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

@ -57,12 +57,12 @@ RenderTarget::~RenderTarget()
////////////////////////////////////////////////////////////
/// Clear the entire target with a single color
////////////////////////////////////////////////////////////
void RenderTarget::Clear(const Color& FillColor)
void RenderTarget::Clear(const Color& color)
{
if (Activate(true))
{
// Clear the frame buffer
GLCheck(glClearColor(FillColor.r / 255.f, FillColor.g / 255.f, FillColor.b / 255.f, FillColor.a / 255.f));
GLCheck(glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f));
GLCheck(glClear(GL_COLOR_BUFFER_BIT));
Activate(false);
@ -73,7 +73,7 @@ void RenderTarget::Clear(const Color& FillColor)
////////////////////////////////////////////////////////////
/// Draw something on the window
////////////////////////////////////////////////////////////
void RenderTarget::Draw(const Drawable& Object)
void RenderTarget::Draw(const Drawable& object)
{
// Check whether we are called from the outside or from a previous call to Draw
if (!myIsDrawing)
@ -94,12 +94,12 @@ void RenderTarget::Draw(const Drawable& Object)
}
// Setup the viewport
const FloatRect& Viewport = myCurrentView->GetViewport();
int Left = static_cast<int>(0.5f + GetWidth() * Viewport.Left);
int Top = static_cast<int>(0.5f + GetHeight() * (1.f - Viewport.Bottom));
int Width = static_cast<int>(0.5f + GetWidth() * Viewport.GetSize().x);
int Height = static_cast<int>(0.5f + GetHeight() * Viewport.GetSize().y);
GLCheck(glViewport(Left, Top, Width, Height));
const FloatRect& viewport = myCurrentView->GetViewport();
int left = static_cast<int>(0.5f + GetWidth() * viewport.Left);
int top = static_cast<int>(0.5f + GetHeight() * (1.f - viewport.Bottom));
int width = static_cast<int>(0.5f + GetWidth() * viewport.GetSize().x);
int height = static_cast<int>(0.5f + GetHeight() * viewport.GetSize().y);
GLCheck(glViewport(left, top, width, height));
// Setup the transform matrices
GLCheck(glMatrixMode(GL_PROJECTION));
@ -108,7 +108,7 @@ void RenderTarget::Draw(const Drawable& Object)
GLCheck(glLoadIdentity());
// Let the object draw itself
Object.Draw(*this);
object.Draw(*this);
// Restore render states
if (myPreserveStates)
@ -127,7 +127,7 @@ void RenderTarget::Draw(const Drawable& Object)
else
{
// We are already called from a previous Draw : we don't need to set the states again, just draw the object
Object.Draw(*this);
object.Draw(*this);
}
}
@ -135,9 +135,9 @@ void RenderTarget::Draw(const Drawable& Object)
////////////////////////////////////////////////////////////
/// Change the current active view
////////////////////////////////////////////////////////////
void RenderTarget::SetView(const View& NewView)
void RenderTarget::SetView(const View& view)
{
myCurrentView = &NewView;
myCurrentView = &view;
}
@ -167,9 +167,9 @@ View& RenderTarget::GetDefaultView()
/// SFML to do internal optimizations and improve performances.
/// This parameter is false by default
////////////////////////////////////////////////////////////
void RenderTarget::PreserveOpenGLStates(bool Preserve)
void RenderTarget::PreserveOpenGLStates(bool preserve)
{
myPreserveStates = Preserve;
myPreserveStates = preserve;
}