Changed the naming convention for member variables (prefix changed from "my" to "m_")
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124 changed files with 1889 additions and 1889 deletions
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@ -108,8 +108,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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float myRadius; ///< Radius of the circle
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unsigned int myPointCount; ///< Number of points composing the circle
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float m_radius; ///< Radius of the circle
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unsigned int m_pointCount; ///< Number of points composing the circle
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};
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} // namespace sf
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@ -109,7 +109,7 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::vector<Vector2f> myPoints; ///< Points composing the convex polygon
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std::vector<Vector2f> m_points; ///< Points composing the convex polygon
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};
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} // namespace sf
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@ -103,11 +103,11 @@ private :
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/// virtual void Draw(sf::RenderTarget& target, RenderStates states) const
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/// {
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/// // You can draw other high-level objects
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/// target.Draw(mySprite, states);
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/// target.Draw(m_sprite, states);
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///
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/// // ... or use the low-level API
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/// states.Texture = &myTexture;
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/// target.Draw(myVertices, states);
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/// states.Texture = &m_texture;
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/// target.Draw(m_vertices, states);
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///
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/// // ... or draw with OpenGL directly
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/// glBegin(GL_QUADS);
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@ -115,9 +115,9 @@ private :
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/// glEnd();
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/// }
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///
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/// sf::Sprite mySprite;
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/// sf::Texture myTexture;
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/// sf::VertexArray myVertices;
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/// sf::Sprite m_sprite;
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/// sf::Texture m_texture;
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/// sf::VertexArray m_vertices;
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/// };
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/// \endcode
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///
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@ -293,12 +293,12 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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void* myLibrary; ///< Pointer to the internal library interface (it is typeless to avoid exposing implementation details)
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void* myFace; ///< Pointer to the internal font face (it is typeless to avoid exposing implementation details)
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void* myStreamRec; ///< Pointer to the stream rec instance (it is typeless to avoid exposing implementation details)
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int* myRefCount; ///< Reference counter used by implicit sharing
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mutable PageTable myPages; ///< Table containing the glyphs pages by character size
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mutable std::vector<Uint8> myPixelBuffer; ///< Pixel buffer holding a glyph's pixels before being written to the texture
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void* m_library; ///< Pointer to the internal library interface (it is typeless to avoid exposing implementation details)
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void* m_face; ///< Pointer to the internal font face (it is typeless to avoid exposing implementation details)
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void* m_streamRec; ///< Pointer to the stream rec instance (it is typeless to avoid exposing implementation details)
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int* m_refCount; ///< Reference counter used by implicit sharing
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mutable PageTable m_pages; ///< Table containing the glyphs pages by character size
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mutable std::vector<Uint8> m_pixelBuffer; ///< Pixel buffer holding a glyph's pixels before being written to the texture
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};
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} // namespace sf
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@ -267,9 +267,9 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int myWidth; ///< Image width
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unsigned int myHeight; ///< Image Height
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std::vector<Uint8> myPixels; ///< Pixels of the image
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unsigned int m_width; ///< Image width
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unsigned int m_height; ///< Image Height
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std::vector<Uint8> m_pixels; ///< Pixels of the image
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};
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} // namespace sf
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@ -95,7 +95,7 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f mySize; ///< Size of the rectangle
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Vector2f m_size; ///< Size of the rectangle
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};
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} // namespace sf
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@ -366,9 +366,9 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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View myDefaultView; ///< Default view
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View myView; ///< Current view
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StatesCache myCache; ///< Render states cache
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View m_defaultView; ///< Default view
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View m_view; ///< Current view
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StatesCache m_cache; ///< Render states cache
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};
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} // namespace sf
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@ -181,8 +181,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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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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priv::RenderTextureImpl* m_impl; ///< Platform/hardware specific implementation
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Texture m_texture; ///< Target texture to draw on
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};
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} // namespace sf
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@ -522,9 +522,9 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int myShaderProgram; ///< OpenGL identifier for the program
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int myCurrentTexture; ///< Location of the current texture in the shader
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TextureTable myTextures; ///< Texture variables in the shader, mapped to their location
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unsigned int m_shaderProgram; ///< OpenGL identifier for the program
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int m_currentTexture; ///< Location of the current texture in the shader
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TextureTable m_textures; ///< Texture variables in the shader, mapped to their location
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};
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} // namespace sf
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@ -291,15 +291,15 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const Texture* myTexture; ///< Texture of the shape
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IntRect myTextureRect; ///< Rectangle defining the area of the source texture to display
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Color myFillColor; ///< Fill color
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Color myOutlineColor; ///< Outline color
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float myOutlineThickness; ///< Thickness of the shape's outline
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VertexArray myVertices; ///< Vertex array containing the fill geometry
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VertexArray myOutlineVertices; ///< Vertex array containing the outline geometry
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FloatRect myInsideBounds; ///< Bounding rectangle of the inside (fill)
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FloatRect myBounds; ///< Bounding rectangle of the whole shape (outline + fill)
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const Texture* m_texture; ///< Texture of the shape
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IntRect m_textureRect; ///< Rectangle defining the area of the source texture to display
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Color m_fillColor; ///< Fill color
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Color m_outlineColor; ///< Outline color
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float m_outlineThickness; ///< Thickness of the shape's outline
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VertexArray m_vertices; ///< Vertex array containing the fill geometry
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VertexArray m_outlineVertices; ///< Vertex array containing the outline geometry
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FloatRect m_insideBounds; ///< Bounding rectangle of the inside (fill)
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FloatRect m_bounds; ///< Bounding rectangle of the whole shape (outline + fill)
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};
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} // namespace sf
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@ -215,9 +215,9 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vertex myVertices[4]; ///< Vertices defining the sprite's geometry
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const Texture* myTexture; ///< Texture of the sprite
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IntRect myTextureRect; ///< Rectangle defining the area of the source texture to display
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Vertex m_vertices[4]; ///< Vertices defining the sprite's geometry
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const Texture* m_texture; ///< Texture of the sprite
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IntRect m_textureRect; ///< Rectangle defining the area of the source texture to display
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};
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} // namespace sf
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@ -284,13 +284,13 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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String myString; ///< String to display
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const Font* myFont; ///< Font used to display the string
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unsigned int myCharacterSize; ///< Base size of characters, in pixels
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Uint32 myStyle; ///< Text style (see Style enum)
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Color myColor; ///< Text color
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VertexArray myVertices; ///< Vertex array containing the text's geometry
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FloatRect myBounds; ///< Bounding rectangle of the text (in local coordinates)
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String m_string; ///< String to display
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const Font* m_font; ///< Font used to display the string
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unsigned int m_characterSize; ///< Base size of characters, in pixels
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Uint32 m_style; ///< Text style (see Style enum)
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Color m_color; ///< Text color
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VertexArray m_vertices; ///< Vertex array containing the text's geometry
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FloatRect m_bounds; ///< Bounding rectangle of the text (in local coordinates)
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};
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} // namespace sf
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@ -489,15 +489,15 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int myWidth; ///< Image width
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unsigned int myHeight; ///< Image Height
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unsigned int myTextureWidth; ///< Actual texture width (can be greater than image width because of padding)
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unsigned int myTextureHeight; ///< Actual texture height (can be greater than image height because of padding)
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unsigned int myTexture; ///< Internal texture identifier
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bool myIsSmooth; ///< Status of the smooth filter
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bool myIsRepeated; ///< Is the texture in repeat mode?
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mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
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Uint64 myCacheId; ///< Unique number that identifies the texture to the render target's cache
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unsigned int m_width; ///< Image width
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unsigned int m_height; ///< Image Height
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unsigned int m_textureWidth; ///< Actual texture width (can be greater than image width because of padding)
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unsigned int m_textureHeight; ///< Actual texture height (can be greater than image height because of padding)
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unsigned int m_texture; ///< Internal texture identifier
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bool m_isSmooth; ///< Status of the smooth filter
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bool m_isRepeated; ///< Is the texture in repeat mode?
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mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
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Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
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};
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} // namespace sf
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@ -358,7 +358,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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float myMatrix[16]; ///< 4x4 matrix defining the transformation
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float m_matrix[16]; ///< 4x4 matrix defining the transformation
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};
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////////////////////////////////////////////////////////////
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@ -316,14 +316,14 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f myOrigin; ///< Origin of translation/rotation/scaling of the object
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Vector2f myPosition; ///< Position of the object in the 2D world
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float myRotation; ///< Orientation of the object, in degrees
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Vector2f myScale; ///< Scale of the object
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mutable Transform myTransform; ///< Combined transformation of the object
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mutable bool myTransformNeedUpdate; ///< Does the transform need to be recomputed?
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mutable Transform myInverseTransform; ///< Combined transformation of the object
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mutable bool myInverseTransformNeedUpdate; ///< Does the transform need to be recomputed?
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Vector2f m_origin; ///< Origin of translation/rotation/scaling of the object
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Vector2f m_position; ///< Position of the object in the 2D world
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float m_rotation; ///< Orientation of the object, in degrees
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Vector2f m_scale; ///< Scale of the object
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mutable Transform m_transform; ///< Combined transformation of the object
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mutable bool m_transformNeedUpdate; ///< Does the transform need to be recomputed?
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mutable Transform m_inverseTransform; ///< Combined transformation of the object
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mutable bool m_inverseTransformNeedUpdate; ///< Does the transform need to be recomputed?
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};
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} // namespace sf
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@ -187,8 +187,8 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::vector<Vertex> myVertices; ///< Vertices contained in the array
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PrimitiveType myPrimitiveType; ///< Type of primitives to draw
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std::vector<Vertex> m_vertices; ///< Vertices contained in the array
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PrimitiveType m_primitiveType; ///< Type of primitives to draw
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};
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} // namespace sf
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@ -269,14 +269,14 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Vector2f myCenter; ///< Center of the view, in scene coordinates
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Vector2f mySize; ///< Size of the view, in scene coordinates
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float myRotation; ///< Angle of rotation of the view rectangle, in degrees
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FloatRect myViewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
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mutable Transform myTransform; ///< Precomputed projection transform corresponding to the view
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mutable Transform myInverseTransform; ///< Precomputed inverse projection transform corresponding to the view
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mutable bool myTransformUpdated; ///< Internal state telling if the transform needs to be updated
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mutable bool myInvTransformUpdated; ///< Internal state telling if the inverse transform needs to be updated
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Vector2f m_center; ///< Center of the view, in scene coordinates
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Vector2f m_size; ///< Size of the view, in scene coordinates
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float m_rotation; ///< Angle of rotation of the view rectangle, in degrees
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FloatRect m_viewport; ///< Viewport rectangle, expressed as a factor of the render-target's size
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mutable Transform m_transform; ///< Precomputed projection transform corresponding to the view
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mutable Transform m_inverseTransform; ///< Precomputed inverse projection transform corresponding to the view
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mutable bool m_transformUpdated; ///< Internal state telling if the transform needs to be updated
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mutable bool m_invTransformUpdated; ///< Internal state telling if the inverse transform needs to be updated
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};
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} // namespace sf
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