Renamed Window::IsOpened to IsOpen

Made some minor consistency modifications in internal code
This commit is contained in:
Laurent Gomila 2012-01-13 14:53:36 +01:00
parent 9d4c8b26a5
commit c2039e866c
14 changed files with 75 additions and 75 deletions

View file

@ -195,8 +195,8 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Texture myTexture; ///< Target texture to draw on
priv::RenderTextureImpl* myRenderTexture; ///< Platform/hardware specific implementation
priv::RenderTextureImpl* myImpl; ///< Platform/hardware specific implementation
Texture myTexture; ///< Target texture to draw on
};
} // namespace sf
@ -233,7 +233,7 @@ private :
/// return -1
///
/// // The main loop
/// while (window.IsOpened())
/// while (window.IsOpen())
/// {
/// // Event processing
/// // ...

View file

@ -205,7 +205,7 @@ private :
/// window.SetFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.IsOpened())
/// while (window.IsOpen())
/// {
/// // Event processing
/// sf::Event event;
@ -247,7 +247,7 @@ private :
/// ...
///
/// // Start the rendering loop
/// while (window.IsOpened())
/// while (window.IsOpen())
/// {
/// // Process events
/// ...

View file

@ -503,7 +503,7 @@ private :
/// \return True on success, false if any error happened
///
////////////////////////////////////////////////////////////
bool CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode);
bool Compile(const char* vertexShaderCode, const char* fragmentShaderCode);
////////////////////////////////////////////////////////////
/// \brief Bind all the textures used by the shader

View file

@ -186,8 +186,8 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
priv::ThreadFunc* myFunction; ///< Abstraction of the function to run
priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
priv::ThreadFunc* myEntryPoint; ///< Abstraction of the function to run
};
#include <SFML/System/Thread.inl>

View file

@ -66,8 +66,8 @@ struct ThreadMemberFunc : ThreadFunc
////////////////////////////////////////////////////////////
template <typename F>
Thread::Thread(F functor) :
myImpl (NULL),
myFunction(new priv::ThreadFunctor<F>(functor))
myImpl (NULL),
myEntryPoint(new priv::ThreadFunctor<F>(functor))
{
}
@ -75,8 +75,8 @@ myFunction(new priv::ThreadFunctor<F>(functor))
////////////////////////////////////////////////////////////
template <typename F, typename A>
Thread::Thread(F function, A argument) :
myImpl (NULL),
myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
myImpl (NULL),
myEntryPoint(new priv::ThreadFunctorWithArg<F, A>(function, argument))
{
}
@ -84,7 +84,7 @@ myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
////////////////////////////////////////////////////////////
template <typename C>
Thread::Thread(void(C::*function)(), C* object) :
myImpl (NULL),
myFunction(new priv::ThreadMemberFunc<C>(function, object))
myImpl (NULL),
myEntryPoint(new priv::ThreadMemberFunc<C>(function, object))
{
}

View file

@ -145,7 +145,7 @@ public :
/// After calling this function, the sf::Window instance remains
/// valid and you can call Create() to recreate the window.
/// All other functions such as PollEvent() or Display() will
/// still work (i.e. you don't have to test IsOpened() every time),
/// still work (i.e. you don't have to test IsOpen() every time),
/// and will have no effect on closed windows.
///
////////////////////////////////////////////////////////////
@ -160,7 +160,7 @@ public :
/// \return True if the window is opened, false if it has been closed
///
////////////////////////////////////////////////////////////
bool IsOpened() const;
bool IsOpen() const;
////////////////////////////////////////////////////////////
/// \brief Get the width of the rendering region of the window
@ -471,7 +471,7 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
priv::WindowImpl* myImpl; ///< Platform-specific implementation of the window
priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
Clock myClock; ///< Clock for measuring the elapsed time between frames
Uint32 myLastFrameTime; ///< Time elapsed since last frame
@ -519,7 +519,7 @@ private :
/// window.SetFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.IsOpened())
/// while (window.IsOpen())
/// {
/// // Event processing
/// sf::Event event;