////////////////////////////////////
/// Check if the packet can extract a given size of bytes
///
/// \param Size : Size to check
/// \param size : Size to check
///
/// \return True if Size bytes can be read from the packet's data
///
////////////////////////////////////////////////////////////
bool CheckSize(std::size_t Size);
bool CheckSize(std::size_t size);
////////////////////////////////////////////////////////////
/// Called before the packet is sent to the network
///
/// \param DataSize : Variable to fill with the size of data to send
/// \param dataSize : Variable to fill with the size of data to send
///
/// \return Pointer to the array of bytes to send
///
////////////////////////////////////////////////////////////
virtual const char* OnSend(std::size_t& DataSize);
virtual const char* OnSend(std::size_t& dataSize);
////////////////////////////////////////////////////////////
/// Called after the packet has been received from the network
///
/// \param Data : Pointer to the array of received bytes
/// \param DataSize : Size of the array of bytes
/// \param data : Pointer to the array of received bytes
/// \param dataSize : Size of the array of bytes
///
////////////////////////////////////////////////////////////
virtual void OnReceive(const char* Data, std::size_t DataSize);
virtual void OnReceive(const char* data, std::size_t dataSize);
////////////////////////////////////////////////////////////
// Member data

View file

@ -48,18 +48,18 @@ public :
////////////////////////////////////////////////////////////
/// Add a socket to watch
///
/// \param Socket : Socket to add
/// \param socket : Socket to add
///
////////////////////////////////////////////////////////////
void Add(Type Socket);
void Add(Type socket);
////////////////////////////////////////////////////////////
/// Remove a socket
///
/// \param Socket : Socket to remove
/// \param socket : Socket to remove
///
////////////////////////////////////////////////////////////
void Remove(Type Socket);
void Remove(Type socket);
////////////////////////////////////////////////////////////
/// Remove all sockets
@ -72,24 +72,24 @@ public :
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
///
/// \param Timeout : Timeout, in seconds (0 by default : no timeout)
/// \param timeout : Timeout, in seconds (0 by default : no timeout)
///
/// \return Number of sockets ready to be read
///
////////////////////////////////////////////////////////////
unsigned int Wait(float Timeout = 0.f);
unsigned int Wait(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
///
/// \param Index : Index of the socket to get
/// \param index : Index of the socket to get
///
/// \return The Index-th socket
/// \return The index-th socket
///
////////////////////////////////////////////////////////////
Type GetSocketReady(unsigned int Index);
Type GetSocketReady(unsigned int index);
private :

View file

@ -27,12 +27,12 @@
/// Add a socket to watch
////////////////////////////////////////////////////////////
template <typename Type>
void Selector<Type>::Add(Type Socket)
void Selector<Type>::Add(Type socket)
{
if (Socket.IsValid())
if (socket.IsValid())
{
SelectorBase::Add(Socket.mySocket);
mySockets[Socket.mySocket] = Socket;
SelectorBase::Add(socket.mySocket);
mySockets[socket.mySocket] = socket;
}
}
@ -41,13 +41,13 @@ void Selector<Type>::Add(Type Socket)
/// Remove a socket
////////////////////////////////////////////////////////////
template <typename Type>
void Selector<Type>::Remove(Type Socket)
void Selector<Type>::Remove(Type socket)
{
typename SocketTable::iterator It = mySockets.find(Socket.mySocket);
if (It != mySockets.end())
typename SocketTable::iterator it = mySockets.find(socket.mySocket);
if (it != mySockets.end())
{
SelectorBase::Remove(Socket.mySocket);
mySockets.erase(It);
SelectorBase::Remove(socket.mySocket);
mySockets.erase(it);
}
}
@ -69,13 +69,13 @@ void Selector<Type>::Clear()
/// is ready, or when the given time is out
////////////////////////////////////////////////////////////
template <typename Type>
unsigned int Selector<Type>::Wait(float Timeout)
unsigned int Selector<Type>::Wait(float timeout)
{
// No socket in the selector : return 0
if (mySockets.empty())
return 0;
return SelectorBase::Wait(Timeout);
return SelectorBase::Wait(timeout);
}
@ -85,13 +85,13 @@ unsigned int Selector<Type>::Wait(float Timeout)
/// is the integer returned by the previous call to Wait()
////////////////////////////////////////////////////////////
template <typename Type>
Type Selector<Type>::GetSocketReady(unsigned int Index)
Type Selector<Type>::GetSocketReady(unsigned int index)
{
SocketHelper::SocketType Socket = SelectorBase::GetSocketReady(Index);
SocketHelper::SocketType socket = SelectorBase::GetSocketReady(index);
typename SocketTable::const_iterator It = mySockets.find(Socket);
if (It != mySockets.end())
return It->second;
typename SocketTable::const_iterator it = mySockets.find(socket);
if (it != mySockets.end())
return it->second;
else
return Type(Socket);
return Type(socket);
}

View file

@ -53,18 +53,18 @@ public :
////////////////////////////////////////////////////////////
/// Add a socket to watch
///
/// \param Socket : Socket to add
/// \param socket : Socket to add
///
////////////////////////////////////////////////////////////
void Add(SocketHelper::SocketType Socket);
void Add(SocketHelper::SocketType socket);
////////////////////////////////////////////////////////////
/// Remove a socket
///
/// \param Socket : Socket to remove
/// \param socket : Socket to remove
///
////////////////////////////////////////////////////////////
void Remove(SocketHelper::SocketType Socket);
void Remove(SocketHelper::SocketType socket);
////////////////////////////////////////////////////////////
/// Remove all sockets
@ -77,24 +77,24 @@ public :
/// This functions will return either when at least one socket
/// is ready, or when the given time is out
///
/// \param Timeout : Timeout, in seconds (0 by default : no timeout)
/// \param timeout : Timeout, in seconds (0 by default : no timeout)
///
/// \return Number of sockets ready to be read
///
////////////////////////////////////////////////////////////
unsigned int Wait(float Timeout = 0.f);
unsigned int Wait(float timeout = 0.f);
////////////////////////////////////////////////////////////
/// After a call to Wait(), get the Index-th socket which is
/// ready for reading. The total number of sockets ready
/// is the integer returned by the previous call to Wait()
///
/// \param Index : Index of the socket to get
/// \param index : Index of the socket to get
///
/// \return The Index-th socket
/// \return The index-th socket
///
////////////////////////////////////////////////////////////
SocketHelper::SocketType GetSocketReady(unsigned int Index);
SocketHelper::SocketType GetSocketReady(unsigned int index);
private :

View file

@ -56,89 +56,89 @@ public :
/// Change the blocking state of the socket.
/// The default behaviour of a socket is blocking
///
/// \param Blocking : Pass true to set the socket as blocking, or false for non-blocking
/// \param blocking : Pass true to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
void SetBlocking(bool Blocking);
void SetBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// Connect to another computer on a specified port
///
/// \param Port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param HostAddress : IP Address of the host to connect to
/// \param Timeout : Maximum time to wait, in seconds (0 by default : no timeout) (this parameter is ignored for non-blocking sockets)
/// \param port : Port to use for transfers (warning : ports < 1024 are reserved)
/// \param host : IP Address of the host to connect to
/// \param timeout : Maximum time to wait, in seconds (0 by default : no timeout) (this parameter is ignored for non-blocking sockets)
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
Socket::Status Connect(unsigned short Port, const IPAddress& HostAddress, float Timeout = 0.f);
Socket::Status Connect(unsigned short port, const IPAddress& host, float timeout = 0.f);
////////////////////////////////////////////////////////////
/// Listen to a specified port for incoming data or connections
///
/// \param Port : Port to listen to
/// \param port : Port to listen to
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Listen(unsigned short Port);
bool Listen(unsigned short port);
////////////////////////////////////////////////////////////
/// Wait for a connection (must be listening to a port).
/// This function will block if the socket is blocking
///
/// \param Connected : Socket containing the connection with the connected client
/// \param Address : Pointer to an address to fill with client infos (NULL by default)
/// \param connected : Socket containing the connection with the connected client
/// \param address : Pointer to an address to fill with client infos (NULL by default)
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Accept(SocketTCP& Connected, IPAddress* Address = NULL);
Socket::Status Accept(SocketTCP& connected, IPAddress* address = NULL);
////////////////////////////////////////////////////////////
/// Send an array of bytes to the host (must be connected first)
///
/// \param Data : Pointer to the bytes to send
/// \param Size : Number of bytes to send
/// \param data : Pointer to the bytes to send
/// \param size : Number of bytes to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* Data, std::size_t Size);
Socket::Status Send(const char* data, std::size_t size);
////////////////////////////////////////////////////////////
/// Receive an array of bytes from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param Data : Pointer to a byte array to fill (make sure it is big enough)
/// \param MaxSize : Maximum number of bytes to read
/// \param SizeReceived : Number of bytes received
/// \param data : Pointer to a byte array to fill (make sure it is big enough)
/// \param maxSize : Maximum number of bytes to read
/// \param sizeReceived : Number of bytes received
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived);
Socket::Status Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived);
////////////////////////////////////////////////////////////
/// Send a packet of data to the host (must be connected first)
///
/// \param PacketToSend : Packet to send
/// \param packet : Packet to send
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(Packet& PacketToSend);
Socket::Status Send(Packet& packet);
////////////////////////////////////////////////////////////
/// Receive a packet from the host (must be connected first).
/// This function will block if the socket is blocking
///
/// \param PacketToReceive : Packet to fill with received data
/// \param packet : Packet to fill with received data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(Packet& PacketToReceive);
Socket::Status Receive(Packet& packet);
////////////////////////////////////////////////////////////
/// Close the socket
@ -160,34 +160,34 @@ public :
////////////////////////////////////////////////////////////
/// Comparison operator ==
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this == Other
/// \return True if *this == other
///
////////////////////////////////////////////////////////////
bool operator ==(const SocketTCP& Other) const;
bool operator ==(const SocketTCP& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator !=
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this != Other
/// \return True if *this != other
///
////////////////////////////////////////////////////////////
bool operator !=(const SocketTCP& Other) const;
bool operator !=(const SocketTCP& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator <.
/// Provided for compatibility with standard containers, as
/// comparing two sockets doesn't make much sense...
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this < Other
/// \return True if *this < other
///
////////////////////////////////////////////////////////////
bool operator <(const SocketTCP& Other) const;
bool operator <(const SocketTCP& other) const;
private :
@ -197,18 +197,18 @@ private :
/// Construct the socket from a socket descriptor
/// (for internal use only)
///
/// \param Descriptor : Socket descriptor
/// \param descriptor : Socket descriptor
///
////////////////////////////////////////////////////////////
SocketTCP(SocketHelper::SocketType Descriptor);
SocketTCP(SocketHelper::SocketType descriptor);
////////////////////////////////////////////////////////////
/// Create the socket
///
/// \param Descriptor : System socket descriptor to use (0 by default -- create a new socket)
/// \param descriptor : System socket descriptor to use (0 by default -- create a new socket)
///
////////////////////////////////////////////////////////////
void Create(SocketHelper::SocketType Descriptor = 0);
void Create(SocketHelper::SocketType descriptor = 0);
////////////////////////////////////////////////////////////
// Member data

View file

@ -56,20 +56,20 @@ public :
/// Change the blocking state of the socket.
/// The default behaviour of a socket is blocking
///
/// \param Blocking : Pass true to set the socket as blocking, or false for non-blocking
/// \param blocking : Pass true to set the socket as blocking, or false for non-blocking
///
////////////////////////////////////////////////////////////
void SetBlocking(bool Blocking);
void SetBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// Bind the socket to a specific port
///
/// \param Port : Port to bind the socket to
/// \param port : Port to bind the socket to
///
/// \return True if operation has been successful
///
////////////////////////////////////////////////////////////
bool Bind(unsigned short Port);
bool Bind(unsigned short port);
////////////////////////////////////////////////////////////
/// Unbind the socket from its previous port, if any
@ -82,55 +82,55 @@ public :
////////////////////////////////////////////////////////////
/// Send an array of bytes
///
/// \param Data : Pointer to the bytes to send
/// \param Size : Number of bytes to send
/// \param Address : Address of the computer to send the packet to
/// \param Port : Port to send the data to
/// \param data : Pointer to the bytes to send
/// \param size : Number of bytes to send
/// \param address : Address of the computer to send the packet to
/// \param port : Port to send the data to
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(const char* Data, std::size_t Size, const IPAddress& Address, unsigned short Port);
Socket::Status Send(const char* data, std::size_t size, const IPAddress& address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive an array of bytes.
/// This function will block if the socket is blocking
///
/// \param Data : Pointer to a byte array to fill (make sure it is big enough)
/// \param MaxSize : Maximum number of bytes to read
/// \param SizeReceived : Number of bytes received
/// \param Address : Address of the computer which sent the data
/// \param Port : Port on which the remote computer sent the data
/// \param data : Pointer to a byte array to fill (make sure it is big enough)
/// \param maxSize : Maximum number of bytes to read
/// \param sizeReceived : Number of bytes received
/// \param address : Address of the computer which sent the data
/// \param port : Port on which the remote computer sent the data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(char* Data, std::size_t MaxSize, std::size_t& SizeReceived, IPAddress& Address, unsigned short& Port);
Socket::Status Receive(char* data, std::size_t maxSize, std::size_t& sizeReceived, IPAddress& address, unsigned short& port);
////////////////////////////////////////////////////////////
/// Send a packet of data
///
/// \param PacketToSend : Packet to send
/// \param Address : Address of the computer to send the packet to
/// \param Port : Port to send the data to
/// \param packet : Packet to send
/// \param address : Address of the computer to send the packet to
/// \param port : Port to send the data to
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Send(Packet& PacketToSend, const IPAddress& Address, unsigned short Port);
Socket::Status Send(Packet& packet, const IPAddress& address, unsigned short port);
////////////////////////////////////////////////////////////
/// Receive a packet.
/// This function will block if the socket is blocking
///
/// \param PacketToReceive : Packet to fill with received data
/// \param Address : Address of the computer which sent the packet
/// \param Port : Port on which the remote computer sent the data
/// \param packet : Packet to fill with received data
/// \param Address : Address of the computer which sent the packet
/// \param Port : Port on which the remote computer sent the data
///
/// \return Status code
///
////////////////////////////////////////////////////////////
Socket::Status Receive(Packet& PacketToReceive, IPAddress& Address, unsigned short& Port);
Socket::Status Receive(Packet& packet, IPAddress& address, unsigned short& port);
////////////////////////////////////////////////////////////
/// Close the socket
@ -160,34 +160,34 @@ public :
////////////////////////////////////////////////////////////
/// Comparison operator ==
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this == Other
/// \return True if *this == other
///
////////////////////////////////////////////////////////////
bool operator ==(const SocketUDP& Other) const;
bool operator ==(const SocketUDP& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator !=
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this != Other
/// \return True if *this != other
///
////////////////////////////////////////////////////////////
bool operator !=(const SocketUDP& Other) const;
bool operator !=(const SocketUDP& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator <.
/// Provided for compatibility with standard containers, as
/// comparing two sockets doesn't make much sense...
///
/// \param Other : Socket to compare
/// \param other : Socket to compare
///
/// \return True if *this < Other
/// \return True if *this < other
///
////////////////////////////////////////////////////////////
bool operator <(const SocketUDP& Other) const;
bool operator <(const SocketUDP& other) const;
private :
@ -197,18 +197,18 @@ private :
/// Construct the socket from a socket descriptor
/// (for internal use only)
///
/// \param Descriptor : Socket descriptor
/// \param descriptor : Socket descriptor
///
////////////////////////////////////////////////////////////
SocketUDP(SocketHelper::SocketType Descriptor);
SocketUDP(SocketHelper::SocketType descriptor);
////////////////////////////////////////////////////////////
/// Create the socket
///
/// \param Descriptor : System socket descriptor to use (0 by default -- create a new socket)
/// \param descriptor : System socket descriptor to use (0 by default -- create a new socket)
///
////////////////////////////////////////////////////////////
void Create(SocketHelper::SocketType Descriptor = 0);
void Create(SocketHelper::SocketType descriptor = 0);
////////////////////////////////////////////////////////////
// Member data

View file

@ -59,21 +59,21 @@ public :
////////////////////////////////////////////////////////////
/// Close / destroy a socket
///
/// \param Socket : Socket to close
/// \param socket : Socket to close
///
/// \return True on success
///
////////////////////////////////////////////////////////////
static bool Close(SocketType Socket);
static bool Close(SocketType socket);
////////////////////////////////////////////////////////////
/// Set a socket as blocking or non-blocking
///
/// \param Socket : Socket to modify
/// \param Block : New blocking state of the socket
/// \param socket : Socket to modify
/// \param block : New blocking state of the socket
///
////////////////////////////////////////////////////////////
static void SetBlocking(SocketType Socket, bool Block);
static void SetBlocking(SocketType socket, bool block);
////////////////////////////////////////////////////////////
/// Get the last socket error status

View file

@ -46,10 +46,10 @@ public :
////////////////////////////////////////////////////////////
/// Construct the lock with a target mutex (lock it)
///
/// @param Mutex : Mutex to lock
/// \param mutex : Mutex to lock
///
////////////////////////////////////////////////////////////
Lock(Mutex& Mutex);
Lock(Mutex& mutex);
////////////////////////////////////////////////////////////
/// Destructor (unlocks the mutex)

View file

@ -45,10 +45,10 @@ public :
/// Set the seed for the generator. Using a known seed
/// allows you to reproduce the same sequence of random number
///
/// \param Seed : Number to use as the seed
/// \param seed : Number to use as the seed
///
////////////////////////////////////////////////////////////
static void SetSeed(unsigned int Seed);
static void SetSeed(unsigned int seed);
////////////////////////////////////////////////////////////
/// Get the seed used to generate random numbers the generator.
@ -61,24 +61,24 @@ public :
////////////////////////////////////////////////////////////
/// Get a random float number in a given range
///
/// \return Start : Start of the range
/// \return End : End of the range
/// \return begin : Beginning of the range
/// \return end : End of the range
///
/// \return Random number in [Begin, End]
/// \return Random number in [begin, end]
///
////////////////////////////////////////////////////////////
static float Random(float Begin, float End);
static float Random(float begin, float end);
////////////////////////////////////////////////////////////
/// Get a random integer number in a given range
///
/// \return Start : Start of the range
/// \return End : End of the range
/// \return begin : Beginning of the range
/// \return end : End of the range
///
/// \return Random number in [Begin, End]
/// \return Random number in [begin, end]
///
////////////////////////////////////////////////////////////
static int Random(int Begin, int End);
static int Random(int begin, int end);
};
} // namespace sf

View file

@ -60,10 +60,10 @@ protected :
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Resource to copy
/// \param copy : Resource to copy
///
////////////////////////////////////////////////////////////
Resource(const Resource<T>& Copy);
Resource(const Resource<T>& copy);
////////////////////////////////////////////////////////////
/// Destructor
@ -74,12 +74,12 @@ protected :
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Resource to copy
/// \param other : Resource to copy
///
/// \return Reference to this
///
////////////////////////////////////////////////////////////
Resource<T>& operator =(const Resource<T>& Other);
Resource<T>& operator =(const Resource<T>& other);
private :
@ -88,18 +88,18 @@ private :
////////////////////////////////////////////////////////////
/// Connect a ResourcePtr to this resource
///
/// \param Observer : Observer to add
/// \param observer : Observer to add
///
////////////////////////////////////////////////////////////
void Connect(ResourcePtr<T>& Observer) const;
void Connect(ResourcePtr<T>& observer) const;
////////////////////////////////////////////////////////////
/// Disconnect a ResourcePtr from this resource
///
/// \param Observer : Observer to remove
/// \param observer : Observer to remove
///
////////////////////////////////////////////////////////////
void Disconnect(ResourcePtr<T>& Observer) const;
void Disconnect(ResourcePtr<T>& observer) const;
////////////////////////////////////////////////////////////
// Member data
@ -126,18 +126,18 @@ public :
////////////////////////////////////////////////////////////
/// Construct from a raw resource
///
/// \param Resource : Internal resource
/// \param resource : Internal resource
///
////////////////////////////////////////////////////////////
ResourcePtr(const T* Resource);
ResourcePtr(const T* resource);
////////////////////////////////////////////////////////////
/// Copy constructor
///
/// \param Copy : Instance to copy
/// \param copy : Instance to copy
///
////////////////////////////////////////////////////////////
ResourcePtr(const ResourcePtr<T>& Copy);
ResourcePtr(const ResourcePtr<T>& copy);
////////////////////////////////////////////////////////////
/// Destructor
@ -148,22 +148,22 @@ public :
////////////////////////////////////////////////////////////
/// Assignment operator from another ResourcePtr
///
/// \param Other : Resource pointer to assign
/// \param other : Resource pointer to assign
///
/// \return Reference to this
///
////////////////////////////////////////////////////////////
ResourcePtr<T>& operator =(const ResourcePtr<T>& Other);
ResourcePtr<T>& operator =(const ResourcePtr<T>& other);
////////////////////////////////////////////////////////////
/// Assignment operator from a raw resource
///
/// \param Resource : Resource to assign
/// \param resource : Resource to assign
///
/// \return Reference to this
///
////////////////////////////////////////////////////////////
ResourcePtr<T>& operator =(const T* Resource);
ResourcePtr<T>& operator =(const T* resource);
////////////////////////////////////////////////////////////
/// Cast operator to implicitely convert the resource pointer to

View file

@ -72,9 +72,9 @@ Resource<T>& Resource<T>::operator =(const Resource<T>&)
/// Connect a ResourcePtr to this resource
////////////////////////////////////////////////////////////
template <typename T>
void Resource<T>::Connect(ResourcePtr<T>& Observer) const
void Resource<T>::Connect(ResourcePtr<T>& observer) const
{
myObservers.insert(&Observer);
myObservers.insert(&observer);
}
@ -82,7 +82,7 @@ void Resource<T>::Connect(ResourcePtr<T>& Observer) const
/// Disconnect a ResourcePtr from this resource
////////////////////////////////////////////////////////////
template <typename T>
void Resource<T>::Disconnect(ResourcePtr<T>& Observer) const
void Resource<T>::Disconnect(ResourcePtr<T>& observer) const
{
myObservers.erase(&Observer);
myObservers.erase(&observer);
}

View file

@ -38,8 +38,8 @@ myResource(NULL)
/// Construct from a raw resource
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::ResourcePtr(const T* Resource) :
myResource(Resource)
ResourcePtr<T>::ResourcePtr(const T* resource) :
myResource(resource)
{
if (myResource)
myResource->Connect(*this);
@ -50,8 +50,8 @@ myResource(Resource)
/// Copy constructor
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::ResourcePtr(const ResourcePtr<T>& Copy) :
myResource(Copy.myResource)
ResourcePtr<T>::ResourcePtr(const ResourcePtr<T>& copy) :
myResource(copy.myResource)
{
if (myResource)
myResource->Connect(*this);
@ -73,12 +73,12 @@ ResourcePtr<T>::~ResourcePtr()
/// Assignment operator from another ResourcePtr
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>& ResourcePtr<T>::operator =(const ResourcePtr<T>& Other)
ResourcePtr<T>& ResourcePtr<T>::operator =(const ResourcePtr<T>& other)
{
if (myResource)
myResource->Disconnect(*this);
myResource = Other.myResource;
myResource = other.myResource;
if (myResource)
myResource->Connect(*this);
@ -91,12 +91,12 @@ ResourcePtr<T>& ResourcePtr<T>::operator =(const ResourcePtr<T>& Other)
/// Assignment operator from a raw resource
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>& ResourcePtr<T>::operator =(const T* Resource)
ResourcePtr<T>& ResourcePtr<T>::operator =(const T* resource)
{
if (myResource)
myResource->Disconnect(*this);
myResource = Resource;
myResource = resource;
if (myResource)
myResource->Connect(*this);

View file

@ -36,10 +36,10 @@ namespace sf
////////////////////////////////////////////////////////////
/// Make the current thread sleep for a given time
///
/// \param Duration : Time to sleep, in seconds (must be >= 0)
/// \param duration : Time to sleep, in seconds (must be >= 0)
///
////////////////////////////////////////////////////////////
void SFML_API Sleep(float Duration);
void SFML_API Sleep(float duration);
} // namespace sf

View file

@ -56,11 +56,11 @@ public :
////////////////////////////////////////////////////////////
/// Construct the thread from a function pointer
///
/// \param Function : Entry point of the thread
/// \param UserData : Data to pass to the thread function (NULL by default)
/// \param function : Entry point of the thread
/// \param userData : Data to pass to the thread function (NULL by default)
///
////////////////////////////////////////////////////////////
Thread(FuncType Function, void* UserData = NULL);
Thread(FuncType function, void* userData = NULL);
////////////////////////////////////////////////////////////
/// Virtual destructor

View file

@ -54,10 +54,10 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Value : Optional value to initalize the variable (NULL by default)
/// \param value : Optional value to initalize the variable (NULL by default)
///
////////////////////////////////////////////////////////////
ThreadLocal(void* Value = NULL);
ThreadLocal(void* value = NULL);
////////////////////////////////////////////////////////////
/// Destructor
@ -71,7 +71,7 @@ public :
/// \param Value : Value of the variable for this thread
///
////////////////////////////////////////////////////////////
void SetValue(void* Value);
void SetValue(void* value);
////////////////////////////////////////////////////////////
/// Retrieve the thread-specific value of the variable

View file

@ -44,10 +44,10 @@ public :
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Value : Optional value to initalize the variable (NULL by default)
/// \param value : Optional value to initalize the variable (NULL by default)
///
////////////////////////////////////////////////////////////
ThreadLocalPtr(T* Value = NULL);
ThreadLocalPtr(T* value = NULL);
////////////////////////////////////////////////////////////
/// Operator * overload to return a reference to the variable
@ -76,22 +76,22 @@ public :
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Value : New pointer value to assign for this thread
/// \param value : New pointer value to assign for this thread
///
/// \return Reference to this
///
////////////////////////////////////////////////////////////
ThreadLocalPtr<T>& operator =(T* Value);
ThreadLocalPtr<T>& operator =(T* value);
////////////////////////////////////////////////////////////
/// Assignment operator
///
/// \param Other : Other thread-local pointer value to assign
/// \param other : Other thread-local pointer value to assign
///
/// \return Reference to this
///
////////////////////////////////////////////////////////////
ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& Other);
ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& other);
};
} // namespace sf

View file

@ -73,19 +73,19 @@ public :
////////////////////////////////////////////////////////////
/// Construct the unicode text from any type of string
///
/// \param Str : String to convert
/// \param str : String to convert
///
////////////////////////////////////////////////////////////
Text(const char* Str);
Text(const wchar_t* Str);
Text(const Uint8* Str);
Text(const Uint16* Str);
Text(const Uint32* Str);
Text(const std::string& Str);
Text(const std::wstring& Str);
Text(const Unicode::UTF8String& Str);
Text(const Unicode::UTF16String& Str);
Text(const Unicode::UTF32String& Str);
Text(const char* str);
Text(const wchar_t* str);
Text(const Uint8* str);
Text(const Uint16* str);
Text(const Uint32* str);
Text(const std::string& str);
Text(const std::wstring& str);
Text(const Unicode::UTF8String& str);
Text(const Unicode::UTF16String& str);
Text(const Unicode::UTF32String& str);
////////////////////////////////////////////////////////////
/// Operator to cast the text to any type of string
@ -111,158 +111,158 @@ public :
/// Generic function to convert an UTF-32 characters range
/// to an ANSI characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param Locale : Locale to use for conversion (uses the current one by default)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param locale : Locale to use for conversion (uses the current one by default)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF32ToANSI(In Begin, In End, Out Output, char Replacement = '?', const std::locale& Locale = GetDefaultLocale());
static Out UTF32ToANSI(In begin, In end, Out output, char replacement = '?', const std::locale& locale = GetDefaultLocale());
////////////////////////////////////////////////////////////
/// Generic function to convert an ANSI characters range
/// to an UTF-32 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Locale : Locale to use for conversion (uses the current one by default)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param locale : Locale to use for conversion (uses the current one by default)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out ANSIToUTF32(In Begin, In End, Out Output, const std::locale& Locale = GetDefaultLocale());
static Out ANSIToUTF32(In begin, In end, Out output, const std::locale& locale = GetDefaultLocale());
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-8 characters range
/// to an UTF-16 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF8ToUTF16(In Begin, In End, Out Output, Uint16 Replacement = '?');
static Out UTF8ToUTF16(In begin, In end, Out output, Uint16 replacement = '?');
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-8 characters range
/// to an UTF-32 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF8ToUTF32(In Begin, In End, Out Output, Uint32 Replacement = '?');
static Out UTF8ToUTF32(In begin, In end, Out output, Uint32 replacement = '?');
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-16 characters range
/// to an UTF-8 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF16ToUTF8(In Begin, In End, Out Output, Uint8 Replacement = '?');
static Out UTF16ToUTF8(In begin, In end, Out output, Uint8 replacement = '?');
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-16 characters range
/// to an UTF-32 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF16ToUTF32(In Begin, In End, Out Output, Uint32 Replacement = '?');
static Out UTF16ToUTF32(In begin, In end, Out output, Uint32 replacement = '?');
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-32 characters range
/// to an UTF-8 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF32ToUTF8(In Begin, In End, Out Output, Uint8 Replacement = '?');
static Out UTF32ToUTF8(In begin, In end, Out output, Uint8 replacement = '?');
////////////////////////////////////////////////////////////
/// Generic function to convert an UTF-32 characters range
/// to an UTF-16 characters range, using the given locale
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param Output : Iterator pointing to the beginning of the output sequence
/// \param Replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
/// \param output : Iterator pointing to the beginning of the output sequence
/// \param replacement : Replacement character for characters not convertible to output encoding ('?' by default -- use 0 to use no replacement character)
///
/// \return Iterator to the end of the output sequence which has been written
///
////////////////////////////////////////////////////////////
template <typename In, typename Out>
static Out UTF32ToUTF16(In Begin, In End, Out Output, Uint16 Replacement = '?');
static Out UTF32ToUTF16(In begin, In end, Out output, Uint16 replacement = '?');
////////////////////////////////////////////////////////////
/// Get the number of characters composing an UTF-8 string
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
///
/// \return Count of the characters in the string
///
////////////////////////////////////////////////////////////
template <typename In>
static std::size_t GetUTF8Length(In Begin, In End);
static std::size_t GetUTF8Length(In begin, In end);
////////////////////////////////////////////////////////////
/// Get the number of characters composing an UTF-16 string
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
///
/// \return Count of the characters in the string
///
////////////////////////////////////////////////////////////
template <typename In>
static std::size_t GetUTF16Length(In Begin, In End);
static std::size_t GetUTF16Length(In begin, In end);
////////////////////////////////////////////////////////////
/// Get the number of characters composing an UTF-32 string
///
/// \param Begin : Iterator pointing to the beginning of the input sequence
/// \param End : Iterator pointing to the end of the input sequence
/// \param begin : Iterator pointing to the beginning of the input sequence
/// \param end : Iterator pointing to the end of the input sequence
///
/// \return Count of the characters in the string
///
////////////////////////////////////////////////////////////
template <typename In>
static std::size_t GetUTF32Length(In Begin, In End);
static std::size_t GetUTF32Length(In begin, In end);
private :

View file

@ -28,34 +28,34 @@
/// to an ANSI characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF32ToANSI(In Begin, In End, Out Output, char Replacement, const std::locale& Locale)
inline Out Unicode::UTF32ToANSI(In begin, In end, Out output, char replacement, const std::locale& locale)
{
#ifdef __MINGW32__
// MinGW has a almost no support for unicode stuff
// As a consequence, the MinGW version of this function can only use the default locale
// and ignores the one passed as parameter
while (Begin < End)
while (begin < end)
{
char Char = 0;
if (wctomb(&Char, static_cast<wchar_t>(*Begin++)) >= 0)
*Output++ = Char;
else if (Replacement)
*Output++ = Replacement;
char character = 0;
if (wctomb(&character, static_cast<wchar_t>(*begin++)) >= 0)
*output++ = character;
else if (replacement)
*output++ = replacement;
}
#else
// Get the facet of the locale which deals with character conversion
const std::ctype<wchar_t>& Facet = std::use_facet< std::ctype<wchar_t> >(Locale);
const std::ctype<wchar_t>& facet = std::use_facet< std::ctype<wchar_t> >(locale);
// Use the facet to convert each character of the input string
while (Begin < End)
*Output++ = Facet.narrow(static_cast<wchar_t>(*Begin++), Replacement);
while (begin < end)
*output++ = facet.narrow(static_cast<wchar_t>(*begin++), replacement);
#endif
return Output;
return output;
}
@ -64,33 +64,33 @@ inline Out Unicode::UTF32ToANSI(In Begin, In End, Out Output, char Replacement,
/// to an UTF-32 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::ANSIToUTF32(In Begin, In End, Out Output, const std::locale& Locale)
inline Out Unicode::ANSIToUTF32(In begin, In end, Out output, const std::locale& locale)
{
#ifdef __MINGW32__
// MinGW has a almost no support for unicode stuff
// As a consequence, the MinGW version of this function can only use the default locale
// and ignores the one passed as parameter
while (Begin < End)
while (begin < end)
{
wchar_t Char = 0;
mbtowc(&Char, &*Begin, 1);
wchar_t character = 0;
mbtowc(&character, &*begin, 1);
Begin++;
*Output++ = static_cast<Uint32>(Char);
*output++ = static_cast<Uint32>(character);
}
#else
// Get the facet of the locale which deals with character conversion
const std::ctype<wchar_t>& Facet = std::use_facet< std::ctype<wchar_t> >(Locale);
const std::ctype<wchar_t>& facet = std::use_facet< std::ctype<wchar_t> >(locale);
// Use the facet to convert each character of the input string
while (Begin < End)
*Output++ = static_cast<Uint32>(Facet.widen(*Begin++));
while (begin < end)
*output++ = static_cast<Uint32>(facet.widen(*begin++));
#endif
return Output;
return output;
}
@ -99,59 +99,59 @@ inline Out Unicode::ANSIToUTF32(In Begin, In End, Out Output, const std::locale&
/// to an UTF-16 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF8ToUTF16(In Begin, In End, Out Output, Uint16 Replacement)
inline Out Unicode::UTF8ToUTF16(In begin, In end, Out output, Uint16 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint32 c = 0;
int TrailingBytes = UTF8TrailingBytes[static_cast<int>(*Begin)];
if (Begin + TrailingBytes < End)
Uint32 character = 0;
int trailingBytes = UTF8TrailingBytes[static_cast<int>(*begin)];
if (begin + trailingBytes < end)
{
// First decode the UTF-8 character
switch (TrailingBytes)
switch (trailingBytes)
{
case 5 : c += *Begin++; c <<= 6;
case 4 : c += *Begin++; c <<= 6;
case 3 : c += *Begin++; c <<= 6;
case 2 : c += *Begin++; c <<= 6;
case 1 : c += *Begin++; c <<= 6;
case 0 : c += *Begin++;
case 5 : character += *begin++; character <<= 6;
case 4 : character += *begin++; character <<= 6;
case 3 : character += *begin++; character <<= 6;
case 2 : character += *begin++; character <<= 6;
case 1 : character += *begin++; character <<= 6;
case 0 : character += *begin++;
}
c -= UTF8Offsets[TrailingBytes];
character -= UTF8Offsets[trailingBytes];
// Then encode it in UTF-16
if (c < 0xFFFF)
if (character < 0xFFFF)
{
// Character can be converted directly to 16 bits, just need to check it's in the valid range
if ((c >= 0xD800) && (c <= 0xDFFF))
if ((character >= 0xD800) && (character <= 0xDFFF))
{
// Invalid character (this range is reserved)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Valid character directly convertible to 16 bits
*Output++ = static_cast<Uint16>(c);
*Output++ = static_cast<Uint16>(character);
}
}
else if (c > 0x0010FFFF)
else if (character > 0x0010FFFF)
{
// Invalid character (greater than the maximum unicode value)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Character will be converted to 2 UTF-16 elements
c -= 0x0010000;
*Output++ = static_cast<Uint16>((c >> 10) + 0xD800);
*Output++ = static_cast<Uint16>((c & 0x3FFUL) + 0xDC00);
character -= 0x0010000;
*output++ = static_cast<Uint16>((character >> 10) + 0xD800);
*output++ = static_cast<Uint16>((character & 0x3FFUL) + 0xDC00);
}
}
}
return Output;
return output;
}
@ -160,42 +160,42 @@ inline Out Unicode::UTF8ToUTF16(In Begin, In End, Out Output, Uint16 Replacement
/// to an UTF-32 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF8ToUTF32(In Begin, In End, Out Output, Uint32 Replacement)
inline Out Unicode::UTF8ToUTF32(In begin, In end, Out output, Uint32 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint32 c = 0;
int TrailingBytes = UTF8TrailingBytes[static_cast<int>(*Begin)];
if (Begin + TrailingBytes < End)
Uint32 character = 0;
int trailingBytes = UTF8TrailingBytes[static_cast<int>(*begin)];
if (begin + trailingBytes < end)
{
// First decode the UTF-8 character
switch (TrailingBytes)
switch (trailingBytes)
{
case 5 : c += *Begin++; c <<= 6;
case 4 : c += *Begin++; c <<= 6;
case 3 : c += *Begin++; c <<= 6;
case 2 : c += *Begin++; c <<= 6;
case 1 : c += *Begin++; c <<= 6;
case 0 : c += *Begin++;
case 5 : character += *begin++; character <<= 6;
case 4 : character += *begin++; character <<= 6;
case 3 : character += *begin++; character <<= 6;
case 2 : character += *begin++; character <<= 6;
case 1 : character += *begin++; character <<= 6;
case 0 : character += *begin++;
}
c -= UTF8Offsets[TrailingBytes];
character -= UTF8Offsets[trailingBytes];
// Then write it if valid
if ((c < 0xD800) || (c > 0xDFFF))
if ((character < 0xD800) || (character > 0xDFFF))
{
// Valid UTF-32 character
*Output++ = c;
*output++ = character;
}
else
{
// Invalid UTF-32 character
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
}
}
return Output;
return output;
}
@ -204,71 +204,71 @@ inline Out Unicode::UTF8ToUTF32(In Begin, In End, Out Output, Uint32 Replacement
/// to an UTF-8 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF16ToUTF8(In Begin, In End, Out Output, Uint8 Replacement)
inline Out Unicode::UTF16ToUTF8(In begin, In end, Out output, Uint8 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint32 c = *Begin++;
Uint32 character = *begin++;
// If it's a surrogate pair, first convert to a single UTF-32 character
if ((c >= 0xD800) && (c <= 0xDBFF))
if ((character >= 0xD800) && (character <= 0xDBFF))
{
if (Begin < End)
if (begin < end)
{
// The second element is valid : convert the two elements to a UTF-32 character
Uint32 d = *Begin++;
Uint32 d = *begin++;
if ((d >= 0xDC00) && (d <= 0xDFFF))
c = static_cast<Uint32>(((c - 0xD800) << 10) + (d - 0xDC00) + 0x0010000);
character = static_cast<Uint32>(((character - 0xD800) << 10) + (d - 0xDC00) + 0x0010000);
}
else
{
// Invalid second element
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
}
// Then convert to UTF-8
if (c > 0x0010FFFF)
if (character > 0x0010FFFF)
{
// Invalid character (greater than the maximum unicode value)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Valid character
// Get number of bytes to write
int BytesToWrite = 1;
if (c < 0x80) BytesToWrite = 1;
else if (c < 0x800) BytesToWrite = 2;
else if (c < 0x10000) BytesToWrite = 3;
else if (c <= 0x0010FFFF) BytesToWrite = 4;
int bytesToWrite = 1;
if (character < 0x80) bytesToWrite = 1;
else if (character < 0x800) bytesToWrite = 2;
else if (character < 0x10000) bytesToWrite = 3;
else if (character <= 0x0010FFFF) bytesToWrite = 4;
// Extract bytes to write
Uint8 Bytes[4];
switch (BytesToWrite)
Uint8 bytes[4];
switch (bytesToWrite)
{
case 4 : Bytes[3] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 3 : Bytes[2] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 2 : Bytes[1] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 1 : Bytes[0] = static_cast<Uint8> (c | UTF8FirstBytes[BytesToWrite]);
case 4 : bytes[3] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 3 : bytes[2] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 2 : bytes[1] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 1 : bytes[0] = static_cast<Uint8> (character | UTF8FirstBytes[bytesToWrite]);
}
// Add them to the output
const Uint8* CurByte = Bytes;
switch (BytesToWrite)
const Uint8* currentByte = bytes;
switch (bytesToWrite)
{
case 4 : *Output++ = *CurByte++;
case 3 : *Output++ = *CurByte++;
case 2 : *Output++ = *CurByte++;
case 1 : *Output++ = *CurByte++;
case 4 : *output++ = *currentByte++;
case 3 : *output++ = *currentByte++;
case 2 : *output++ = *currentByte++;
case 1 : *output++ = *currentByte++;
}
}
}
return Output;
return output;
}
@ -277,44 +277,44 @@ inline Out Unicode::UTF16ToUTF8(In Begin, In End, Out Output, Uint8 Replacement)
/// to an UTF-32 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF16ToUTF32(In Begin, In End, Out Output, Uint32 Replacement)
inline Out Unicode::UTF16ToUTF32(In begin, In end, Out output, Uint32 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint16 c = *Begin++;
if ((c >= 0xD800) && (c <= 0xDBFF))
Uint16 character = *begin++;
if ((character >= 0xD800) && (character <= 0xDBFF))
{
// We have a surrogate pair, ie. a character composed of two elements
if (Begin < End)
if (begin < end)
{
Uint16 d = *Begin++;
Uint16 d = *begin++;
if ((d >= 0xDC00) && (d <= 0xDFFF))
{
// The second element is valid : convert the two elements to a UTF-32 character
*Output++ = static_cast<Uint32>(((c - 0xD800) << 10) + (d - 0xDC00) + 0x0010000);
*output++ = static_cast<Uint32>(((character - 0xD800) << 10) + (d - 0xDC00) + 0x0010000);
}
else
{
// Invalid second element
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
}
}
else if ((c >= 0xDC00) && (c <= 0xDFFF))
else if ((character >= 0xDC00) && (character <= 0xDFFF))
{
// Invalid character
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Valid character directly convertible to UTF-32
*Output++ = static_cast<Uint32>(c);
*output++ = static_cast<Uint32>(character);
}
}
return Output;
return output;
}
@ -323,51 +323,51 @@ inline Out Unicode::UTF16ToUTF32(In Begin, In End, Out Output, Uint32 Replacemen
/// to an UTF-8 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF32ToUTF8(In Begin, In End, Out Output, Uint8 Replacement)
inline Out Unicode::UTF32ToUTF8(In begin, In end, Out output, Uint8 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint32 c = *Begin++;
if (c > 0x0010FFFF)
Uint32 character = *begin++;
if (character > 0x0010FFFF)
{
// Invalid character (greater than the maximum unicode value)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Valid character
// Get number of bytes to write
int BytesToWrite = 1;
if (c < 0x80) BytesToWrite = 1;
else if (c < 0x800) BytesToWrite = 2;
else if (c < 0x10000) BytesToWrite = 3;
else if (c <= 0x0010FFFF) BytesToWrite = 4;
int bytesToWrite = 1;
if (character < 0x80) bytesToWrite = 1;
else if (character < 0x800) bytesToWrite = 2;
else if (character < 0x10000) bytesToWrite = 3;
else if (character <= 0x0010FFFF) bytesToWrite = 4;
// Extract bytes to write
Uint8 Bytes[4];
switch (BytesToWrite)
Uint8 bytes[4];
switch (bytesToWrite)
{
case 4 : Bytes[3] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 3 : Bytes[2] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 2 : Bytes[1] = static_cast<Uint8>((c | 0x80) & 0xBF); c >>= 6;
case 1 : Bytes[0] = static_cast<Uint8> (c | UTF8FirstBytes[BytesToWrite]);
case 4 : bytes[3] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 3 : bytes[2] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 2 : bytes[1] = static_cast<Uint8>((character | 0x80) & 0xBF); character >>= 6;
case 1 : bytes[0] = static_cast<Uint8> (character | UTF8FirstBytes[bytesToWrite]);
}
// Add them to the output
const Uint8* CurByte = Bytes;
switch (BytesToWrite)
const Uint8* currentByte = bytes;
switch (bytesToWrite)
{
case 4 : *Output++ = *CurByte++;
case 3 : *Output++ = *CurByte++;
case 2 : *Output++ = *CurByte++;
case 1 : *Output++ = *CurByte++;
case 4 : *output++ = *currentByte++;
case 3 : *output++ = *currentByte++;
case 2 : *output++ = *currentByte++;
case 1 : *output++ = *currentByte++;
}
}
}
return Output;
return output;
}
@ -376,42 +376,42 @@ inline Out Unicode::UTF32ToUTF8(In Begin, In End, Out Output, Uint8 Replacement)
/// to an UTF-16 characters range, using the given locale
////////////////////////////////////////////////////////////
template <typename In, typename Out>
inline Out Unicode::UTF32ToUTF16(In Begin, In End, Out Output, Uint16 Replacement)
inline Out Unicode::UTF32ToUTF16(In begin, In end, Out output, Uint16 replacement)
{
while (Begin < End)
while (begin < end)
{
Uint32 c = *Begin++;
if (c < 0xFFFF)
Uint32 character = *begin++;
if (character < 0xFFFF)
{
// Character can be converted directly to 16 bits, just need to check it's in the valid range
if ((c >= 0xD800) && (c <= 0xDFFF))
if ((character >= 0xD800) && (character <= 0xDFFF))
{
// Invalid character (this range is reserved)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Valid character directly convertible to 16 bits
*Output++ = static_cast<Uint16>(c);
*output++ = static_cast<Uint16>(character);
}
}
else if (c > 0x0010FFFF)
else if (character > 0x0010FFFF)
{
// Invalid character (greater than the maximum unicode value)
if (Replacement)
*Output++ = Replacement;
if (replacement)
*output++ = replacement;
}
else
{
// Character will be converted to 2 UTF-16 elements
c -= 0x0010000;
*Output++ = static_cast<Uint16>((c >> 10) + 0xD800);
*Output++ = static_cast<Uint16>((c & 0x3FFUL) + 0xDC00);
character -= 0x0010000;
*output++ = static_cast<Uint16>((character >> 10) + 0xD800);
*output++ = static_cast<Uint16>((character & 0x3FFUL) + 0xDC00);
}
}
return Output;
return output;
}
@ -419,19 +419,19 @@ inline Out Unicode::UTF32ToUTF16(In Begin, In End, Out Output, Uint16 Replacemen
/// Get the number of characters composing an UTF-8 string
////////////////////////////////////////////////////////////
template <typename In>
inline std::size_t Unicode::GetUTF8Length(In Begin, In End)
inline std::size_t Unicode::GetUTF8Length(In begin, In end)
{
std::size_t Length = 0;
while (Begin < End)
std::size_t length = 0;
while (begin < end)
{
int NbBytes = UTF8TrailingBytes[static_cast<int>(*Begin)];
if (Begin + NbBytes < End)
++Length;
int nbBytes = UTF8TrailingBytes[static_cast<int>(*begin)];
if (begin + nbBytes < end)
++length;
Begin += NbBytes + 1;
begin += nbBytes + 1;
}
return Length;
return length;
}
@ -439,28 +439,28 @@ inline std::size_t Unicode::GetUTF8Length(In Begin, In End)
/// Get the number of characters composing an UTF-16 string
////////////////////////////////////////////////////////////
template <typename In>
inline std::size_t Unicode::GetUTF16Length(In Begin, In End)
inline std::size_t Unicode::GetUTF16Length(In begin, In end)
{
std::size_t Length = 0;
while (Begin < End)
std::size_t length = 0;
while (begin < end)
{
if ((*Begin >= 0xD800) && (*Begin <= 0xDBFF))
if ((*begin >= 0xD800) && (*begin <= 0xDBFF))
{
++Begin;
if ((Begin < End) && ((*Begin >= 0xDC00) && (*Begin <= 0xDFFF)))
++begin;
if ((begin < end) && ((*begin >= 0xDC00) && (*begin <= 0xDFFF)))
{
++Length;
++length;
}
}
else
{
++Length;
++length;
}
++Begin;
++begin;
}
return Length;
return length;
}
@ -468,7 +468,7 @@ inline std::size_t Unicode::GetUTF16Length(In Begin, In End)
/// Get the number of characters composing an UTF-32 string
////////////////////////////////////////////////////////////
template <typename In>
inline std::size_t Unicode::GetUTF32Length(In Begin, In End)
inline std::size_t Unicode::GetUTF32Length(In begin, In end)
{
return End - Begin;
return end - begin;
}

View file

@ -63,145 +63,145 @@ public :
////////////////////////////////////////////////////////////
/// Operator - overload ; returns the opposite of a vector
///
/// \param V : Vector to negate
/// \param left : Vector to negate
///
/// \return -V
/// \return -left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator -(const Vector2<T>& V);
Vector2<T> operator -(const Vector2<T>& left);
////////////////////////////////////////////////////////////
/// Operator += overload ; add two vectors and assign to the first op
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 + V2
/// \return left + right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator +=(Vector2<T>& V1, const Vector2<T>& V2);
Vector2<T>& operator +=(Vector2<T>& left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator -= overload ; subtract two vectors and assign to the first op
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 - V2
/// \return left - right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator -=(Vector2<T>& V1, const Vector2<T>& V2);
Vector2<T>& operator -=(Vector2<T>& left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator + overload ; adds two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 + V2
/// \return left + right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator +(const Vector2<T>& V1, const Vector2<T>& V2);
Vector2<T> operator +(const Vector2<T>& left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator - overload ; subtracts two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 - V2
/// \return left - right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator -(const Vector2<T>& V1, const Vector2<T>& V2);
Vector2<T> operator -(const Vector2<T>& left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator * overload ; multiply a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V * X
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator *(const Vector2<T>& V, T X);
Vector2<T> operator *(const Vector2<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator * overload ; multiply a scalar value by a vector
///
/// \param X : Scalar value
/// \param V : Vector
/// \param left : Scalar value
/// \param right : Vector
///
/// \return X * V
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator *(T X, const Vector2<T>& V);
Vector2<T> operator *(T left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator *= overload ; multiply-assign a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V * X
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator *=(Vector2<T>& V, T X);
Vector2<T>& operator *=(Vector2<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator / overload ; divide a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V / X
/// \return left / right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator /(const Vector2<T>& V, T X);
Vector2<T> operator /(const Vector2<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator /= overload ; divide-assign a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V / X
/// \return left / right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator /=(Vector2<T>& V, T X);
Vector2<T>& operator /=(Vector2<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator == overload ; compares the equality of two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return True if V1 is equal to V2
/// \return True if left is equal to right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator ==(const Vector2<T>& V1, const Vector2<T>& V2);
bool operator ==(const Vector2<T>& left, const Vector2<T>& right);
////////////////////////////////////////////////////////////
/// Operator != overload ; compares the difference of two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return True if V1 is different than V2
/// \return True if left is different than right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator !=(const Vector2<T>& V1, const Vector2<T>& V2);
bool operator !=(const Vector2<T>& left, const Vector2<T>& right);
#include <SFML/System/Vector2.inl>

View file

@ -51,9 +51,9 @@ y(Y)
/// Operator - overload ; returns the opposite of a vector
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator -(const Vector2<T>& V)
Vector2<T> operator -(const Vector2<T>& left)
{
return Vector2<T>(-V.x, -V.y);
return Vector2<T>(-left.x, -left.y);
}
@ -61,12 +61,12 @@ Vector2<T> operator -(const Vector2<T>& V)
/// Operator += overload ; add two vectors and assign to the first op
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator +=(Vector2<T>& V1, const Vector2<T>& V2)
Vector2<T>& operator +=(Vector2<T>& left, const Vector2<T>& right)
{
V1.x += V2.x;
V1.y += V2.y;
left.x += right.x;
left.y += right.y;
return V1;
return left;
}
@ -74,12 +74,12 @@ Vector2<T>& operator +=(Vector2<T>& V1, const Vector2<T>& V2)
/// Operator -= overload ; subtract two vectors and assign to the first op
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator -=(Vector2<T>& V1, const Vector2<T>& V2)
Vector2<T>& operator -=(Vector2<T>& left, const Vector2<T>& right)
{
V1.x -= V2.x;
V1.y -= V2.y;
left.x -= right.x;
left.y -= right.y;
return V1;
return left;
}
@ -87,9 +87,9 @@ Vector2<T>& operator -=(Vector2<T>& V1, const Vector2<T>& V2)
/// Operator + overload ; adds two vectors
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator +(const Vector2<T>& V1, const Vector2<T>& V2)
Vector2<T> operator +(const Vector2<T>& left, const Vector2<T>& right)
{
return Vector2<T>(V1.x + V2.x, V1.y + V2.y);
return Vector2<T>(left.x + right.x, left.y + right.y);
}
@ -97,9 +97,9 @@ Vector2<T> operator +(const Vector2<T>& V1, const Vector2<T>& V2)
/// Operator - overload ; subtracts two vectors
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator -(const Vector2<T>& V1, const Vector2<T>& V2)
Vector2<T> operator -(const Vector2<T>& left, const Vector2<T>& right)
{
return Vector2<T>(V1.x - V2.x, V1.y - V2.y);
return Vector2<T>(left.x - right.x, left.y - right.y);
}
@ -107,9 +107,9 @@ Vector2<T> operator -(const Vector2<T>& V1, const Vector2<T>& V2)
/// Operator * overload ; multiply a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator *(const Vector2<T>& V, T X)
Vector2<T> operator *(const Vector2<T>& left, T right)
{
return Vector2<T>(V.x * X, V.y * X);
return Vector2<T>(left.x * right, left.y * right);
}
@ -117,9 +117,9 @@ Vector2<T> operator *(const Vector2<T>& V, T X)
/// Operator * overload ; multiply a scalar value by a vector
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator *(T X, const Vector2<T>& V)
Vector2<T> operator *(T left, const Vector2<T>& right)
{
return Vector2<T>(V.x * X, V.y * X);
return Vector2<T>(right.x * left, right.y * left);
}
@ -127,12 +127,12 @@ Vector2<T> operator *(T X, const Vector2<T>& V)
/// Operator *= overload ; multiply-assign a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator *=(Vector2<T>& V, T X)
Vector2<T>& operator *=(Vector2<T>& left, T right)
{
V.x *= X;
V.y *= X;
left.x *= right;
left.y *= right;
return V;
return left;
}
@ -140,9 +140,9 @@ Vector2<T>& operator *=(Vector2<T>& V, T X)
/// Operator / overload ; divide a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T> operator /(const Vector2<T>& V, T X)
Vector2<T> operator /(const Vector2<T>& left, T right)
{
return Vector2<T>(V.x / X, V.y / X);
return Vector2<T>(left.x / right, left.y / right);
}
@ -150,12 +150,12 @@ Vector2<T> operator /(const Vector2<T>& V, T X)
/// Operator /= overload ; divide-assign a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector2<T>& operator /=(Vector2<T>& V, T X)
Vector2<T>& operator /=(Vector2<T>& left, T right)
{
V.x /= X;
V.y /= X;
left.x /= right;
left.y /= right;
return V;
return left;
}
@ -163,9 +163,9 @@ Vector2<T>& operator /=(Vector2<T>& V, T X)
/// Operator == overload ; compares the equality of two vectors
////////////////////////////////////////////////////////////
template <typename T>
bool operator ==(const Vector2<T>& V1, const Vector2<T>& V2)
bool operator ==(const Vector2<T>& left, const Vector2<T>& right)
{
return (V1.x == V2.x) && (V1.y == V2.y);
return (left.x == right.x) && (left.y == right.y);
}
@ -173,7 +173,7 @@ bool operator ==(const Vector2<T>& V1, const Vector2<T>& V2)
/// Operator != overload ; compares the difference of two vectors
////////////////////////////////////////////////////////////
template <typename T>
bool operator !=(const Vector2<T>& V1, const Vector2<T>& V2)
bool operator !=(const Vector2<T>& left, const Vector2<T>& right)
{
return (V1.x != V2.x) || (V1.y != V2.y);
return (left.x != right.x) || (left.y != right.y);
}

View file

@ -65,145 +65,145 @@ public :
////////////////////////////////////////////////////////////
/// Operator - overload ; returns the opposite of a vector
///
/// \param V : Vector to negate
/// \param left : Vector to negate
///
/// \return -V
/// \return -left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator -(const Vector3<T>& V);
Vector3<T> operator -(const Vector3<T>& left);
////////////////////////////////////////////////////////////
/// Operator += overload ; add two vectors and assign to the first op
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 + V2
/// \return left + V2
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator +=(Vector3<T>& V1, const Vector3<T>& V2);
Vector3<T>& operator +=(Vector3<T>& left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator -= overload ; subtract two vectors and assign to the first op
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 - V2
/// \return left - right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator -=(Vector3<T>& V1, const Vector3<T>& V2);
Vector3<T>& operator -=(Vector3<T>& left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator + overload ; adds two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 + V2
/// \return left + right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator +(const Vector3<T>& V1, const Vector3<T>& V2);
Vector3<T> operator +(const Vector3<T>& left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator - overload ; subtracts two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return V1 - V2
/// \return left - rightright
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator -(const Vector3<T>& V1, const Vector3<T>& V2);
Vector3<T> operator -(const Vector3<T>& left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator * overload ; multiply a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V * X
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator *(const Vector3<T>& V, T X);
Vector3<T> operator *(const Vector3<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator * overload ; multiply a scalar value by a vector
///
/// \param X : Scalar value
/// \param V : Vector
/// \param left : Scalar value
/// \param right : Vector
///
/// \return X * V
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator *(T X, const Vector3<T>& V);
Vector3<T> operator *(T left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator *= overload ; multiply-assign a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V * X
/// \return left * right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator *=(Vector3<T>& V, T X);
Vector3<T>& operator *=(Vector3<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator / overload ; divide a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V / X
/// \return left / right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator /(const Vector3<T>& V, T X);
Vector3<T> operator /(const Vector3<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator /= overload ; divide-assign a vector by a scalar value
///
/// \param V : Vector
/// \param X : Scalar value
/// \param left : Vector
/// \param right : Scalar value
///
/// \return V / X
/// \return left / right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator /=(Vector3<T>& V, T X);
Vector3<T>& operator /=(Vector3<T>& left, T right);
////////////////////////////////////////////////////////////
/// Operator == overload ; compares the equality of two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return True if V1 is equal to V2
/// \return True if left is equal to right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator ==(const Vector3<T>& V1, const Vector3<T>& V2);
bool operator ==(const Vector3<T>& left, const Vector3<T>& right);
////////////////////////////////////////////////////////////
/// Operator != overload ; compares the difference of two vectors
///
/// \param V1 : First vector
/// \param V2 : Second vector
/// \param left : First vector
/// \param right : Second vector
///
/// \return True if V1 is different than V2
/// \return True if left is different than right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator !=(const Vector3<T>& V1, const Vector3<T>& V2);
bool operator !=(const Vector3<T>& left, const Vector3<T>& right);
#include <SFML/System/Vector3.inl>

View file

@ -53,9 +53,9 @@ z(Z)
/// Operator - overload ; returns the opposite of a vector
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator -(const Vector3<T>& V)
Vector3<T> operator -(const Vector3<T>& left)
{
return Vector3<T>(-V.x, -V.y, -V.z);
return Vector3<T>(-left.x, -left.y, -left.z);
}
@ -63,13 +63,13 @@ Vector3<T> operator -(const Vector3<T>& V)
/// Operator += overload ; add two vectors and assign to the first op
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator +=(Vector3<T>& V1, const Vector3<T>& V2)
Vector3<T>& operator +=(Vector3<T>& left, const Vector3<T>& right)
{
V1.x += V2.x;
V1.y += V2.y;
V1.z += V2.z;
left.x += right.x;
left.y += right.y;
left.z += right.z;
return V1;
return left;
}
@ -77,13 +77,13 @@ Vector3<T>& operator +=(Vector3<T>& V1, const Vector3<T>& V2)
/// Operator -= overload ; subtract two vectors and assign to the first op
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator -=(Vector3<T>& V1, const Vector3<T>& V2)
Vector3<T>& operator -=(Vector3<T>& left, const Vector3<T>& right)
{
V1.x -= V2.x;
V1.y -= V2.y;
V1.z -= V2.z;
left.x -= right.x;
left.y -= right.y;
left.z -= right.z;
return V1;
return left;
}
@ -91,9 +91,9 @@ Vector3<T>& operator -=(Vector3<T>& V1, const Vector3<T>& V2)
/// Operator + overload ; adds two vectors
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator +(const Vector3<T>& V1, const Vector3<T>& V2)
Vector3<T> operator +(const Vector3<T>& left, const Vector3<T>& right)
{
return Vector3<T>(V1.x + V2.x, V1.y + V2.y, V1.z + V2.z);
return Vector3<T>(left.x + right.x, left.y + right.y, left.z + right.z);
}
@ -101,9 +101,9 @@ Vector3<T> operator +(const Vector3<T>& V1, const Vector3<T>& V2)
/// Operator - overload ; subtracts two vectors
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator -(const Vector3<T>& V1, const Vector3<T>& V2)
Vector3<T> operator -(const Vector3<T>& left, const Vector3<T>& right)
{
return Vector3<T>(V1.x - V2.x, V1.y - V2.y, V1.z - V2.z);
return Vector3<T>(left.x - right.x, left.y - right.y, left.z - right.z);
}
@ -111,9 +111,9 @@ Vector3<T> operator -(const Vector3<T>& V1, const Vector3<T>& V2)
/// Operator * overload ; multiply a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator *(const Vector3<T>& V, T X)
Vector3<T> operator *(const Vector3<T>& left, T right)
{
return Vector3<T>(V.x * X, V.y * X, V.z * X);
return Vector3<T>(left.x * right, left.y * right, left.z * right);
}
@ -121,9 +121,9 @@ Vector3<T> operator *(const Vector3<T>& V, T X)
/// Operator * overload ; multiply a scalar value by a vector
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator *(T X, const Vector3<T>& V)
Vector3<T> operator *(T left, const Vector3<T>& right)
{
return Vector3<T>(V.x * X, V.y * X, V.z * X);
return Vector3<T>(right.x * left, right.y * left, right.z * left);
}
@ -131,13 +131,13 @@ Vector3<T> operator *(T X, const Vector3<T>& V)
/// Operator *= overload ; multiply-assign a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator *=(Vector3<T>& V, T X)
Vector3<T>& operator *=(Vector3<T>& left, T right)
{
V.x *= X;
V.y *= X;
V.z *= X;
left.x *= right;
left.y *= right;
left.z *= right;
return V;
return left;
}
@ -145,9 +145,9 @@ Vector3<T>& operator *=(Vector3<T>& V, T X)
/// Operator / overload ; divide a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> operator /(const Vector3<T>& V, T X)
Vector3<T> operator /(const Vector3<T>& left, T right)
{
return Vector3<T>(V.x / X, V.y / X, V.z / X);
return Vector3<T>(left.x / right, left.y / right, left.z / right);
}
@ -155,13 +155,13 @@ Vector3<T> operator /(const Vector3<T>& V, T X)
/// Operator /= overload ; divide-assign a vector by a scalar value
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T>& operator /=(Vector3<T>& V, T X)
Vector3<T>& operator /=(Vector3<T>& left, T right)
{
V.x /= X;
V.y /= X;
V.z /= X;
left.x /= right;
left.y /= right;
left.z /= right;
return V;
return left;
}
@ -169,9 +169,9 @@ Vector3<T>& operator /=(Vector3<T>& V, T X)
/// Operator == overload ; compares the equality of two vectors
////////////////////////////////////////////////////////////
template <typename T>
bool operator ==(const Vector3<T>& V1, const Vector3<T>& V2)
bool operator ==(const Vector3<T>& left, const Vector3<T>& V2)
{
return (V1.x == V2.x) && (V1.y == V2.y) && (V1.z == V2.z);
return (left.x == right.x) && (left.y == right.y) && (left.z == right.z);
}
@ -179,7 +179,7 @@ bool operator ==(const Vector3<T>& V1, const Vector3<T>& V2)
/// Operator != overload ; compares the difference of two vectors
////////////////////////////////////////////////////////////
template <typename T>
bool operator !=(const Vector3<T>& V1, const Vector3<T>& V2)
bool operator !=(const Vector3<T>& left, const Vector3<T>& right)
{
return (V1.x != V2.x) || (V1.y != V2.y) || (V1.z != V2.z);
return (left.x != right.x) || (left.y != right.y) || (left.z != right.z);
}

View file

@ -54,9 +54,9 @@ namespace priv
/// by default.
///
/// \code
/// void ThreadedFunc(void*)
/// void ThreadFunction(void*)
/// {
/// sf::Context Ctx;
/// sf::Context context;
/// // from now on, you have a valid context
///
/// // you can make OpenGL calls
@ -89,10 +89,10 @@ public :
////////////////////////////////////////////////////////////
/// Activate or deactivate explicitely the context
///
/// \param Active True to activate, false to deactivate
/// \param active : True to activate, false to deactivate
///
////////////////////////////////////////////////////////////
void SetActive(bool Active);
void SetActive(bool active);
private :

View file

@ -37,15 +37,15 @@ struct ContextSettings
////////////////////////////////////////////////////////////
/// Default constructor
///
/// \param Depth : Depth buffer bits (24 by default)
/// \param Stencil : Stencil buffer bits (8 by default)
/// \param Antialiasing : Antialiasing level (0 by default)
/// \param depth : Depth buffer bits (24 by default)
/// \param stencil : Stencil buffer bits (8 by default)
/// \param antialiasing : Antialiasing level (0 by default)
///
////////////////////////////////////////////////////////////
explicit ContextSettings(unsigned int Depth = 24, unsigned int Stencil = 8, unsigned int Antialiasing = 0) :
DepthBits (Depth),
StencilBits (Stencil),
AntialiasingLevel(Antialiasing)
explicit ContextSettings(unsigned int depth = 24, unsigned int stencil = 8, unsigned int antialiasing = 0) :
DepthBits (depth),
StencilBits (stencil),
AntialiasingLevel(antialiasing)
{
}

View file

@ -54,33 +54,33 @@ public :
////////////////////////////////////////////////////////////
/// Get the state of a key
///
/// \param KeyCode : Key to check
/// \param key : Key to check
///
/// \return True if key is down, false if key is up
///
////////////////////////////////////////////////////////////
bool IsKeyDown(Key::Code KeyCode) const;
bool IsKeyDown(Key::Code key) const;
////////////////////////////////////////////////////////////
/// Get the state of a mouse button
///
/// \param Button : Button to check
/// \param button : Button to check
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsMouseButtonDown(Mouse::Button Button) const;
bool IsMouseButtonDown(Mouse::Button button) const;
////////////////////////////////////////////////////////////
/// Get the state of a joystick button
///
/// \param JoyId : Identifier of the joystick to check (0 or 1)
/// \param Button : Button to check
/// \param joystick : Identifier of the joystick to check (0 or 1)
/// \param button : Button to check
///
/// \return True if button is down, false if button is up
///
////////////////////////////////////////////////////////////
bool IsJoystickButtonDown(unsigned int JoyId, unsigned int Button) const;
bool IsJoystickButtonDown(unsigned int joystick, unsigned int button) const;
////////////////////////////////////////////////////////////
/// Get the mouse X position
@ -101,13 +101,13 @@ public :
////////////////////////////////////////////////////////////
/// Get a joystick axis position
///
/// \param JoyId : Identifier of the joystick to check (0 or 1)
/// \param Axis : Axis to get
/// \param joystick : Identifier of the joystick to check (0 or 1)
/// \param axis : Axis to get
///
/// \return Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
///
////////////////////////////////////////////////////////////
float GetJoystickAxis(unsigned int JoyId, Joy::Axis Axis) const;
float GetJoystickAxis(unsigned int joystick, Joy::Axis axis) const;
private :
@ -115,7 +115,7 @@ private :
/// /see WindowListener::OnEvent
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& EventReceived);
virtual void OnEvent(const Event& event);
////////////////////////////////////////////////////////////
// Member data

View file

@ -52,12 +52,12 @@ public :
////////////////////////////////////////////////////////////
/// Construct the video mode with its attributes
///
/// \param ModeWidth : Width in pixels
/// \param ModeHeight : Height in pixels
/// \param ModeBpp : Pixel depths in bits per pixel (32 by default)
/// \param width : Width in pixels
/// \param height : Height in pixels
/// \param bitsPerPixel : Pixel depths in bits per pixel (32 by default)
///
////////////////////////////////////////////////////////////
VideoMode(unsigned int ModeWidth, unsigned int ModeHeight, unsigned int ModeBpp = 32);
VideoMode(unsigned int width, unsigned int height, unsigned int bitsPerPixel = 32);
////////////////////////////////////////////////////////////
/// Get the current desktop video mode
@ -72,12 +72,12 @@ public :
/// Index must be in range [0, GetModesCount()[
/// Modes are sorted from best to worst
///
/// \param Index : Index of video mode to get
/// \param index : Index of video mode to get
///
/// \return Corresponding video mode (invalid mode if index is out of range)
///
////////////////////////////////////////////////////////////
static VideoMode GetMode(std::size_t Index);
static VideoMode GetMode(std::size_t index);
////////////////////////////////////////////////////////////
/// Get valid video modes count
@ -98,22 +98,22 @@ public :
////////////////////////////////////////////////////////////
/// Comparison operator overload -- tell if two video modes are equal
///
/// \param Other : Video mode to compare
/// \param other : Video mode to compare
///
/// \return True if modes are equal
///
////////////////////////////////////////////////////////////
bool operator ==(const VideoMode& Other) const;
bool operator ==(const VideoMode& other) const;
////////////////////////////////////////////////////////////
/// Comparison operator overload -- tell if two video modes are different
///
/// \param Other : Video mode to compare
/// \param other : Video mode to compare
///
/// \return True if modes are different
///
////////////////////////////////////////////////////////////
bool operator !=(const VideoMode& Other) const;
bool operator !=(const VideoMode& other) const;
////////////////////////////////////////////////////////////
// Member data
@ -121,13 +121,6 @@ public :
unsigned int Width; ///< Video mode width, in pixels
unsigned int Height; ///< Video mode height, in pixels
unsigned int BitsPerPixel; ///< Video mode pixel depth, in bits per pixels
private :
////////////////////////////////////////////////////////////
/// Get and sort valid video modes
////////////////////////////////////////////////////////////
static void InitializeModes();
};
} // namespace sf

View file

@ -66,22 +66,22 @@ public :
////////////////////////////////////////////////////////////
/// Construct a new window
///
/// \param Mode : Video mode to use
/// \param Title : Title of the window
/// \param WindowStyle : Window style (Resize | Close by default)
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
Window(VideoMode Mode, const std::string& Title, unsigned long WindowStyle = Style::Resize | Style::Close, const ContextSettings& Settings = ContextSettings());
Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Construct the window from an existing control
///
/// \param Handle : Platform-specific handle of the control
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param handle : Platform-specific handle of the control
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
Window(WindowHandle Handle, const ContextSettings& Settings = ContextSettings());
Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Destructor
@ -92,22 +92,22 @@ public :
////////////////////////////////////////////////////////////
/// Create (or recreate) the window
///
/// \param Mode : Video mode to use
/// \param Title : Title of the window
/// \param WindowStyle : Window style (Resize | Close by default)
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param mode : Video mode to use
/// \param title : Title of the window
/// \param style : Window style (Resize | Close by default)
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
void Create(VideoMode Mode, const std::string& Title, unsigned long WindowStyle = Style::Resize | Style::Close, const ContextSettings& Settings = ContextSettings());
void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Create (or recreate) the window from an existing control
///
/// \param Handle : Platform-specific handle of the control
/// \param Settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
/// \param handle : Platform-specific handle of the control
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
///
////////////////////////////////////////////////////////////
void Create(WindowHandle Handle, const ContextSettings& Settings = ContextSettings());
void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// Close (destroy) the window.
@ -154,64 +154,64 @@ public :
////////////////////////////////////////////////////////////
/// Get the event on top of events stack, if any, and pop it
///
/// \param EventReceived : Event to fill, if any
/// \param event : Event to fill, if any
///
/// \return True if an event was returned, false if events stack was empty
///
////////////////////////////////////////////////////////////
bool GetEvent(Event& EventReceived);
bool GetEvent(Event& event);
////////////////////////////////////////////////////////////
/// Enable / disable vertical synchronization
///
/// \param Enabled : True to enable v-sync, false to deactivate
/// \param enabled : True to enable v-sync, false to deactivate
///
////////////////////////////////////////////////////////////
void UseVerticalSync(bool Enabled);
void UseVerticalSync(bool enabled);
////////////////////////////////////////////////////////////
/// Show or hide the mouse cursor
///
/// \param Show : True to show, false to hide
/// \param show : True to show, false to hide
///
////////////////////////////////////////////////////////////
void ShowMouseCursor(bool Show);
void ShowMouseCursor(bool show);
////////////////////////////////////////////////////////////
/// Change the position of the mouse cursor
///
/// \param Left : Left coordinate of the cursor, relative to the window
/// \param Top : Top coordinate of the cursor, relative to the window
/// \param left : Left coordinate of the cursor, relative to the window
/// \param top : Top coordinate of the cursor, relative to the window
///
////////////////////////////////////////////////////////////
void SetCursorPosition(unsigned int Left, unsigned int Top);
void SetCursorPosition(unsigned int left, unsigned int top);
////////////////////////////////////////////////////////////
/// Change the position of the window on screen.
/// Only works for top-level windows
///
/// \param Left : Left position
/// \param Top : Top position
/// \param left : Left position
/// \param top : Top position
///
////////////////////////////////////////////////////////////
void SetPosition(int Left, int Top);
void SetPosition(int left, int top);
////////////////////////////////////////////////////////////
/// Change the size of the rendering region of the window
///
/// \param Width : New width
/// \param Height : New height
/// \param width : New width
/// \param height : New height
///
////////////////////////////////////////////////////////////
void SetSize(unsigned int Width, unsigned int Height);
void SetSize(unsigned int width, unsigned int height);
////////////////////////////////////////////////////////////
/// Show or hide the window
///
/// \param State : True to show, false to hide
/// \param show : True to show, false to hide
///
////////////////////////////////////////////////////////////
void Show(bool State);
void Show(bool show);
////////////////////////////////////////////////////////////
/// Enable or disable automatic key-repeat.
@ -225,23 +225,23 @@ public :
////////////////////////////////////////////////////////////
/// Change the window's icon
///
/// \param Width : Icon's width, in pixels
/// \param Height : Icon's height, in pixels
/// \param Pixels : Pointer to the pixels in memory, format must be RGBA 32 bits
/// \param width : Icon's width, in pixels
/// \param height : Icon's height, in pixels
/// \param pixels : Pointer to the pixels in memory, format must be RGBA 32 bits
///
////////////////////////////////////////////////////////////
void SetIcon(unsigned int Width, unsigned int Height, const Uint8* Pixels);
void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// Activate or deactivate the window as the current target
/// for rendering
///
/// \param Active : True to activate, false to deactivate (true by default)
/// \param active : True to activate, false to deactivate (true by default)
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
bool SetActive(bool Active = true) const;
bool SetActive(bool active = true) const;
////////////////////////////////////////////////////////////
/// Display the window on screen
@ -260,10 +260,10 @@ public :
////////////////////////////////////////////////////////////
/// Limit the framerate to a maximum fixed frequency
///
/// \param Limit : Framerate limit, in frames per seconds (use 0 to disable limit)
/// \param limit : Framerate limit, in frames per seconds (use 0 to disable limit)
///
////////////////////////////////////////////////////////////
void SetFramerateLimit(unsigned int Limit);
void SetFramerateLimit(unsigned int limit);
////////////////////////////////////////////////////////////
/// Get time elapsed since last frame
@ -277,10 +277,10 @@ public :
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
///
/// \param Threshold : New threshold, in range [0, 100]
/// \param threshold : New threshold, in range [0, 100]
///
////////////////////////////////////////////////////////////
void SetJoystickThreshold(float Threshold);
void SetJoystickThreshold(float threshold);
private :
@ -293,10 +293,10 @@ private :
////////////////////////////////////////////////////////////
/// /see WindowListener::OnEvent
///
/// \param EventReceived : Event received
/// \param event : Event received
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& EventReceived);
virtual void OnEvent(const Event& event);
////////////////////////////////////////////////////////////
/// Do some common internal initializations

View file

@ -46,10 +46,10 @@ public :
////////////////////////////////////////////////////////////
/// Called each time an event is received from attached window
///
/// \param EventReceived : Event received
/// \param event : Event received
///
////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& EventReceived) = 0;
virtual void OnEvent(const Event& event) = 0;
protected :