Further corrections of typos and dash inconsistences

This commit is contained in:
Jan Haller 2014-11-18 11:14:18 +01:00
parent 45810a1345
commit 0a64f50605
12 changed files with 41 additions and 41 deletions

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@ -93,7 +93,7 @@ public:
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// Since the music is not loaded completely but rather streamed
/// continuously, the \a data must remain available as long as the
/// music is playing (ie. you can't deallocate it right after calling
/// music is playing (i.e. you can't deallocate it right after calling
/// this function).
///
/// \param data Pointer to the file data in memory
@ -116,7 +116,7 @@ public:
/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
/// Since the music is not loaded completely but rather streamed
/// continuously, the \a stream must remain alive as long as the
/// music is playing (ie. you can't destroy it right after calling
/// music is playing (i.e. you can't destroy it right after calling
/// this function).
///
/// \param stream Source stream to read from
@ -186,13 +186,13 @@ private:
/// \class sf::Music
/// \ingroup audio
///
/// Musics are sounds that are streamed rather than completely
/// loaded in memory. This is especially useful for compressed
/// musics that usually take hundreds of MB when they are
/// Music objects are sounds that are streamed rather than
/// completely loaded in memory. This is especially useful for
/// compressed music that usually takes hundreds of MB when it is
/// uncompressed: by streaming it instead of loading it entirely,
/// you avoid saturating the memory and have almost no loading delay.
///
/// Apart from that, a sf::Music has almost the same features as
/// Apart from that, sf::Music has almost the same features as
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
/// it, request its parameters (channels, sample rate), change
/// the way it is played (pitch, volume, 3D position, ...), etc.

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@ -146,7 +146,7 @@ public:
/// The playing position can be changed when the sound is
/// either paused or playing. Changing the playing position
/// when the sound is stopped has no effect, since playing
/// the sound would reset its position.
/// the sound will reset its position.
///
/// \param timeOffset New playing position, from the beginning of the sound
///

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@ -130,7 +130,7 @@ public:
/// \brief Make the sound's position relative to the listener or absolute
///
/// Making a sound relative to the listener will ensure that it will always
/// be played the same way regardless the position of the listener.
/// be played the same way regardless of the position of the listener.
/// This can be useful for non-spatialized sounds, sounds that are
/// produced by the listener, or sounds attached to it.
/// The default value is false (position is absolute).

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@ -219,7 +219,7 @@ typedef Rect<float> FloatRect;
/// don't intersect.
///
/// sf::Rect is a template and may be used with any numeric type, but
/// for simplicity the instantiations used by SFML are typedefed:
/// for simplicity the instantiations used by SFML are typedef'd:
/// \li sf::Rect<int> is sf::IntRect
/// \li sf::Rect<float> is sf::FloatRect
///

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@ -74,7 +74,7 @@ public:
///
/// The view is like a 2D camera, it controls which part of
/// the 2D scene is visible, and how it is viewed in the
/// render-target.
/// render target.
/// The new view will affect everything that is drawn, until
/// another view is set.
/// The render target keeps its own copy of the view object,
@ -152,14 +152,14 @@ public:
/// \brief Convert a point from target coordinates to world coordinates
///
/// This function finds the 2D position that matches the
/// given pixel of the render-target. In other words, it does
/// given pixel of the render target. In other words, it does
/// the inverse of what the graphics card does, to find the
/// initial position of a rendered pixel.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render-target, this assertion is not true anymore, ie. a point
/// located at (10, 50) in your render-target may map to the point
/// render target, this assertion is not true anymore, i.e. a point
/// located at (10, 50) in your render target may map to the point
/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
///
/// For render-windows, this function is typically used to find
@ -167,7 +167,7 @@ public:
///
/// This version uses a custom view for calculations, see the other
/// overload of the function if you want to use the current view of the
/// render-target.
/// render target.
///
/// \param point Pixel to convert
/// \param view The view to use for converting the point
@ -202,19 +202,19 @@ public:
////////////////////////////////////////////////////////////
/// \brief Convert a point from world coordinates to target coordinates
///
/// This function finds the pixel of the render-target that matches
/// This function finds the pixel of the render target that matches
/// the given 2D point. In other words, it goes through the same process
/// as the graphics card, to compute the final position of a rendered point.
///
/// Initially, both coordinate systems (world units and target pixels)
/// match perfectly. But if you define a custom view or resize your
/// render-target, this assertion is not true anymore, ie. a point
/// render target, this assertion is not true anymore, i.e. a point
/// located at (150, 75) in your 2D world may map to the pixel
/// (10, 50) of your render-target -- if the view is translated by (140, 25).
/// (10, 50) of your render target -- if the view is translated by (140, 25).
///
/// This version uses a custom view for calculations, see the other
/// overload of the function if you want to use the current view of the
/// render-target.
/// render target.
///
/// \param point Point to convert
/// \param view The view to use for converting the point
@ -227,7 +227,7 @@ public:
Vector2i mapCoordsToPixel(const Vector2f& point, const View& view) const;
////////////////////////////////////////////////////////////
/// \brief Draw a drawable object to the render-target
/// \brief Draw a drawable object to the render target
///
/// \param drawable Object to draw
/// \param states Render states to use for drawing
@ -259,7 +259,7 @@ public:
/// \brief Save the current OpenGL render states and matrices
///
/// This function can be used when you mix SFML drawing
/// and direct OpenGL rendering. Combined with PopGLStates,
/// and direct OpenGL rendering. Combined with popGLStates,
/// it ensures that:
/// \li SFML's internal states are not messed up by your OpenGL code
/// \li your OpenGL states are not modified by a call to a SFML function
@ -281,7 +281,7 @@ public:
/// It is provided for convenience, but the best results will
/// be achieved if you handle OpenGL states yourself (because
/// you know which states have really changed, and need to be
/// saved and restored). Take a look at the ResetGLStates
/// saved and restored). Take a look at the resetGLStates
/// function if you do so.
///
/// \see popGLStates

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@ -73,7 +73,7 @@ public:
/// doing anything with the render-texture.
/// The last parameter, \a depthBuffer, is useful if you want
/// to use the render-texture for 3D OpenGL rendering that requires
/// a depth-buffer. Otherwise it is unnecessary, and you should
/// a depth buffer. Otherwise it is unnecessary, and you should
/// leave this parameter to false (which is its default value).
///
/// \param width Width of the render-texture

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@ -193,7 +193,7 @@ public:
/// \brief Get the text's font
///
/// If the text has no font attached, a NULL pointer is returned.
/// The returned reference is const, which means that you
/// The returned pointer is const, which means that you
/// cannot modify the font when you get it from this function.
///
/// \return Pointer to the text's font

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@ -85,7 +85,7 @@ public:
/// \brief Set the value of a field
///
/// The field is created if it doesn't exist. The name of
/// the field is case insensitive.
/// the field is case-insensitive.
/// By default, a request doesn't contain any field (but the
/// mandatory fields are added later by the HTTP client when
/// sending the request).

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@ -53,7 +53,7 @@ public:
/// \brief Construct the thread from a functor with no argument
///
/// This constructor works for function objects, as well
/// as free function.
/// as free functions.
///
/// Use this constructor for this kind of function:
/// \code
@ -66,7 +66,7 @@ public:
/// void operator()();
/// };
/// \endcode
/// Note: this does *not* run the thread, use Launch().
/// Note: this does *not* run the thread, use launch().
///
/// \param function Functor or free function to use as the entry point of the thread
///
@ -78,7 +78,7 @@ public:
/// \brief Construct the thread from a functor with an argument
///
/// This constructor works for function objects, as well
/// as free function.
/// as free functions.
/// It is a template, which means that the argument can
/// have any type (int, std::string, void*, Toto, ...).
///
@ -93,7 +93,7 @@ public:
/// void operator()(std::string arg);
/// };
/// \endcode
/// Note: this does *not* run the thread, use Launch().
/// Note: this does *not* run the thread, use launch().
///
/// \param function Functor or free function to use as the entry point of the thread
/// \param argument argument to forward to the function
@ -105,7 +105,7 @@ public:
////////////////////////////////////////////////////////////
/// \brief Construct the thread from a member function and an object
///
/// This constructor is template, which means that you can
/// This constructor is a template, which means that you can
/// use it with any class.
/// Use this constructor for this kind of function:
/// \code
@ -116,7 +116,7 @@ public:
/// void function();
/// };
/// \endcode
/// Note: this does *not* run the thread, use Launch().
/// Note: this does *not* run the thread, use launch().
///
/// \param function Entry point of the thread
/// \param object Pointer to the object to use
@ -128,7 +128,7 @@ public:
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// This destructor calls Wait(), so that the internal thread
/// This destructor calls wait(), so that the internal thread
/// cannot survive after its sf::Thread instance is destroyed.
///
////////////////////////////////////////////////////////////

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@ -45,7 +45,7 @@ public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param value Optional value to initalize the variable
/// \param value Optional value to initialize the variable
///
////////////////////////////////////////////////////////////
ThreadLocalPtr(T* value = NULL);
@ -54,9 +54,9 @@ public:
/// \brief Overload of unary operator *
///
/// Like raw pointers, applying the * operator returns a
/// reference to the pointed object.
/// reference to the pointed-to object.
///
/// \return Reference to the pointed object
/// \return Reference to the thread-local variable
///
////////////////////////////////////////////////////////////
T& operator *() const;
@ -64,16 +64,16 @@ public:
////////////////////////////////////////////////////////////
/// \brief Overload of operator ->
///
/// Like raw pointers, applying the -> operator returns the
/// pointed object.
/// Similarly to raw pointers, applying the -> operator
/// returns the pointed-to object.
///
/// \return Pointed object
/// \return Pointer to the thread-local variable
///
////////////////////////////////////////////////////////////
T* operator ->() const;
////////////////////////////////////////////////////////////
/// \brief Cast operator to implicitly convert the
/// \brief Conversion operator to implicitly convert the
/// pointer to its raw pointer type (T*)
///
/// \return Pointer to the actual object
@ -117,7 +117,7 @@ public:
/// sf::ThreadLocalPtr is a type-safe wrapper for storing
/// pointers to thread-local variables. A thread-local
/// variable holds a different value for each different
/// thread, unlike normal variable that are shared.
/// thread, unlike normal variables that are shared.
///
/// Its usage is completely transparent, so that it is similar
/// to manipulating the raw pointer directly (like any smart pointer).

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@ -159,7 +159,7 @@ public:
/// This function is used internally by SFML, so you normally
/// don't have to call it explicitly. However, you may need to
/// call it if you have no window yet (or no window at all):
/// in this case the joysticks states are not updated automatically.
/// in this case the joystick states are not updated automatically.
///
////////////////////////////////////////////////////////////
static void update();

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@ -39,7 +39,7 @@ namespace priv
{
////////////////////////////////////////////////////////////
/// \brief Default specialization of RenderTextureImpl,
/// using a in-memory context
/// using an in-memory context
///
////////////////////////////////////////////////////////////
class RenderTextureImplDefault : public RenderTextureImpl, GlResource