Changed the naming convention for member variables (prefix changed from "my" to "m_")

This commit is contained in:
Laurent Gomila 2012-03-09 01:22:47 +01:00
parent 15e9d999b3
commit ff5b69d312
124 changed files with 1889 additions and 1889 deletions

View file

@ -108,8 +108,8 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
float myRadius; ///< Radius of the circle
unsigned int myPointCount; ///< Number of points composing the circle
float m_radius; ///< Radius of the circle
unsigned int m_pointCount; ///< Number of points composing the circle
};
} // namespace sf

View file

@ -109,7 +109,7 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<Vector2f> myPoints; ///< Points composing the convex polygon
std::vector<Vector2f> m_points; ///< Points composing the convex polygon
};
} // namespace sf

View file

@ -103,11 +103,11 @@ private :
/// virtual void Draw(sf::RenderTarget& target, RenderStates states) const
/// {
/// // You can draw other high-level objects
/// target.Draw(mySprite, states);
/// target.Draw(m_sprite, states);
///
/// // ... or use the low-level API
/// states.Texture = &myTexture;
/// target.Draw(myVertices, states);
/// states.Texture = &m_texture;
/// target.Draw(m_vertices, states);
///
/// // ... or draw with OpenGL directly
/// glBegin(GL_QUADS);
@ -115,9 +115,9 @@ private :
/// glEnd();
/// }
///
/// sf::Sprite mySprite;
/// sf::Texture myTexture;
/// sf::VertexArray myVertices;
/// sf::Sprite m_sprite;
/// sf::Texture m_texture;
/// sf::VertexArray m_vertices;
/// };
/// \endcode
///

View file

@ -293,12 +293,12 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
void* myLibrary; ///< Pointer to the internal library interface (it is typeless to avoid exposing implementation details)
void* myFace; ///< Pointer to the internal font face (it is typeless to avoid exposing implementation details)
void* myStreamRec; ///< Pointer to the stream rec instance (it is typeless to avoid exposing implementation details)
int* myRefCount; ///< Reference counter used by implicit sharing
mutable PageTable myPages; ///< Table containing the glyphs pages by character size
mutable std::vector<Uint8> myPixelBuffer; ///< Pixel buffer holding a glyph's pixels before being written to the texture
void* m_library; ///< Pointer to the internal library interface (it is typeless to avoid exposing implementation details)
void* m_face; ///< Pointer to the internal font face (it is typeless to avoid exposing implementation details)
void* m_streamRec; ///< Pointer to the stream rec instance (it is typeless to avoid exposing implementation details)
int* m_refCount; ///< Reference counter used by implicit sharing
mutable PageTable m_pages; ///< Table containing the glyphs pages by character size
mutable std::vector<Uint8> m_pixelBuffer; ///< Pixel buffer holding a glyph's pixels before being written to the texture
};
} // namespace sf

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@ -267,9 +267,9 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int myWidth; ///< Image width
unsigned int myHeight; ///< Image Height
std::vector<Uint8> myPixels; ///< Pixels of the image
unsigned int m_width; ///< Image width
unsigned int m_height; ///< Image Height
std::vector<Uint8> m_pixels; ///< Pixels of the image
};
} // namespace sf

View file

@ -95,7 +95,7 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vector2f mySize; ///< Size of the rectangle
Vector2f m_size; ///< Size of the rectangle
};
} // namespace sf

View file

@ -366,9 +366,9 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
View myDefaultView; ///< Default view
View myView; ///< Current view
StatesCache myCache; ///< Render states cache
View m_defaultView; ///< Default view
View m_view; ///< Current view
StatesCache m_cache; ///< Render states cache
};
} // namespace sf

View file

@ -181,8 +181,8 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::RenderTextureImpl* myImpl; ///< Platform/hardware specific implementation
Texture myTexture; ///< Target texture to draw on
priv::RenderTextureImpl* m_impl; ///< Platform/hardware specific implementation
Texture m_texture; ///< Target texture to draw on
};
} // namespace sf

View file

@ -522,9 +522,9 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int myShaderProgram; ///< OpenGL identifier for the program
int myCurrentTexture; ///< Location of the current texture in the shader
TextureTable myTextures; ///< Texture variables in the shader, mapped to their location
unsigned int m_shaderProgram; ///< OpenGL identifier for the program
int m_currentTexture; ///< Location of the current texture in the shader
TextureTable m_textures; ///< Texture variables in the shader, mapped to their location
};
} // namespace sf

View file

@ -291,15 +291,15 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
const Texture* myTexture; ///< Texture of the shape
IntRect myTextureRect; ///< Rectangle defining the area of the source texture to display
Color myFillColor; ///< Fill color
Color myOutlineColor; ///< Outline color
float myOutlineThickness; ///< Thickness of the shape's outline
VertexArray myVertices; ///< Vertex array containing the fill geometry
VertexArray myOutlineVertices; ///< Vertex array containing the outline geometry
FloatRect myInsideBounds; ///< Bounding rectangle of the inside (fill)
FloatRect myBounds; ///< Bounding rectangle of the whole shape (outline + fill)
const Texture* m_texture; ///< Texture of the shape
IntRect m_textureRect; ///< Rectangle defining the area of the source texture to display
Color m_fillColor; ///< Fill color
Color m_outlineColor; ///< Outline color
float m_outlineThickness; ///< Thickness of the shape's outline
VertexArray m_vertices; ///< Vertex array containing the fill geometry
VertexArray m_outlineVertices; ///< Vertex array containing the outline geometry
FloatRect m_insideBounds; ///< Bounding rectangle of the inside (fill)
FloatRect m_bounds; ///< Bounding rectangle of the whole shape (outline + fill)
};
} // namespace sf

View file

@ -215,9 +215,9 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vertex myVertices[4]; ///< Vertices defining the sprite's geometry
const Texture* myTexture; ///< Texture of the sprite
IntRect myTextureRect; ///< Rectangle defining the area of the source texture to display
Vertex m_vertices[4]; ///< Vertices defining the sprite's geometry
const Texture* m_texture; ///< Texture of the sprite
IntRect m_textureRect; ///< Rectangle defining the area of the source texture to display
};
} // namespace sf

View file

@ -284,13 +284,13 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
String myString; ///< String to display
const Font* myFont; ///< Font used to display the string
unsigned int myCharacterSize; ///< Base size of characters, in pixels
Uint32 myStyle; ///< Text style (see Style enum)
Color myColor; ///< Text color
VertexArray myVertices; ///< Vertex array containing the text's geometry
FloatRect myBounds; ///< Bounding rectangle of the text (in local coordinates)
String m_string; ///< String to display
const Font* m_font; ///< Font used to display the string
unsigned int m_characterSize; ///< Base size of characters, in pixels
Uint32 m_style; ///< Text style (see Style enum)
Color m_color; ///< Text color
VertexArray m_vertices; ///< Vertex array containing the text's geometry
FloatRect m_bounds; ///< Bounding rectangle of the text (in local coordinates)
};
} // namespace sf

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@ -489,15 +489,15 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
unsigned int myWidth; ///< Image width
unsigned int myHeight; ///< Image Height
unsigned int myTextureWidth; ///< Actual texture width (can be greater than image width because of padding)
unsigned int myTextureHeight; ///< Actual texture height (can be greater than image height because of padding)
unsigned int myTexture; ///< Internal texture identifier
bool myIsSmooth; ///< Status of the smooth filter
bool myIsRepeated; ///< Is the texture in repeat mode?
mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
Uint64 myCacheId; ///< Unique number that identifies the texture to the render target's cache
unsigned int m_width; ///< Image width
unsigned int m_height; ///< Image Height
unsigned int m_textureWidth; ///< Actual texture width (can be greater than image width because of padding)
unsigned int m_textureHeight; ///< Actual texture height (can be greater than image height because of padding)
unsigned int m_texture; ///< Internal texture identifier
bool m_isSmooth; ///< Status of the smooth filter
bool m_isRepeated; ///< Is the texture in repeat mode?
mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
};
} // namespace sf

View file

@ -358,7 +358,7 @@ private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
float myMatrix[16]; ///< 4x4 matrix defining the transformation
float m_matrix[16]; ///< 4x4 matrix defining the transformation
};
////////////////////////////////////////////////////////////

View file

@ -316,14 +316,14 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vector2f myOrigin; ///< Origin of translation/rotation/scaling of the object
Vector2f myPosition; ///< Position of the object in the 2D world
float myRotation; ///< Orientation of the object, in degrees
Vector2f myScale; ///< Scale of the object
mutable Transform myTransform; ///< Combined transformation of the object
mutable bool myTransformNeedUpdate; ///< Does the transform need to be recomputed?
mutable Transform myInverseTransform; ///< Combined transformation of the object
mutable bool myInverseTransformNeedUpdate; ///< Does the transform need to be recomputed?
Vector2f m_origin; ///< Origin of translation/rotation/scaling of the object
Vector2f m_position; ///< Position of the object in the 2D world
float m_rotation; ///< Orientation of the object, in degrees
Vector2f m_scale; ///< Scale of the object
mutable Transform m_transform; ///< Combined transformation of the object
mutable bool m_transformNeedUpdate; ///< Does the transform need to be recomputed?
mutable Transform m_inverseTransform; ///< Combined transformation of the object
mutable bool m_inverseTransformNeedUpdate; ///< Does the transform need to be recomputed?
};
} // namespace sf

View file

@ -187,8 +187,8 @@ private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::vector<Vertex> myVertices; ///< Vertices contained in the array
PrimitiveType myPrimitiveType; ///< Type of primitives to draw
std::vector<Vertex> m_vertices; ///< Vertices contained in the array
PrimitiveType m_primitiveType; ///< Type of primitives to draw
};
} // namespace sf

View file

@ -269,14 +269,14 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vector2f myCenter; ///< Center of the view, in scene coordinates
Vector2f mySize; ///< Size of the view, in scene coordinates
float myRotation; ///< Angle of rotation of the view rectangle, in degrees
FloatRect myViewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
mutable Transform myTransform; ///< Precomputed projection transform corresponding to the view
mutable Transform myInverseTransform; ///< Precomputed inverse projection transform corresponding to the view
mutable bool myTransformUpdated; ///< Internal state telling if the transform needs to be updated
mutable bool myInvTransformUpdated; ///< Internal state telling if the inverse transform needs to be updated
Vector2f m_center; ///< Center of the view, in scene coordinates
Vector2f m_size; ///< Size of the view, in scene coordinates
float m_rotation; ///< Angle of rotation of the view rectangle, in degrees
FloatRect m_viewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
mutable Transform m_transform; ///< Precomputed projection transform corresponding to the view
mutable Transform m_inverseTransform; ///< Precomputed inverse projection transform corresponding to the view
mutable bool m_transformUpdated; ///< Internal state telling if the transform needs to be updated
mutable bool m_invTransformUpdated; ///< Internal state telling if the inverse transform needs to be updated
};
} // namespace sf