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Further corrections of typos and dash inconsistences
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@ -93,7 +93,7 @@ public:
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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/// Since the music is not loaded completely but rather streamed
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/// continuously, the \a data must remain available as long as the
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/// music is playing (ie. you can't deallocate it right after calling
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/// music is playing (i.e. you can't deallocate it right after calling
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/// this function).
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///
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/// \param data Pointer to the file data in memory
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@ -116,7 +116,7 @@ public:
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/// w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64.
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/// Since the music is not loaded completely but rather streamed
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/// continuously, the \a stream must remain alive as long as the
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/// music is playing (ie. you can't destroy it right after calling
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/// music is playing (i.e. you can't destroy it right after calling
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/// this function).
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///
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/// \param stream Source stream to read from
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@ -186,13 +186,13 @@ private:
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/// \class sf::Music
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/// \ingroup audio
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///
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/// Musics are sounds that are streamed rather than completely
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/// loaded in memory. This is especially useful for compressed
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/// musics that usually take hundreds of MB when they are
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/// Music objects are sounds that are streamed rather than
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/// completely loaded in memory. This is especially useful for
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/// compressed music that usually takes hundreds of MB when it is
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/// uncompressed: by streaming it instead of loading it entirely,
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/// you avoid saturating the memory and have almost no loading delay.
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///
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/// Apart from that, a sf::Music has almost the same features as
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/// Apart from that, sf::Music has almost the same features as
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/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
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/// it, request its parameters (channels, sample rate), change
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/// the way it is played (pitch, volume, 3D position, ...), etc.
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@ -146,7 +146,7 @@ public:
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/// The playing position can be changed when the sound is
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/// either paused or playing. Changing the playing position
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/// when the sound is stopped has no effect, since playing
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/// the sound would reset its position.
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/// the sound will reset its position.
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///
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/// \param timeOffset New playing position, from the beginning of the sound
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///
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@ -130,7 +130,7 @@ public:
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/// \brief Make the sound's position relative to the listener or absolute
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///
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/// Making a sound relative to the listener will ensure that it will always
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/// be played the same way regardless the position of the listener.
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/// be played the same way regardless of the position of the listener.
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/// This can be useful for non-spatialized sounds, sounds that are
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/// produced by the listener, or sounds attached to it.
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/// The default value is false (position is absolute).
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@ -219,7 +219,7 @@ typedef Rect<float> FloatRect;
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/// don't intersect.
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///
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/// sf::Rect is a template and may be used with any numeric type, but
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/// for simplicity the instantiations used by SFML are typedefed:
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/// for simplicity the instantiations used by SFML are typedef'd:
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/// \li sf::Rect<int> is sf::IntRect
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/// \li sf::Rect<float> is sf::FloatRect
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///
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@ -74,7 +74,7 @@ public:
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///
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/// The view is like a 2D camera, it controls which part of
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/// the 2D scene is visible, and how it is viewed in the
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/// render-target.
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/// render target.
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/// The new view will affect everything that is drawn, until
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/// another view is set.
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/// The render target keeps its own copy of the view object,
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@ -152,14 +152,14 @@ public:
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/// \brief Convert a point from target coordinates to world coordinates
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///
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/// This function finds the 2D position that matches the
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/// given pixel of the render-target. In other words, it does
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/// given pixel of the render target. In other words, it does
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/// the inverse of what the graphics card does, to find the
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/// initial position of a rendered pixel.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-target, this assertion is not true anymore, ie. a point
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/// located at (10, 50) in your render-target may map to the point
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/// render target, this assertion is not true anymore, i.e. a point
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/// located at (10, 50) in your render target may map to the point
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/// (150, 75) in your 2D world -- if the view is translated by (140, 25).
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///
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/// For render-windows, this function is typically used to find
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@ -167,7 +167,7 @@ public:
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-target.
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/// render target.
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///
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/// \param point Pixel to convert
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/// \param view The view to use for converting the point
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@ -202,19 +202,19 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Convert a point from world coordinates to target coordinates
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///
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/// This function finds the pixel of the render-target that matches
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/// This function finds the pixel of the render target that matches
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/// the given 2D point. In other words, it goes through the same process
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/// as the graphics card, to compute the final position of a rendered point.
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///
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/// Initially, both coordinate systems (world units and target pixels)
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/// match perfectly. But if you define a custom view or resize your
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/// render-target, this assertion is not true anymore, ie. a point
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/// render target, this assertion is not true anymore, i.e. a point
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/// located at (150, 75) in your 2D world may map to the pixel
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/// (10, 50) of your render-target -- if the view is translated by (140, 25).
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/// (10, 50) of your render target -- if the view is translated by (140, 25).
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///
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/// This version uses a custom view for calculations, see the other
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/// overload of the function if you want to use the current view of the
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/// render-target.
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/// render target.
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///
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/// \param point Point to convert
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/// \param view The view to use for converting the point
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@ -227,7 +227,7 @@ public:
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Vector2i mapCoordsToPixel(const Vector2f& point, const View& view) const;
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////////////////////////////////////////////////////////////
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/// \brief Draw a drawable object to the render-target
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/// \brief Draw a drawable object to the render target
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///
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/// \param drawable Object to draw
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/// \param states Render states to use for drawing
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@ -259,7 +259,7 @@ public:
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/// \brief Save the current OpenGL render states and matrices
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///
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/// This function can be used when you mix SFML drawing
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/// and direct OpenGL rendering. Combined with PopGLStates,
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/// and direct OpenGL rendering. Combined with popGLStates,
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/// it ensures that:
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/// \li SFML's internal states are not messed up by your OpenGL code
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/// \li your OpenGL states are not modified by a call to a SFML function
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@ -281,7 +281,7 @@ public:
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/// It is provided for convenience, but the best results will
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/// be achieved if you handle OpenGL states yourself (because
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/// you know which states have really changed, and need to be
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/// saved and restored). Take a look at the ResetGLStates
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/// saved and restored). Take a look at the resetGLStates
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/// function if you do so.
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///
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/// \see popGLStates
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@ -73,7 +73,7 @@ public:
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/// doing anything with the render-texture.
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/// The last parameter, \a depthBuffer, is useful if you want
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/// to use the render-texture for 3D OpenGL rendering that requires
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/// a depth-buffer. Otherwise it is unnecessary, and you should
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/// a depth buffer. Otherwise it is unnecessary, and you should
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/// leave this parameter to false (which is its default value).
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///
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/// \param width Width of the render-texture
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@ -193,7 +193,7 @@ public:
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/// \brief Get the text's font
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///
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/// If the text has no font attached, a NULL pointer is returned.
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/// The returned reference is const, which means that you
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/// The returned pointer is const, which means that you
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/// cannot modify the font when you get it from this function.
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///
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/// \return Pointer to the text's font
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@ -85,7 +85,7 @@ public:
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/// \brief Set the value of a field
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///
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/// The field is created if it doesn't exist. The name of
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/// the field is case insensitive.
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/// the field is case-insensitive.
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/// By default, a request doesn't contain any field (but the
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/// mandatory fields are added later by the HTTP client when
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/// sending the request).
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@ -53,7 +53,7 @@ public:
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/// \brief Construct the thread from a functor with no argument
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///
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/// This constructor works for function objects, as well
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/// as free function.
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/// as free functions.
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///
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/// Use this constructor for this kind of function:
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/// \code
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@ -66,7 +66,7 @@ public:
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/// void operator()();
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/// };
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/// \endcode
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/// Note: this does *not* run the thread, use Launch().
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/// Note: this does *not* run the thread, use launch().
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///
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/// \param function Functor or free function to use as the entry point of the thread
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///
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@ -78,7 +78,7 @@ public:
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/// \brief Construct the thread from a functor with an argument
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///
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/// This constructor works for function objects, as well
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/// as free function.
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/// as free functions.
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/// It is a template, which means that the argument can
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/// have any type (int, std::string, void*, Toto, ...).
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///
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@ -93,7 +93,7 @@ public:
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/// void operator()(std::string arg);
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/// };
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/// \endcode
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/// Note: this does *not* run the thread, use Launch().
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/// Note: this does *not* run the thread, use launch().
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///
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/// \param function Functor or free function to use as the entry point of the thread
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/// \param argument argument to forward to the function
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@ -105,7 +105,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Construct the thread from a member function and an object
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///
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/// This constructor is template, which means that you can
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/// This constructor is a template, which means that you can
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/// use it with any class.
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/// Use this constructor for this kind of function:
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/// \code
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@ -116,7 +116,7 @@ public:
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/// void function();
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/// };
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/// \endcode
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/// Note: this does *not* run the thread, use Launch().
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/// Note: this does *not* run the thread, use launch().
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///
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/// \param function Entry point of the thread
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/// \param object Pointer to the object to use
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@ -128,7 +128,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// This destructor calls Wait(), so that the internal thread
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/// This destructor calls wait(), so that the internal thread
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/// cannot survive after its sf::Thread instance is destroyed.
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///
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////////////////////////////////////////////////////////////
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@ -45,7 +45,7 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// \param value Optional value to initalize the variable
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/// \param value Optional value to initialize the variable
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///
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////////////////////////////////////////////////////////////
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ThreadLocalPtr(T* value = NULL);
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@ -54,9 +54,9 @@ public:
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/// \brief Overload of unary operator *
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///
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/// Like raw pointers, applying the * operator returns a
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/// reference to the pointed object.
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/// reference to the pointed-to object.
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///
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/// \return Reference to the pointed object
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/// \return Reference to the thread-local variable
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///
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////////////////////////////////////////////////////////////
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T& operator *() const;
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@ -64,16 +64,16 @@ public:
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////////////////////////////////////////////////////////////
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/// \brief Overload of operator ->
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///
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/// Like raw pointers, applying the -> operator returns the
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/// pointed object.
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/// Similarly to raw pointers, applying the -> operator
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/// returns the pointed-to object.
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///
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/// \return Pointed object
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/// \return Pointer to the thread-local variable
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///
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////////////////////////////////////////////////////////////
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T* operator ->() const;
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////////////////////////////////////////////////////////////
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/// \brief Cast operator to implicitly convert the
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/// \brief Conversion operator to implicitly convert the
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/// pointer to its raw pointer type (T*)
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///
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/// \return Pointer to the actual object
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@ -117,7 +117,7 @@ public:
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/// sf::ThreadLocalPtr is a type-safe wrapper for storing
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/// pointers to thread-local variables. A thread-local
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/// variable holds a different value for each different
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/// thread, unlike normal variable that are shared.
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/// thread, unlike normal variables that are shared.
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///
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/// Its usage is completely transparent, so that it is similar
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/// to manipulating the raw pointer directly (like any smart pointer).
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@ -159,7 +159,7 @@ public:
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/// This function is used internally by SFML, so you normally
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/// don't have to call it explicitly. However, you may need to
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/// call it if you have no window yet (or no window at all):
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/// in this case the joysticks states are not updated automatically.
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/// in this case the joystick states are not updated automatically.
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///
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////////////////////////////////////////////////////////////
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static void update();
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@ -39,7 +39,7 @@ namespace priv
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{
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////////////////////////////////////////////////////////////
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/// \brief Default specialization of RenderTextureImpl,
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/// using a in-memory context
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/// using an in-memory context
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///
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////////////////////////////////////////////////////////////
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class RenderTextureImplDefault : public RenderTextureImpl, GlResource
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