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https://github.com/SFML/SFML.git
synced 2024-11-24 20:31:05 +08:00
Remove unneeded function prefix in implementation files
I used nested namespaces from C++17 instead, of having to specify the namespace for the function implementation.
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5ed16195b3
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26eb6348e5
@ -31,31 +31,31 @@
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#include <cassert>
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namespace sf
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namespace sf::Joystick
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{
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////////////////////////////////////////////////////////////
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bool Joystick::isConnected(unsigned int joystick)
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bool isConnected(unsigned int joystick)
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{
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return priv::JoystickManager::getInstance().getState(joystick).connected;
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}
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////////////////////////////////////////////////////////////
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unsigned int Joystick::getButtonCount(unsigned int joystick)
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unsigned int getButtonCount(unsigned int joystick)
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{
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return priv::JoystickManager::getInstance().getCapabilities(joystick).buttonCount;
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}
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////////////////////////////////////////////////////////////
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bool Joystick::hasAxis(unsigned int joystick, Axis axis)
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bool hasAxis(unsigned int joystick, Axis axis)
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{
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return priv::JoystickManager::getInstance().getCapabilities(joystick).axes[axis];
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}
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////////////////////////////////////////////////////////////
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bool Joystick::isButtonPressed(unsigned int joystick, unsigned int button)
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bool isButtonPressed(unsigned int joystick, unsigned int button)
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{
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assert(button < Joystick::ButtonCount && "Button must be less than Joystick::ButtonCount");
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return priv::JoystickManager::getInstance().getState(joystick).buttons[button];
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@ -63,23 +63,23 @@ bool Joystick::isButtonPressed(unsigned int joystick, unsigned int button)
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////////////////////////////////////////////////////////////
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float Joystick::getAxisPosition(unsigned int joystick, Axis axis)
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float getAxisPosition(unsigned int joystick, Axis axis)
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{
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return priv::JoystickManager::getInstance().getState(joystick).axes[axis];
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}
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////////////////////////////////////////////////////////////
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Joystick::Identification Joystick::getIdentification(unsigned int joystick)
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Identification getIdentification(unsigned int joystick)
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{
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return priv::JoystickManager::getInstance().getIdentification(joystick);
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}
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////////////////////////////////////////////////////////////
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void Joystick::update()
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void update()
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{
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priv::JoystickManager::getInstance().update();
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}
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} // namespace sf
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} // namespace sf::Joystick
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@ -31,42 +31,42 @@
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#include <SFML/System/String.hpp>
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namespace sf
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namespace sf::Keyboard
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{
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////////////////////////////////////////////////////////////
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bool Keyboard::isKeyPressed(Key key)
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bool isKeyPressed(Key key)
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{
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return priv::InputImpl::isKeyPressed(key);
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}
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////////////////////////////////////////////////////////////
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bool Keyboard::isKeyPressed(Scancode code)
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bool isKeyPressed(Scancode code)
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{
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return priv::InputImpl::isKeyPressed(code);
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}
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////////////////////////////////////////////////////////////
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Keyboard::Key Keyboard::localize(Scancode code)
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Key localize(Scancode code)
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{
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return priv::InputImpl::localize(code);
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}
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////////////////////////////////////////////////////////////
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Keyboard::Scancode Keyboard::delocalize(Key key)
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Scancode delocalize(Key key)
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{
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return priv::InputImpl::delocalize(key);
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}
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////////////////////////////////////////////////////////////
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String Keyboard::getDescription(Scancode code)
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String getDescription(Scancode code)
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{
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return priv::InputImpl::getDescription(code);
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}
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////////////////////////////////////////////////////////////
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void Keyboard::setVirtualKeyboardVisible(bool visible)
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void setVirtualKeyboardVisible(bool visible)
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{
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priv::InputImpl::setVirtualKeyboardVisible(visible);
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}
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} // namespace sf
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} // namespace sf::Keyboard
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@ -29,40 +29,40 @@
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#include <SFML/Window/Mouse.hpp>
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namespace sf
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namespace sf::Mouse
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{
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////////////////////////////////////////////////////////////
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bool Mouse::isButtonPressed(Button button)
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bool isButtonPressed(Button button)
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{
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return priv::InputImpl::isMouseButtonPressed(button);
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}
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////////////////////////////////////////////////////////////
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Vector2i Mouse::getPosition()
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Vector2i getPosition()
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{
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return priv::InputImpl::getMousePosition();
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}
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////////////////////////////////////////////////////////////
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Vector2i Mouse::getPosition(const WindowBase& relativeTo)
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Vector2i getPosition(const WindowBase& relativeTo)
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{
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return priv::InputImpl::getMousePosition(relativeTo);
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}
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////////////////////////////////////////////////////////////
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void Mouse::setPosition(Vector2i position)
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void setPosition(Vector2i position)
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{
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priv::InputImpl::setMousePosition(position);
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}
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////////////////////////////////////////////////////////////
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void Mouse::setPosition(Vector2i position, const WindowBase& relativeTo)
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void setPosition(Vector2i position, const WindowBase& relativeTo)
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{
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priv::InputImpl::setMousePosition(position, relativeTo);
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}
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} // namespace sf
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} // namespace sf::Mouse
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@ -29,25 +29,25 @@
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#include <SFML/Window/SensorManager.hpp>
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namespace sf
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namespace sf::Sensor
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{
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////////////////////////////////////////////////////////////
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bool Sensor::isAvailable(Type sensor)
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bool isAvailable(Type sensor)
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{
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return priv::SensorManager::getInstance().isAvailable(sensor);
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}
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////////////////////////////////////////////////////////////
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void Sensor::setEnabled(Type sensor, bool enabled)
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void setEnabled(Type sensor, bool enabled)
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{
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priv::SensorManager::getInstance().setEnabled(sensor, enabled);
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}
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////////////////////////////////////////////////////////////
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Vector3f Sensor::getValue(Type sensor)
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Vector3f getValue(Type sensor)
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{
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return priv::SensorManager::getInstance().getValue(sensor);
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}
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} // namespace sf
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} // namespace sf::Sensor
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@ -29,26 +29,26 @@
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#include <SFML/Window/Touch.hpp>
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namespace sf
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namespace sf::Touch
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{
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////////////////////////////////////////////////////////////
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bool Touch::isDown(unsigned int finger)
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bool isDown(unsigned int finger)
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{
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return priv::InputImpl::isTouchDown(finger);
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}
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////////////////////////////////////////////////////////////
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Vector2i Touch::getPosition(unsigned int finger)
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Vector2i getPosition(unsigned int finger)
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{
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return priv::InputImpl::getTouchPosition(finger);
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}
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////////////////////////////////////////////////////////////
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Vector2i Touch::getPosition(unsigned int finger, const WindowBase& relativeTo)
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Vector2i getPosition(unsigned int finger, const WindowBase& relativeTo)
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{
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return priv::InputImpl::getTouchPosition(finger, relativeTo);
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}
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} // namespace sf
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} // namespace sf::Touch
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@ -53,10 +53,10 @@
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#endif
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namespace sf
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namespace sf::Vulkan
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{
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////////////////////////////////////////////////////////////
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bool Vulkan::isAvailable([[maybe_unused]] bool requireGraphics)
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bool isAvailable([[maybe_unused]] bool requireGraphics)
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{
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#if defined(SFML_VULKAN_IMPLEMENTATION_NOT_AVAILABLE)
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@ -71,7 +71,7 @@ bool Vulkan::isAvailable([[maybe_unused]] bool requireGraphics)
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////////////////////////////////////////////////////////////
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VulkanFunctionPointer Vulkan::getFunction([[maybe_unused]] const char* name)
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VulkanFunctionPointer getFunction([[maybe_unused]] const char* name)
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{
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assert(name && "Name cannot be a null pointer");
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@ -88,7 +88,7 @@ VulkanFunctionPointer Vulkan::getFunction([[maybe_unused]] const char* name)
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////////////////////////////////////////////////////////////
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const std::vector<const char*>& Vulkan::getGraphicsRequiredInstanceExtensions()
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const std::vector<const char*>& getGraphicsRequiredInstanceExtensions()
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{
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#if defined(SFML_VULKAN_IMPLEMENTATION_NOT_AVAILABLE)
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@ -103,4 +103,4 @@ const std::vector<const char*>& Vulkan::getGraphicsRequiredInstanceExtensions()
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#endif
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}
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} // namespace sf
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} // namespace sf::Vulkan
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