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