Split sf::Image into sf::Image and sf::Texture (implements issue #18)

This commit is contained in:
Laurent Gomila 2011-07-22 22:31:27 +02:00
parent d337a98321
commit e509f01180
40 changed files with 1585 additions and 1294 deletions

View file

@ -52,16 +52,12 @@ public :
Sound();
////////////////////////////////////////////////////////////
/// \brief Construct the sound with parameters
/// \brief Construct the sound with a buffer
///
/// \param buffer Sound buffer containing the audio data to play with the sound
/// \param loop Should the sound loop?
/// \param pitch Pitch of the sound
/// \param volume Volume of the sound, in the range [0, 100]
/// \param position 3D position of the sound source in the audio scene
/// \param buffer Sound buffer containing the audio data to play with the sound
///
////////////////////////////////////////////////////////////
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);
////////////////////////////////////////////////////////////
/// \brief Copy constructor

View file

@ -301,8 +301,8 @@ private :
/// The sound is then restituted by playing these samples at
/// a high rate (for example, 44100 samples per second is the
/// standard rate used for playing CDs). In short, audio samples
/// are like image pixels, and a sf::SoundBuffer is similar to
/// a sf::Image.
/// are like texture pixels, and a sf::SoundBuffer is similar to
/// a sf::Texture.
///
/// A sound buffer can be loaded from a file (see LoadFromFile()
/// for the complete list of supported formats), from memory, from