Renamed Window::IsOpened to IsOpen
Made some minor consistency modifications in internal code
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9d4c8b26a5
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c2039e866c
14 changed files with 75 additions and 75 deletions
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@ -195,8 +195,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Texture myTexture; ///< Target texture to draw on
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priv::RenderTextureImpl* myRenderTexture; ///< Platform/hardware specific implementation
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priv::RenderTextureImpl* myImpl; ///< Platform/hardware specific implementation
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Texture myTexture; ///< Target texture to draw on
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};
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} // namespace sf
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@ -233,7 +233,7 @@ private :
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/// return -1
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///
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/// // The main loop
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// // ...
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@ -205,7 +205,7 @@ private :
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/// window.SetFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// sf::Event event;
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@ -247,7 +247,7 @@ private :
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/// ...
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///
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/// // Start the rendering loop
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Process events
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/// ...
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@ -503,7 +503,7 @@ private :
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/// \return True on success, false if any error happened
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///
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////////////////////////////////////////////////////////////
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bool CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode);
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bool Compile(const char* vertexShaderCode, const char* fragmentShaderCode);
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////////////////////////////////////////////////////////////
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/// \brief Bind all the textures used by the shader
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@ -186,8 +186,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
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priv::ThreadFunc* myFunction; ///< Abstraction of the function to run
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priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
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priv::ThreadFunc* myEntryPoint; ///< Abstraction of the function to run
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};
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#include <SFML/System/Thread.inl>
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@ -66,8 +66,8 @@ struct ThreadMemberFunc : ThreadFunc
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////////////////////////////////////////////////////////////
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template <typename F>
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Thread::Thread(F functor) :
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myImpl (NULL),
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myFunction(new priv::ThreadFunctor<F>(functor))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadFunctor<F>(functor))
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{
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}
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@ -75,8 +75,8 @@ myFunction(new priv::ThreadFunctor<F>(functor))
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////////////////////////////////////////////////////////////
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template <typename F, typename A>
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Thread::Thread(F function, A argument) :
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myImpl (NULL),
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myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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{
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}
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@ -84,7 +84,7 @@ myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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////////////////////////////////////////////////////////////
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template <typename C>
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Thread::Thread(void(C::*function)(), C* object) :
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myImpl (NULL),
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myFunction(new priv::ThreadMemberFunc<C>(function, object))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadMemberFunc<C>(function, object))
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{
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}
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@ -145,7 +145,7 @@ public :
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/// After calling this function, the sf::Window instance remains
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/// valid and you can call Create() to recreate the window.
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/// All other functions such as PollEvent() or Display() will
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/// still work (i.e. you don't have to test IsOpened() every time),
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/// still work (i.e. you don't have to test IsOpen() every time),
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/// and will have no effect on closed windows.
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///
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////////////////////////////////////////////////////////////
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@ -160,7 +160,7 @@ public :
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/// \return True if the window is opened, false if it has been closed
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///
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////////////////////////////////////////////////////////////
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bool IsOpened() const;
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bool IsOpen() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the width of the rendering region of the window
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@ -471,7 +471,7 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
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priv::WindowImpl* myImpl; ///< Platform-specific implementation of the window
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priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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Uint32 myLastFrameTime; ///< Time elapsed since last frame
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@ -519,7 +519,7 @@ private :
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/// window.SetFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// sf::Event event;
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