Updated documentation

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1241 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-17 08:50:13 +00:00
parent b2dfcf9d0c
commit 39a8ba4c52
10 changed files with 614 additions and 510 deletions

View File

@ -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();

View File

@ -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

View File

@ -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<T>& operator =(const ThreadLocalPtr<T>& other);
ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& right);
};
} // namespace sf

View File

@ -27,8 +27,8 @@ namespace sf
{
////////////////////////////////////////////////////////////
template <typename T>
ThreadLocalPtr<T>::ThreadLocalPtr(T* Value) :
ThreadLocal(Value)
ThreadLocalPtr<T>::ThreadLocalPtr(T* value) :
ThreadLocal(value)
{
}
@ -59,18 +59,18 @@ ThreadLocalPtr<T>::operator T*() const
////////////////////////////////////////////////////////////
template <typename T>
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(T* Value)
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(T* value)
{
SetValue(Value);
SetValue(value);
return *this;
}
////////////////////////////////////////////////////////////
template <typename T>
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(const ThreadLocalPtr<T>& Other)
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(const ThreadLocalPtr<T>& right)
{
SetValue(Other.GetValue());
SetValue(right.GetValue());
return *this;
}

View File

@ -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.
///

View File

@ -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
///
////////////////////////////////////////////////////////////

View File

@ -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;

View File

@ -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()
{

View File

@ -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;