diff --git a/include/SFML/System/Mutex.hpp b/include/SFML/System/Mutex.hpp index 9c9848a88..781b4a7a2 100644 --- a/include/SFML/System/Mutex.hpp +++ b/include/SFML/System/Mutex.hpp @@ -67,12 +67,16 @@ public : /// this call will block the execution until the mutex /// is released. /// + /// \see Unlock + /// //////////////////////////////////////////////////////////// void Lock(); //////////////////////////////////////////////////////////// /// \brief Unlock the mutex /// + /// \see Lock + /// //////////////////////////////////////////////////////////// void Unlock(); diff --git a/include/SFML/System/Thread.hpp b/include/SFML/System/Thread.hpp index af2de6bab..488dbd130 100644 --- a/include/SFML/System/Thread.hpp +++ b/include/SFML/System/Thread.hpp @@ -47,7 +47,7 @@ class SFML_API Thread : NonCopyable { public : - typedef void (*FuncType)(void*); + typedef void (*FuncType)(void*); ///< Type of functions that can be used as thread entry points //////////////////////////////////////////////////////////// /// \brief Construct the thread from a function pointer diff --git a/include/SFML/System/ThreadLocalPtr.hpp b/include/SFML/System/ThreadLocalPtr.hpp index 5be3eb1ed..d1704e353 100644 --- a/include/SFML/System/ThreadLocalPtr.hpp +++ b/include/SFML/System/ThreadLocalPtr.hpp @@ -84,7 +84,7 @@ public : //////////////////////////////////////////////////////////// /// \brief Assignment operator for a raw pointer parameter /// - /// \param resource Pointer to assign + /// \param value Pointer to assign /// /// \return Reference to self /// @@ -94,12 +94,12 @@ public : //////////////////////////////////////////////////////////// /// \brief Assignment operator for a ThreadLocalPtr parameter /// - /// \param other ThreadLocalPtr to assign + /// \param right ThreadLocalPtr to assign /// /// \return Reference to self /// //////////////////////////////////////////////////////////// - ThreadLocalPtr& operator =(const ThreadLocalPtr& other); + ThreadLocalPtr& operator =(const ThreadLocalPtr& right); }; } // namespace sf diff --git a/include/SFML/System/ThreadLocalPtr.inl b/include/SFML/System/ThreadLocalPtr.inl index cd92a147a..564f25b7e 100644 --- a/include/SFML/System/ThreadLocalPtr.inl +++ b/include/SFML/System/ThreadLocalPtr.inl @@ -27,8 +27,8 @@ namespace sf { //////////////////////////////////////////////////////////// template -ThreadLocalPtr::ThreadLocalPtr(T* Value) : -ThreadLocal(Value) +ThreadLocalPtr::ThreadLocalPtr(T* value) : +ThreadLocal(value) { } @@ -59,18 +59,18 @@ ThreadLocalPtr::operator T*() const //////////////////////////////////////////////////////////// template -ThreadLocalPtr& ThreadLocalPtr::operator =(T* Value) +ThreadLocalPtr& ThreadLocalPtr::operator =(T* value) { - SetValue(Value); + SetValue(value); return *this; } //////////////////////////////////////////////////////////// template -ThreadLocalPtr& ThreadLocalPtr::operator =(const ThreadLocalPtr& Other) +ThreadLocalPtr& ThreadLocalPtr::operator =(const ThreadLocalPtr& right) { - SetValue(Other.GetValue()); + SetValue(right.GetValue()); return *this; } diff --git a/include/SFML/Window/Event.hpp b/include/SFML/Window/Event.hpp index 8312c7cc1..ad7af14ff 100644 --- a/include/SFML/Window/Event.hpp +++ b/include/SFML/Window/Event.hpp @@ -1,353 +1,353 @@ -//////////////////////////////////////////////////////////// -// -// SFML - Simple and Fast Multimedia Library -// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com) -// -// This software is provided 'as-is', without any express or implied warranty. -// In no event will the authors be held liable for any damages arising from the use of this software. -// -// Permission is granted to anyone to use this software for any purpose, -// including commercial applications, and to alter it and redistribute it freely, -// subject to the following restrictions: -// -// 1. The origin of this software must not be misrepresented; -// you must not claim that you wrote the original software. -// If you use this software in a product, an acknowledgment -// in the product documentation would be appreciated but is not required. -// -// 2. Altered source versions must be plainly marked as such, -// and must not be misrepresented as being the original software. -// -// 3. This notice may not be removed or altered from any source distribution. -// -//////////////////////////////////////////////////////////// - -#ifndef SFML_EVENT_HPP -#define SFML_EVENT_HPP - -//////////////////////////////////////////////////////////// -// Headers -//////////////////////////////////////////////////////////// -#include - - -namespace sf -{ -namespace Key -{ - //////////////////////////////////////////////////////////// - /// \brief Definition of key codes for keyboard events - /// - //////////////////////////////////////////////////////////// - enum Code - { - A = 'a', ///< The A key - B = 'b', ///< The B key - C = 'c', ///< The C key - D = 'd', ///< The D key - E = 'e', ///< The E key - F = 'f', ///< The F key - G = 'g', ///< The G key - H = 'h', ///< The H key - I = 'i', ///< The I key - J = 'j', ///< The J key - K = 'k', ///< The K key - L = 'l', ///< The L key - M = 'm', ///< The M key - N = 'n', ///< The N key - O = 'o', ///< The O key - P = 'p', ///< The P key - Q = 'q', ///< The Q key - R = 'r', ///< The R key - S = 's', ///< The S key - T = 't', ///< The T key - U = 'u', ///< The U key - V = 'v', ///< The V key - W = 'w', ///< The W key - X = 'x', ///< The X key - Y = 'y', ///< The Y key - Z = 'z', ///< The Z key - Num0 = '0', ///< The 0 key - Num1 = '1', ///< The 1 key - Num2 = '2', ///< The 2 key - Num3 = '3', ///< The 3 key - Num4 = '4', ///< The 4 key - Num5 = '5', ///< The 5 key - Num6 = '6', ///< The 6 key - Num7 = '7', ///< The 7 key - Num8 = '8', ///< The 8 key - Num9 = '9', ///< The 9 key - Escape = 256, ///< The Escape key - LControl, ///< The left Control key - LShift, ///< The left Shift key - LAlt, ///< The left Alt key - LSystem, ///< The left OS specific key : windows (Windows and Linux), apple (MacOS X), ... - RControl, ///< The right Control key - RShift, ///< The right Shift key - RAlt, ///< The right Alt key - RSystem, ///< The right OS specific key : windows (Windows and Linux), apple (MacOS X), ... - Menu, ///< The Menu key - LBracket, ///< The [ key - RBracket, ///< The ] key - SemiColon, ///< The ; key - Comma, ///< The , key - Period, ///< The . key - Quote, ///< The ' key - Slash, ///< The / key - BackSlash, ///< The \ key - Tilde, ///< The ~ key - Equal, ///< The = key - Dash, ///< The - key - Space, ///< The Space key - Return, ///< The Return key - Back, ///< The Backspace key - Tab, ///< The Tabulation key - PageUp, ///< The Page up key - PageDown, ///< The Page down key - End, ///< The End key - Home, ///< The Home key - Insert, ///< The Insert key - Delete, ///< The Delete key - Add, ///< + - Subtract, ///< - - Multiply, ///< * - Divide, ///< / - Left, ///< Left arrow - Right, ///< Right arrow - Up, ///< Up arrow - Down, ///< Down arrow - Numpad0, ///< The numpad 0 key - Numpad1, ///< The numpad 1 key - Numpad2, ///< The numpad 2 key - Numpad3, ///< The numpad 3 key - Numpad4, ///< The numpad 4 key - Numpad5, ///< The numpad 5 key - Numpad6, ///< The numpad 6 key - Numpad7, ///< The numpad 7 key - Numpad8, ///< The numpad 8 key - Numpad9, ///< The numpad 9 key - F1, ///< The F1 key - F2, ///< The F2 key - F3, ///< The F3 key - F4, ///< The F4 key - F5, ///< The F5 key - F6, ///< The F6 key - F7, ///< The F7 key - F8, ///< The F8 key - F9, ///< The F8 key - F10, ///< The F10 key - F11, ///< The F11 key - F12, ///< The F12 key - F13, ///< The F13 key - F14, ///< The F14 key - F15, ///< The F15 key - Pause, ///< The Pause key - - Count ///< Keep last -- the total number of keyboard keys - }; -} - - -namespace Mouse -{ - //////////////////////////////////////////////////////////// - /// \brief Definition of button codes for mouse events - /// - //////////////////////////////////////////////////////////// - enum Button - { - Left, ///< The left mouse button - Right, ///< The right mouse button - Middle, ///< The middle (wheel) mouse button - XButton1, ///< The first extra mouse button - XButton2, ///< The second extra mouse button - - Count ///< Keep last -- the total number of mouse buttons - }; -} - - -namespace Joy -{ - //////////////////////////////////////////////////////////// - /// \brief Definition of joystick axis for joystick events - /// - //////////////////////////////////////////////////////////// - enum Axis - { - AxisX, ///< The X axis - AxisY, ///< The Y axis - AxisZ, ///< The Z axis - AxisR, ///< The R axis - AxisU, ///< The U axis - AxisV, ///< The V axis - AxisPOV, ///< The Point-Of-View axis (hat) - - Count ///< Keep last -- the total number of joystick axis - }; -} - - -//////////////////////////////////////////////////////////// -/// \brief Defines a system event and its parameters -/// -//////////////////////////////////////////////////////////// -class Event -{ -public : - - //////////////////////////////////////////////////////////// - /// \brief Keyboard event parameters (KeyPressed, KeyReleased) - /// - //////////////////////////////////////////////////////////// - struct KeyEvent - { - Key::Code Code; ///< Code of the key that has been pressed - bool Alt; ///< Is the Alt key pressed? - bool Control; ///< Is the Control key pressed? - bool Shift; ///< Is the Shift key pressed? - }; - - //////////////////////////////////////////////////////////// - /// \brief Text event parameters (TextEntered) - /// - //////////////////////////////////////////////////////////// - struct TextEvent - { - Uint32 Unicode; ///< UTF-32 unicode value of the character - }; - - //////////////////////////////////////////////////////////// - /// \brief Mouse move event parameters (MouseMoved) - /// - //////////////////////////////////////////////////////////// - struct MouseMoveEvent - { - int X; ///< X position of the mouse, relative to the left of the owner window - int Y; ///< Y position of the mouse, relative to the top of the owner window - }; - - //////////////////////////////////////////////////////////// - /// \brief Mouse buttons events parameters - /// (MouseButtonPressed, MouseButtonReleased) - /// - //////////////////////////////////////////////////////////// - struct MouseButtonEvent - { - Mouse::Button Button; ///< Code of the button that has been pressed - int X; ///< X position of the mouse, relative to the left of the owner window - int Y; ///< Y position of the mouse, relative to the top of the owner window - }; - - //////////////////////////////////////////////////////////// - /// \brief Mouse wheel events parameters (MouseWheelMoved) - /// - //////////////////////////////////////////////////////////// - struct MouseWheelEvent - { - int Delta; ///< Number of ticks the wheel has moved (positive is up, negative is down) - }; - - //////////////////////////////////////////////////////////// - /// \brief Joystick axis move event parameters (JoyMoved) - /// - //////////////////////////////////////////////////////////// - struct JoyMoveEvent - { - unsigned int JoystickId; ///< Index of the joystick (0 or 1) - Joy::Axis Axis; ///< Axis on which the joystick moved - float Position; ///< New position on the axis (in range [-100, 100]) - }; - - //////////////////////////////////////////////////////////// - /// \brief Joystick buttons events parameters - /// (JoyButtonPressed, JoyButtonReleased) - /// - //////////////////////////////////////////////////////////// - struct JoyButtonEvent - { - unsigned int JoystickId; ///< Index of the joystick (0 or 1) - unsigned int Button; ///< Index of the button that has been pressed - }; - - //////////////////////////////////////////////////////////// - /// \brief Size events parameters (Resized) - /// - //////////////////////////////////////////////////////////// - struct SizeEvent - { - unsigned int Width; ///< New width, in pixels - unsigned int Height; ///< New height, in pixels - }; - - //////////////////////////////////////////////////////////// - /// \brief Enumeration of the different types of events - /// - //////////////////////////////////////////////////////////// - enum EventType - { - Closed, ///< The window requested to be closed - Resized, ///< The window was resized - LostFocus, ///< The window lost the focus - GainedFocus, ///< The window gained the focus - TextEntered, ///< A character was entered - KeyPressed, ///< A key was pressed - KeyReleased, ///< A key was released - MouseWheelMoved, ///< The mouse wheel was scrolled - MouseButtonPressed, ///< A mouse button was pressed - MouseButtonReleased, ///< A mouse button was released - MouseMoved, ///< The mouse cursor moved - MouseEntered, ///< The mouse cursor entered the area of the window - MouseLeft, ///< The mouse cursor left the area of the window - JoyButtonPressed, ///< A joystick button was pressed - JoyButtonReleased, ///< A joystick button was released - JoyMoved, ///< The joystick moved along an axis - - Count ///< Keep last -- the total number of event types - }; - - //////////////////////////////////////////////////////////// - // Member data - //////////////////////////////////////////////////////////// - EventType Type; ///< Type of the event - - union - { - KeyEvent Key; ///< Key event parameters - TextEvent Text; ///< Text event parameters - MouseMoveEvent MouseMove; ///< Mouse move event parameters - MouseButtonEvent MouseButton; ///< Mouse button event parameters - MouseWheelEvent MouseWheel; ///< Mouse wheel event parameters - JoyMoveEvent JoyMove; ///< Joystick move event parameters - JoyButtonEvent JoyButton; ///< Joystick button event parameters - SizeEvent Size; ///< Size event parameters - }; -}; - -} // namespace sf - - -#endif // SFML_EVENT_HPP - - -//////////////////////////////////////////////////////////// -/// \class sf::Event -/// -/// sf::Event holds all the informations about a system event -/// that just happened. Events are retrieved using the -/// sf::Window::GetEvent function. -/// -/// A sf::Event instance contains the type of the event -/// (mouse moved, key pressed, window closed, ...) as well -/// as the details about this particular event. Please note that -/// the event parameters are defined in a union, which means that -/// only the member matching the type of the event will be properly -/// filled; all other members will have undefined values and must not -/// be read if the type of the event doesn't match. For example, -/// if you received a KeyPressed event, then you must read the -/// event.Key member, all other members such as event.MouseMove -/// or event.Text will have undefined values. -/// +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#ifndef SFML_EVENT_HPP +#define SFML_EVENT_HPP + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include + + +namespace sf +{ +namespace Key +{ + //////////////////////////////////////////////////////////// + /// \brief Definition of key codes for keyboard events + /// + //////////////////////////////////////////////////////////// + enum Code + { + A = 'a', ///< The A key + B = 'b', ///< The B key + C = 'c', ///< The C key + D = 'd', ///< The D key + E = 'e', ///< The E key + F = 'f', ///< The F key + G = 'g', ///< The G key + H = 'h', ///< The H key + I = 'i', ///< The I key + J = 'j', ///< The J key + K = 'k', ///< The K key + L = 'l', ///< The L key + M = 'm', ///< The M key + N = 'n', ///< The N key + O = 'o', ///< The O key + P = 'p', ///< The P key + Q = 'q', ///< The Q key + R = 'r', ///< The R key + S = 's', ///< The S key + T = 't', ///< The T key + U = 'u', ///< The U key + V = 'v', ///< The V key + W = 'w', ///< The W key + X = 'x', ///< The X key + Y = 'y', ///< The Y key + Z = 'z', ///< The Z key + Num0 = '0', ///< The 0 key + Num1 = '1', ///< The 1 key + Num2 = '2', ///< The 2 key + Num3 = '3', ///< The 3 key + Num4 = '4', ///< The 4 key + Num5 = '5', ///< The 5 key + Num6 = '6', ///< The 6 key + Num7 = '7', ///< The 7 key + Num8 = '8', ///< The 8 key + Num9 = '9', ///< The 9 key + Escape = 256, ///< The Escape key + LControl, ///< The left Control key + LShift, ///< The left Shift key + LAlt, ///< The left Alt key + LSystem, ///< The left OS specific key : windows (Windows and Linux), apple (MacOS X), ... + RControl, ///< The right Control key + RShift, ///< The right Shift key + RAlt, ///< The right Alt key + RSystem, ///< The right OS specific key : windows (Windows and Linux), apple (MacOS X), ... + Menu, ///< The Menu key + LBracket, ///< The [ key + RBracket, ///< The ] key + SemiColon, ///< The ; key + Comma, ///< The , key + Period, ///< The . key + Quote, ///< The ' key + Slash, ///< The / key + BackSlash, ///< The \ key + Tilde, ///< The ~ key + Equal, ///< The = key + Dash, ///< The - key + Space, ///< The Space key + Return, ///< The Return key + Back, ///< The Backspace key + Tab, ///< The Tabulation key + PageUp, ///< The Page up key + PageDown, ///< The Page down key + End, ///< The End key + Home, ///< The Home key + Insert, ///< The Insert key + Delete, ///< The Delete key + Add, ///< + + Subtract, ///< - + Multiply, ///< * + Divide, ///< / + Left, ///< Left arrow + Right, ///< Right arrow + Up, ///< Up arrow + Down, ///< Down arrow + Numpad0, ///< The numpad 0 key + Numpad1, ///< The numpad 1 key + Numpad2, ///< The numpad 2 key + Numpad3, ///< The numpad 3 key + Numpad4, ///< The numpad 4 key + Numpad5, ///< The numpad 5 key + Numpad6, ///< The numpad 6 key + Numpad7, ///< The numpad 7 key + Numpad8, ///< The numpad 8 key + Numpad9, ///< The numpad 9 key + F1, ///< The F1 key + F2, ///< The F2 key + F3, ///< The F3 key + F4, ///< The F4 key + F5, ///< The F5 key + F6, ///< The F6 key + F7, ///< The F7 key + F8, ///< The F8 key + F9, ///< The F8 key + F10, ///< The F10 key + F11, ///< The F11 key + F12, ///< The F12 key + F13, ///< The F13 key + F14, ///< The F14 key + F15, ///< The F15 key + Pause, ///< The Pause key + + Count ///< Keep last -- the total number of keyboard keys + }; +} + + +namespace Mouse +{ + //////////////////////////////////////////////////////////// + /// \brief Definition of button codes for mouse events + /// + //////////////////////////////////////////////////////////// + enum Button + { + Left, ///< The left mouse button + Right, ///< The right mouse button + Middle, ///< The middle (wheel) mouse button + XButton1, ///< The first extra mouse button + XButton2, ///< The second extra mouse button + + Count ///< Keep last -- the total number of mouse buttons + }; +} + + +namespace Joy +{ + //////////////////////////////////////////////////////////// + /// \brief Definition of joystick axis for joystick events + /// + //////////////////////////////////////////////////////////// + enum Axis + { + AxisX, ///< The X axis + AxisY, ///< The Y axis + AxisZ, ///< The Z axis + AxisR, ///< The R axis + AxisU, ///< The U axis + AxisV, ///< The V axis + AxisPOV, ///< The Point-Of-View axis (hat) + + Count ///< Keep last -- the total number of joystick axis + }; +} + + +//////////////////////////////////////////////////////////// +/// \brief Defines a system event and its parameters +/// +//////////////////////////////////////////////////////////// +class Event +{ +public : + + //////////////////////////////////////////////////////////// + /// \brief Keyboard event parameters (KeyPressed, KeyReleased) + /// + //////////////////////////////////////////////////////////// + struct KeyEvent + { + Key::Code Code; ///< Code of the key that has been pressed + bool Alt; ///< Is the Alt key pressed? + bool Control; ///< Is the Control key pressed? + bool Shift; ///< Is the Shift key pressed? + }; + + //////////////////////////////////////////////////////////// + /// \brief Text event parameters (TextEntered) + /// + //////////////////////////////////////////////////////////// + struct TextEvent + { + Uint32 Unicode; ///< UTF-32 unicode value of the character + }; + + //////////////////////////////////////////////////////////// + /// \brief Mouse move event parameters (MouseMoved) + /// + //////////////////////////////////////////////////////////// + struct MouseMoveEvent + { + int X; ///< X position of the mouse, relative to the left of the owner window + int Y; ///< Y position of the mouse, relative to the top of the owner window + }; + + //////////////////////////////////////////////////////////// + /// \brief Mouse buttons events parameters + /// (MouseButtonPressed, MouseButtonReleased) + /// + //////////////////////////////////////////////////////////// + struct MouseButtonEvent + { + Mouse::Button Button; ///< Code of the button that has been pressed + int X; ///< X position of the mouse, relative to the left of the owner window + int Y; ///< Y position of the mouse, relative to the top of the owner window + }; + + //////////////////////////////////////////////////////////// + /// \brief Mouse wheel events parameters (MouseWheelMoved) + /// + //////////////////////////////////////////////////////////// + struct MouseWheelEvent + { + int Delta; ///< Number of ticks the wheel has moved (positive is up, negative is down) + }; + + //////////////////////////////////////////////////////////// + /// \brief Joystick axis move event parameters (JoyMoved) + /// + //////////////////////////////////////////////////////////// + struct JoyMoveEvent + { + unsigned int JoystickId; ///< Index of the joystick (0 or 1) + Joy::Axis Axis; ///< Axis on which the joystick moved + float Position; ///< New position on the axis (in range [-100, 100]) + }; + + //////////////////////////////////////////////////////////// + /// \brief Joystick buttons events parameters + /// (JoyButtonPressed, JoyButtonReleased) + /// + //////////////////////////////////////////////////////////// + struct JoyButtonEvent + { + unsigned int JoystickId; ///< Index of the joystick (0 or 1) + unsigned int Button; ///< Index of the button that has been pressed + }; + + //////////////////////////////////////////////////////////// + /// \brief Size events parameters (Resized) + /// + //////////////////////////////////////////////////////////// + struct SizeEvent + { + unsigned int Width; ///< New width, in pixels + unsigned int Height; ///< New height, in pixels + }; + + //////////////////////////////////////////////////////////// + /// \brief Enumeration of the different types of events + /// + //////////////////////////////////////////////////////////// + enum EventType + { + Closed, ///< The window requested to be closed + Resized, ///< The window was resized + LostFocus, ///< The window lost the focus + GainedFocus, ///< The window gained the focus + TextEntered, ///< A character was entered + KeyPressed, ///< A key was pressed + KeyReleased, ///< A key was released + MouseWheelMoved, ///< The mouse wheel was scrolled + MouseButtonPressed, ///< A mouse button was pressed + MouseButtonReleased, ///< A mouse button was released + MouseMoved, ///< The mouse cursor moved + MouseEntered, ///< The mouse cursor entered the area of the window + MouseLeft, ///< The mouse cursor left the area of the window + JoyButtonPressed, ///< A joystick button was pressed + JoyButtonReleased, ///< A joystick button was released + JoyMoved, ///< The joystick moved along an axis + + Count ///< Keep last -- the total number of event types + }; + + //////////////////////////////////////////////////////////// + // Member data + //////////////////////////////////////////////////////////// + EventType Type; ///< Type of the event + + union + { + KeyEvent Key; ///< Key event parameters + TextEvent Text; ///< Text event parameters + MouseMoveEvent MouseMove; ///< Mouse move event parameters + MouseButtonEvent MouseButton; ///< Mouse button event parameters + MouseWheelEvent MouseWheel; ///< Mouse wheel event parameters + JoyMoveEvent JoyMove; ///< Joystick move event parameters + JoyButtonEvent JoyButton; ///< Joystick button event parameters + SizeEvent Size; ///< Size event parameters + }; +}; + +} // namespace sf + + +#endif // SFML_EVENT_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::Event +/// +/// sf::Event holds all the informations about a system event +/// that just happened. Events are retrieved using the +/// sf::Window::GetEvent function. +/// +/// A sf::Event instance contains the type of the event +/// (mouse moved, key pressed, window closed, ...) as well +/// as the details about this particular event. Please note that +/// the event parameters are defined in a union, which means that +/// only the member matching the type of the event will be properly +/// filled; all other members will have undefined values and must not +/// be read if the type of the event doesn't match. For example, +/// if you received a KeyPressed event, then you must read the +/// event.Key member, all other members such as event.MouseMove +/// or event.Text will have undefined values. +/// /// Usage example: /// \code /// sf::Event event; @@ -367,6 +367,6 @@ public : /// /// // etc ... /// } -/// \endcode -/// -//////////////////////////////////////////////////////////// +/// \endcode +/// +//////////////////////////////////////////////////////////// diff --git a/include/SFML/Window/VideoMode.hpp b/include/SFML/Window/VideoMode.hpp index e8b743550..d855d5847 100644 --- a/include/SFML/Window/VideoMode.hpp +++ b/include/SFML/Window/VideoMode.hpp @@ -71,7 +71,7 @@ public : //////////////////////////////////////////////////////////// /// \brief Get a valid video mode /// - /// The parameter \index must be in the range [0, GetModesCount()[. + /// The parameter \a index must be in the range [0, GetModesCount()[. /// Modes are sorted from best to worst, so that /// sf::VideoMode::GetMode(0) will always give the best. /// diff --git a/include/SFML/Window/Window.hpp b/include/SFML/Window/Window.hpp index 1753da0e7..7b3472924 100644 --- a/include/SFML/Window/Window.hpp +++ b/include/SFML/Window/Window.hpp @@ -50,193 +50,274 @@ namespace priv } //////////////////////////////////////////////////////////// -/// Window is a rendering window ; it can create a new window -/// or connect to an existing one +/// \brief Window that serves as a target for OpenGL rendering +/// //////////////////////////////////////////////////////////// class SFML_API Window : public WindowListener, NonCopyable { public : //////////////////////////////////////////////////////////// - /// Default constructor + /// \brief Default constructor + /// + /// This default constructor doesn't create the window, + /// you must call Create() to do so. + /// If \a style contains Style::Fullscreen, then \a mode + /// must be a valid video mode. /// //////////////////////////////////////////////////////////// Window(); //////////////////////////////////////////////////////////// - /// Construct a new window + /// \brief Construct a new window /// - /// \param mode : Video mode to use - /// \param title : Title of the window - /// \param style : Window style - /// \param settings : Additional settings for the underlying OpenGL context + /// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window) + /// \param title Title of the window + /// \param style Window style + /// \param settings Additional settings for the underlying OpenGL context /// //////////////////////////////////////////////////////////// Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings()); //////////////////////////////////////////////////////////// - /// Construct the window from an existing control + /// \brief Construct the window from an existing control /// - /// \param handle : Platform-specific handle of the control - /// \param settings : Additional settings for the underlying OpenGL context + /// Use this constructor if you want to create an OpenGL + /// rendering area into an already existing control. + /// + /// \param handle Platform-specific handle of the control + /// \param settings Additional settings for the underlying OpenGL context /// //////////////////////////////////////////////////////////// Window(WindowHandle handle, const ContextSettings& settings = ContextSettings()); //////////////////////////////////////////////////////////// - /// Destructor + /// \brief Destructor + /// + /// Closes the window and free all the resources attached to it. /// //////////////////////////////////////////////////////////// virtual ~Window(); //////////////////////////////////////////////////////////// - /// Create (or recreate) the window + /// \brief Create (or recreate) the window /// - /// \param mode : Video mode to use - /// \param title : Title of the window - /// \param style : Window style - /// \param Settings : Additional settings for the underlying OpenGL context + /// If the window was already created, it closes it first. + /// If \a style contains Style::Fullscreen, then \a mode + /// must be a valid video mode. + /// + /// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window) + /// \param title Title of the window + /// \param style Window style + /// \param settings Additional settings for the underlying OpenGL context /// //////////////////////////////////////////////////////////// void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings()); //////////////////////////////////////////////////////////// - /// Create (or recreate) the window from an existing control + /// \brief Create (or recreate) the window from an existing control /// - /// \param handle : Platform-specific handle of the control - /// \param settings : Additional settings for the underlying OpenGL context + /// Use this function if you want to create an OpenGL + /// rendering area into an already existing control. + /// If the window was already created, it closes it first. + /// + /// \param handle Platform-specific handle of the control + /// \param settings Additional settings for the underlying OpenGL context /// //////////////////////////////////////////////////////////// void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings()); //////////////////////////////////////////////////////////// - /// Close (destroy) the window. - /// The sf::Window instance remains valid and you can call - /// Create to recreate the window + /// \brief Close the window and destroy all the attached resources + /// + /// After calling this function, the sf::Window instance remains + /// valid and you can call Create() to recreate the window. + /// All other functions such as GetEvent() or Display() will + /// still work (i.e. you don't have to test IsOpened() every time), + /// and will have no effect on closed windows. /// //////////////////////////////////////////////////////////// void Close(); //////////////////////////////////////////////////////////// - /// Tell whether or not the window is opened (ie. has been created). - /// Note that a hidden window (Show(false)) - /// will still return true + /// \brief Tell whether or not the window is opened /// - /// \return True if the window is opened + /// This function returns whether or not the window exists. + /// Note that a hidden window (Show(false)) will return true. + /// + /// \return True if the window is opened, false if it has been closed /// //////////////////////////////////////////////////////////// bool IsOpened() const; //////////////////////////////////////////////////////////// - /// Get the width of the rendering region of the window + /// \brief Get the width of the rendering region of the window + /// + /// The width doesn't include the titlebar and borders + /// of the window. /// /// \return Width in pixels /// + /// \see GetHeight + /// //////////////////////////////////////////////////////////// unsigned int GetWidth() const; //////////////////////////////////////////////////////////// /// Get the height of the rendering region of the window /// + /// The height doesn't include the titlebar and borders + /// of the window. + /// /// \return Height in pixels /// + /// \see GetWidth + /// //////////////////////////////////////////////////////////// unsigned int GetHeight() const; //////////////////////////////////////////////////////////// - /// Get the settinsg of the OpenGL context of the window + /// \brief Get the settings of the OpenGL context of the window /// - /// \return Structure containing the context settings + /// Note that these settings may be different from what was + /// passed to the constructor or the Create() function, + /// if one or more settings were not supported. In this case, + /// SFML chose the closest match. + /// + /// \return Structure containing the OpenGL context settings /// //////////////////////////////////////////////////////////// const ContextSettings& GetSettings() const; //////////////////////////////////////////////////////////// - /// Get the event on top of events stack, if any, and pop it + /// \brief Pop the event on top of events stack, if any, and return it /// - /// \param event : Event to fill, if any + /// This function is not blocking, if there's no pending event then + /// it will return false and leave \a event unmodified. + /// Note that more than event may be present in the events stack, + /// thus you should always call this function in a loop + /// to make sure that you process every pending event. + /// \code + /// sf::Event event; + /// while (window.GetEvent(event)) + /// { + /// // process event... + /// } + /// \endcode /// - /// \return True if an event was returned, false if events stack was empty + /// \param event Event to be returned + /// + /// \return True if an event was returned, or false if the events stack was empty /// //////////////////////////////////////////////////////////// bool GetEvent(Event& event); //////////////////////////////////////////////////////////// - /// Enable / disable vertical synchronization + /// \brief Enable or disable vertical synchronization /// - /// \param enabled : True to enable v-sync, false to deactivate + /// Activating vertical synchronization will limit the number + /// of frames displayed to the refresh rate of the monitor. + /// This can avoid some visual artifacts, and limit the framerate + /// to a good value (but not constant across different computers). + /// + /// Vertical synchronization is disabled by default. + /// + /// \param enabled True to enable v-sync, false to deactivate /// //////////////////////////////////////////////////////////// void UseVerticalSync(bool enabled); //////////////////////////////////////////////////////////// - /// Show or hide the mouse cursor + /// \brief Show or hide the mouse cursor /// - /// \param show : True to show, false to hide + /// The mouse cursor is shown by default. + /// + /// \param show True to show, false to hide /// //////////////////////////////////////////////////////////// void ShowMouseCursor(bool show); //////////////////////////////////////////////////////////// - /// Change the position of the mouse cursor + /// \brief Change the position of the mouse cursor /// - /// \param left : Left coordinate of the cursor, relative to the window - /// \param top : Top coordinate of the cursor, relative to the window + /// \param left Left coordinate of the cursor, relative to the window + /// \param top Top coordinate of the cursor, relative to the window /// //////////////////////////////////////////////////////////// void SetCursorPosition(unsigned int left, unsigned int top); //////////////////////////////////////////////////////////// - /// Change the position of the window on screen. - /// Only works for top-level windows + /// \brief Change the position of the window on screen /// - /// \param left : Left position - /// \param top : Top position + /// This function only works for top-level windows + /// (i.e. it will be ignored for windows created from + /// the handle of a child window/control). + /// + /// \param left Left position + /// \param top Top position /// //////////////////////////////////////////////////////////// void SetPosition(int left, int top); //////////////////////////////////////////////////////////// - /// Change the size of the rendering region of the window + /// \brief Change the size of the rendering region of the window /// - /// \param width : New width - /// \param height : New height + /// \param width New width, in pixels + /// \param height New height, in pixels /// //////////////////////////////////////////////////////////// void SetSize(unsigned int width, unsigned int height); //////////////////////////////////////////////////////////// - /// Show or hide the window + /// \brief Show or hide the window /// - /// \param show : True to show, false to hide + /// The window is shown by default. + /// + /// \param show True to show, false to hide /// //////////////////////////////////////////////////////////// void Show(bool show); //////////////////////////////////////////////////////////// - /// Enable or disable automatic key-repeat. - /// Automatic key-repeat is enabled by default + /// \brief Enable or disable automatic key-repeat /// - /// \param Enabled : True to enable, false to disable + /// If key repeat is enabled, you will receive repeated + /// KeyPress events while keeping a key pressed. If it is disabled, + /// you will only get a single event when the key is pressed. + /// + /// Key repeat is enabled by default. + /// + /// \param enabled True to enable, false to disable /// //////////////////////////////////////////////////////////// - void EnableKeyRepeat(bool Enabled); + void EnableKeyRepeat(bool enabled); //////////////////////////////////////////////////////////// - /// Change the window's icon + /// \brief Change the window's icon /// - /// \param width : Icon's width, in pixels - /// \param height : Icon's height, in pixels - /// \param pixels : Pointer to the pixels in memory, format must be RGBA 32 bits + /// \a pixels must be an array of \a width x \a height pixels + /// in 32-bits RGBA format. + /// + /// The OS default icon is used by default. + /// + /// \param width Icon's width, in pixels + /// \param height Icon's height, in pixels + /// \param pixels Pointer to the array of pixels in memory /// //////////////////////////////////////////////////////////// void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels); //////////////////////////////////////////////////////////// - /// Activate or deactivate the window as the current target - /// for rendering + /// \brief Activate or deactivate the window as the current target + /// for OpenGL rendering /// - /// \param active : True to activate, false to deactivate + /// A window is active only on the current thread, if you want to + /// make it active on another thread you have to deactivate it + /// on the previous thread first if it was active. + /// Only one window can be active on a thread at a time, thus + /// the window previously active (if any) automatically gets deactivated. + /// + /// \param active True to activate, false to deactivate /// /// \return True if operation was successful, false otherwise /// @@ -244,29 +325,45 @@ public : bool SetActive(bool active = true) const; //////////////////////////////////////////////////////////// - /// Display the window on screen + /// \brief Display on screen what has been rendered to the + /// window so far + /// + /// This function is typically called after all OpenGL rendering + /// has been done for the current frame, in order to show + /// it on screen. /// //////////////////////////////////////////////////////////// void Display(); //////////////////////////////////////////////////////////// - /// Get the input manager of the window + /// \brief Get the input manager attached the window /// - /// \return Reference to the input + /// This input gives access to the real-time state of + /// keyboard, mouse and joysticks for this window. + /// + /// \return Read-only reference to the input manager /// //////////////////////////////////////////////////////////// const Input& GetInput() const; //////////////////////////////////////////////////////////// - /// Limit the framerate to a maximum fixed frequency + /// \brief Limit the framerate to a maximum fixed frequency /// - /// \param limit : Framerate limit, in frames per seconds (use 0 to disable limit) + /// If a limit is set, the window will use a small delay after + /// each call to Display() to ensure that the current frame + /// lasted long enough to match the framerate limit. + /// + /// \param limit Framerate limit, in frames per seconds (use 0 to disable limit) /// //////////////////////////////////////////////////////////// void SetFramerateLimit(unsigned int limit); //////////////////////////////////////////////////////////// - /// Get time elapsed since last frame + /// \brief Get the time elapsed since the last frame + /// + /// This function returns the time elapsed during the last frame. + /// This can be useful for calculating the framerate, or for + /// updating the application's objects. /// /// \return Time elapsed, in seconds /// @@ -274,10 +371,14 @@ public : float GetFrameTime() const; //////////////////////////////////////////////////////////// - /// Change the joystick threshold, ie. the value below which - /// no move event will be generated + /// \brief Change the joystick threshold /// - /// \param threshold : New threshold, in range [0, 100] + /// Ths joystick threshold is the value below which + /// no JoyMoved event will be generated. + /// + /// The threshold value is 0.1 by default. + /// + /// \param threshold New threshold, in the range [0, 100] /// //////////////////////////////////////////////////////////// void SetJoystickThreshold(float threshold); @@ -285,27 +386,35 @@ public : private : //////////////////////////////////////////////////////////// - /// Called after the window has been created + /// \brief Function called after the window has been created + /// + /// This function is called so that derived classes can + /// perform their own specific initialization as soon as + /// the window is created. /// //////////////////////////////////////////////////////////// virtual void OnCreate(); //////////////////////////////////////////////////////////// - /// Called before the window has been displayed + /// \brief Function called before the window is displayed + /// + /// This function is called so that derived classes can + /// perform their own specific tasks right before the + /// rendered contents are displayed on screen. /// //////////////////////////////////////////////////////////// virtual void OnDisplay(); //////////////////////////////////////////////////////////// - /// /see WindowListener::OnEvent + /// \brief Called each time an event is received from the internal window /// - /// \param event : Event received + /// \param event Event received /// //////////////////////////////////////////////////////////// virtual void OnEvent(const Event& event); //////////////////////////////////////////////////////////// - /// Do some common internal initializations + /// \brief Perform some common internal initializations /// //////////////////////////////////////////////////////////// void Initialize(); @@ -319,7 +428,7 @@ private : Input myInput; ///< Input manager connected to window Clock myClock; ///< Clock for measuring the elapsed time between frames float myLastFrameTime; ///< Time elapsed since last frame - bool myIsExternal; ///< Tell whether the window is internal or external (created by SFML or not) + bool myIsExternal; ///< Tell whether the window is internal or external (i.e. created by SFML or not) unsigned int myFramerateLimit; ///< Current framerate limit int mySetCursorPosX; ///< X coordinate passed to the last call to SetCursorPosition int mySetCursorPosY; ///< Y coordinate passed to the last call to SetCursorPosition @@ -329,3 +438,62 @@ private : #endif // SFML_WINDOW_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::Window +/// +/// sf::Window is the main class of the Window module. It defines +/// an OS window that is able to receive an OpenGL rendering. +/// +/// A sf::Window can create its own new window, or be embedded into +/// an already existing control using the Create(handle) function. +/// This can be useful for embedding an OpenGL rendering area into +/// a view which is part of a bigger GUI with existing windows, +/// controls, etc. It can also serve as embedding an OpenGL rendering +/// area into a window created by another (probably richer) GUI library +/// like Qt or wxWidgets. +/// +/// The sf::Window class provides a simple interface for manipulating +/// the window: move, resize, show/hide, control mouse cursor, etc. +/// It also provides event handling through its GetEvent() function, +/// and real-time state handling with its attached sf::Input object +/// (see GetInput()). +/// +/// Note that OpenGL experts can pass their own parameters (antialiasing +/// level, bits for the depth and stencil buffers, etc.) to the +/// OpenGL context attached to the window, with the sf::ContextSettings +/// structure which is passed as an optional argument when creating the +/// window. +/// +/// Usage example: +/// \code +/// // Declare and create a new window +/// sf::Window window(sf::VideoMode(800, 600), "SFML window"); +/// +/// // Limit the framerate to 60 frames per second (this step is optional) +/// window.SetFramerateLimit(60); +/// +/// // The main loop - ends as soon as the window is closed +/// while (window.IsOpened()) +/// { +/// // Event processing +/// sf::Event event; +/// while (window.GetEvent(event)) +/// { +/// // Request for closing the window +/// if (event.Type == sf::Event::Closed) +/// window.Close(); +/// } +/// +/// // Activate the window for OpenGL rendering +/// window.SetActive(); +/// +/// // OpenGL drawing commands go here... +/// +/// // End the current frame and display its contents on screen +/// window.Display(); +/// } +/// \endcode +/// +//////////////////////////////////////////////////////////// diff --git a/src/SFML/Window/ContextGL.hpp b/src/SFML/Window/ContextGL.hpp index 00f073823..97a67d004 100644 --- a/src/SFML/Window/ContextGL.hpp +++ b/src/SFML/Window/ContextGL.hpp @@ -124,7 +124,7 @@ public : /// This can avoid some visual artifacts, and limit the framerate /// to a good value (but not constant across different computers). /// - /// \param enabled : True to enable v-sync, false to deactivate + /// \param enabled True to enable v-sync, false to deactivate /// //////////////////////////////////////////////////////////// virtual void UseVerticalSync(bool enabled) = 0; diff --git a/src/SFML/Window/Window.cpp b/src/SFML/Window/Window.cpp index 31122efee..5dc5425dc 100644 --- a/src/SFML/Window/Window.cpp +++ b/src/SFML/Window/Window.cpp @@ -45,8 +45,6 @@ namespace namespace sf { //////////////////////////////////////////////////////////// -/// Default constructor -//////////////////////////////////////////////////////////// Window::Window() : myWindow (NULL), myContext (NULL), @@ -60,8 +58,6 @@ mySetCursorPosY (0xFFFF) } -//////////////////////////////////////////////////////////// -/// Construct a new window //////////////////////////////////////////////////////////// Window::Window(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) : myWindow (NULL), @@ -76,8 +72,6 @@ mySetCursorPosY (0xFFFF) } -//////////////////////////////////////////////////////////// -/// Construct the window from an existing control //////////////////////////////////////////////////////////// Window::Window(WindowHandle handle, const ContextSettings& settings) : myWindow (NULL), @@ -92,8 +86,6 @@ mySetCursorPosY (0xFFFF) } -//////////////////////////////////////////////////////////// -/// Destructor //////////////////////////////////////////////////////////// Window::~Window() { @@ -101,8 +93,6 @@ Window::~Window() } -//////////////////////////////////////////////////////////// -/// Create the window //////////////////////////////////////////////////////////// void Window::Create(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) { @@ -154,8 +144,6 @@ void Window::Create(VideoMode mode, const std::string& title, unsigned long styl } -//////////////////////////////////////////////////////////// -/// Create the window from an existing control //////////////////////////////////////////////////////////// void Window::Create(WindowHandle handle, const ContextSettings& settings) { @@ -177,10 +165,6 @@ void Window::Create(WindowHandle handle, const ContextSettings& settings) } -//////////////////////////////////////////////////////////// -/// Close (destroy) the window. -/// The sf::Window instance remains valid and you can call -/// Create to recreate the window //////////////////////////////////////////////////////////// void Window::Close() { @@ -204,10 +188,6 @@ void Window::Close() } -//////////////////////////////////////////////////////////// -/// Tell whether or not the window is opened (ie. has been created). -/// Note that a hidden window (Show(false)) -/// will still return true //////////////////////////////////////////////////////////// bool Window::IsOpened() const { @@ -215,8 +195,6 @@ bool Window::IsOpened() const } -//////////////////////////////////////////////////////////// -/// Get the width of the rendering region of the window //////////////////////////////////////////////////////////// unsigned int Window::GetWidth() const { @@ -224,8 +202,6 @@ unsigned int Window::GetWidth() const } -//////////////////////////////////////////////////////////// -/// Get the height of the rendering region of the window //////////////////////////////////////////////////////////// unsigned int Window::GetHeight() const { @@ -233,8 +209,6 @@ unsigned int Window::GetHeight() const } -//////////////////////////////////////////////////////////// -/// Get the creation settings of the window //////////////////////////////////////////////////////////// const ContextSettings& Window::GetSettings() const { @@ -244,8 +218,6 @@ const ContextSettings& Window::GetSettings() const } -//////////////////////////////////////////////////////////// -/// Get the event on top of events stack, if any //////////////////////////////////////////////////////////// bool Window::GetEvent(Event& event) { @@ -266,8 +238,6 @@ bool Window::GetEvent(Event& event) } -//////////////////////////////////////////////////////////// -/// Enable / disable vertical synchronization //////////////////////////////////////////////////////////// void Window::UseVerticalSync(bool enabled) { @@ -276,8 +246,6 @@ void Window::UseVerticalSync(bool enabled) } -//////////////////////////////////////////////////////////// -/// Show or hide the mouse cursor //////////////////////////////////////////////////////////// void Window::ShowMouseCursor(bool show) { @@ -286,8 +254,6 @@ void Window::ShowMouseCursor(bool show) } -//////////////////////////////////////////////////////////// -/// Change the position of the mouse cursor //////////////////////////////////////////////////////////// void Window::SetCursorPosition(unsigned int left, unsigned int top) { @@ -302,8 +268,6 @@ void Window::SetCursorPosition(unsigned int left, unsigned int top) } -//////////////////////////////////////////////////////////// -/// Change the position of the window on screen //////////////////////////////////////////////////////////// void Window::SetPosition(int left, int top) { @@ -312,8 +276,6 @@ void Window::SetPosition(int left, int top) } -//////////////////////////////////////////////////////////// -/// Change the size of the rendering region of the window //////////////////////////////////////////////////////////// void Window::SetSize(unsigned int width, unsigned int height) { @@ -322,8 +284,6 @@ void Window::SetSize(unsigned int width, unsigned int height) } -//////////////////////////////////////////////////////////// -/// Show or hide the window //////////////////////////////////////////////////////////// void Window::Show(bool show) { @@ -332,9 +292,6 @@ void Window::Show(bool show) } -//////////////////////////////////////////////////////////// -/// Enable or disable automatic key-repeat. -/// Automatic key-repeat is enabled by default //////////////////////////////////////////////////////////// void Window::EnableKeyRepeat(bool enabled) { @@ -343,8 +300,6 @@ void Window::EnableKeyRepeat(bool enabled) } -//////////////////////////////////////////////////////////// -/// Change the window's icon //////////////////////////////////////////////////////////// void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixels) { @@ -353,9 +308,6 @@ void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixel } -//////////////////////////////////////////////////////////// -/// Activate or deactivate the window as the current target -/// for rendering //////////////////////////////////////////////////////////// bool Window::SetActive(bool active) const { @@ -378,8 +330,6 @@ bool Window::SetActive(bool active) const } -//////////////////////////////////////////////////////////// -/// Display the window on screen //////////////////////////////////////////////////////////// void Window::Display() { @@ -407,8 +357,6 @@ void Window::Display() } -//////////////////////////////////////////////////////////// -/// Get the input manager of the window //////////////////////////////////////////////////////////// const Input& Window::GetInput() const { @@ -417,16 +365,11 @@ const Input& Window::GetInput() const //////////////////////////////////////////////////////////// -/// Set the framerate at a fixed frequency -//////////////////////////////////////////////////////////// -void Window::SetFramerateLimit(unsigned int limit) { myFramerateLimit = limit; } -//////////////////////////////////////////////////////////// -/// Get time elapsed since last frame //////////////////////////////////////////////////////////// float Window::GetFrameTime() const { @@ -434,9 +377,6 @@ float Window::GetFrameTime() const } -//////////////////////////////////////////////////////////// -/// Change the joystick threshold, ie. the value below which -/// no move event will be generated //////////////////////////////////////////////////////////// void Window::SetJoystickThreshold(float threshold) { @@ -445,8 +385,6 @@ void Window::SetJoystickThreshold(float threshold) } -//////////////////////////////////////////////////////////// -/// Called after the window has been created //////////////////////////////////////////////////////////// void Window::OnCreate() { @@ -454,8 +392,6 @@ void Window::OnCreate() } -//////////////////////////////////////////////////////////// -/// Called before the window has been displayed //////////////////////////////////////////////////////////// void Window::OnDisplay() { @@ -463,8 +399,6 @@ void Window::OnDisplay() } -//////////////////////////////////////////////////////////// -/// Receive an event from window //////////////////////////////////////////////////////////// void Window::OnEvent(const Event& event) { @@ -482,8 +416,6 @@ void Window::OnEvent(const Event& event) } -//////////////////////////////////////////////////////////// -/// Do some common internal initializations //////////////////////////////////////////////////////////// void Window::Initialize() { diff --git a/src/SFML/Window/WindowImpl.hpp b/src/SFML/Window/WindowImpl.hpp index 27d50e3d0..06cfe0b51 100644 --- a/src/SFML/Window/WindowImpl.hpp +++ b/src/SFML/Window/WindowImpl.hpp @@ -166,8 +166,8 @@ public : //////////////////////////////////////////////////////////// /// \brief Change the size of the rendering region of the window /// - /// \param width New width - /// \param height New height + /// \param width New width, in pixels + /// \param height New height, in pixels /// //////////////////////////////////////////////////////////// virtual void SetSize(unsigned int width, unsigned int height) = 0;