mirror of
https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
Renamed Window::IsOpened to IsOpen
Made some minor consistency modifications in internal code
This commit is contained in:
parent
9d4c8b26a5
commit
c2039e866c
@ -57,7 +57,7 @@ int main()
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sf::Clock clock;
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// Start game loop
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while (window.IsOpened())
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while (window.IsOpen())
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{
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// Process events
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sf::Event event;
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@ -82,7 +82,7 @@ int main()
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float ballAngle = 0.f; // to be changed later
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bool isPlaying = false;
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while (window.IsOpened())
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while (window.IsOpen())
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{
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// Handle events
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sf::Event event;
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@ -305,7 +305,7 @@ int main()
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// Start the game loop
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sf::Clock clock;
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while (window.IsOpened())
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while (window.IsOpen())
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{
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// Process events
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sf::Event event;
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@ -34,7 +34,7 @@ int main()
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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// Start the game loop
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while (window.IsOpened())
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while (window.IsOpen())
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{
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// Process events
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sf::Event event;
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@ -195,8 +195,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Texture myTexture; ///< Target texture to draw on
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priv::RenderTextureImpl* myRenderTexture; ///< Platform/hardware specific implementation
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priv::RenderTextureImpl* myImpl; ///< Platform/hardware specific implementation
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Texture myTexture; ///< Target texture to draw on
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};
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} // namespace sf
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@ -233,7 +233,7 @@ private :
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/// return -1
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///
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/// // The main loop
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// // ...
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@ -205,7 +205,7 @@ private :
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/// window.SetFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// sf::Event event;
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@ -247,7 +247,7 @@ private :
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/// ...
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///
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/// // Start the rendering loop
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Process events
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/// ...
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@ -503,7 +503,7 @@ private :
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/// \return True on success, false if any error happened
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///
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////////////////////////////////////////////////////////////
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bool CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode);
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bool Compile(const char* vertexShaderCode, const char* fragmentShaderCode);
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////////////////////////////////////////////////////////////
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/// \brief Bind all the textures used by the shader
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@ -186,8 +186,8 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
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priv::ThreadFunc* myFunction; ///< Abstraction of the function to run
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priv::ThreadImpl* myImpl; ///< OS-specific implementation of the thread
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priv::ThreadFunc* myEntryPoint; ///< Abstraction of the function to run
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};
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#include <SFML/System/Thread.inl>
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@ -66,8 +66,8 @@ struct ThreadMemberFunc : ThreadFunc
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////////////////////////////////////////////////////////////
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template <typename F>
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Thread::Thread(F functor) :
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myImpl (NULL),
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myFunction(new priv::ThreadFunctor<F>(functor))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadFunctor<F>(functor))
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{
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}
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@ -75,8 +75,8 @@ myFunction(new priv::ThreadFunctor<F>(functor))
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////////////////////////////////////////////////////////////
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template <typename F, typename A>
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Thread::Thread(F function, A argument) :
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myImpl (NULL),
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myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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{
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}
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@ -84,7 +84,7 @@ myFunction(new priv::ThreadFunctorWithArg<F, A>(function, argument))
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////////////////////////////////////////////////////////////
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template <typename C>
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Thread::Thread(void(C::*function)(), C* object) :
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myImpl (NULL),
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myFunction(new priv::ThreadMemberFunc<C>(function, object))
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myImpl (NULL),
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myEntryPoint(new priv::ThreadMemberFunc<C>(function, object))
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{
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}
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@ -145,7 +145,7 @@ public :
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/// After calling this function, the sf::Window instance remains
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/// valid and you can call Create() to recreate the window.
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/// All other functions such as PollEvent() or Display() will
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/// still work (i.e. you don't have to test IsOpened() every time),
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/// still work (i.e. you don't have to test IsOpen() every time),
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/// and will have no effect on closed windows.
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///
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////////////////////////////////////////////////////////////
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@ -160,7 +160,7 @@ public :
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/// \return True if the window is opened, false if it has been closed
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///
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////////////////////////////////////////////////////////////
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bool IsOpened() const;
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bool IsOpen() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the width of the rendering region of the window
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@ -471,7 +471,7 @@ private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
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priv::WindowImpl* myImpl; ///< Platform-specific implementation of the window
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priv::GlContext* myContext; ///< Platform-specific implementation of the OpenGL context
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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Uint32 myLastFrameTime; ///< Time elapsed since last frame
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@ -519,7 +519,7 @@ private :
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/// window.SetFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.IsOpened())
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/// while (window.IsOpen())
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/// {
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/// // Event processing
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/// sf::Event event;
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@ -35,7 +35,7 @@ namespace sf
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{
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////////////////////////////////////////////////////////////
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RenderTexture::RenderTexture() :
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myRenderTexture(NULL)
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myImpl(NULL)
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{
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}
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@ -44,7 +44,7 @@ myRenderTexture(NULL)
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////////////////////////////////////////////////////////////
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RenderTexture::~RenderTexture()
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{
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delete myRenderTexture;
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delete myImpl;
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}
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@ -62,20 +62,20 @@ bool RenderTexture::Create(unsigned int width, unsigned int height, bool depthBu
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SetSmooth(false);
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// Create the implementation
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delete myRenderTexture;
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delete myImpl;
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if (priv::RenderTextureImplFBO::IsAvailable())
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{
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// Use frame-buffer object (FBO)
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myRenderTexture = new priv::RenderTextureImplFBO;
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myImpl = new priv::RenderTextureImplFBO;
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}
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else
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{
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// Use default implementation
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myRenderTexture = new priv::RenderTextureImplDefault;
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myImpl = new priv::RenderTextureImplDefault;
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}
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// Initialize the render texture
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if (!myRenderTexture->Create(width, height, myTexture.myTexture, depthBuffer))
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if (!myImpl->Create(width, height, myTexture.myTexture, depthBuffer))
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return false;
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// We can now initialize the render target part
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@ -102,7 +102,7 @@ bool RenderTexture::IsSmooth() const
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////////////////////////////////////////////////////////////
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bool RenderTexture::SetActive(bool active)
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{
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return myRenderTexture && myRenderTexture->Activate(active);
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return myImpl && myImpl->Activate(active);
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}
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@ -112,7 +112,7 @@ void RenderTexture::Display()
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// Update the target texture
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if (SetActive(true))
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{
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myRenderTexture->UpdateTexture(myTexture.myTexture);
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myImpl->UpdateTexture(myTexture.myTexture);
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myTexture.myPixelsFlipped = true;
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}
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}
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@ -118,9 +118,9 @@ bool Shader::LoadFromFile(const std::string& filename, Type type)
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// Compile the shader program
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if (type == Vertex)
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return CompileProgram(&shader[0], NULL);
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return Compile(&shader[0], NULL);
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else
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return CompileProgram(NULL, &shader[0]);
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return Compile(NULL, &shader[0]);
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}
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@ -144,7 +144,7 @@ bool Shader::LoadFromFile(const std::string& vertexShaderFilename, const std::st
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}
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// Compile the shader program
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return CompileProgram(&vertexShader[0], &fragmentShader[0]);
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return Compile(&vertexShader[0], &fragmentShader[0]);
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}
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@ -153,9 +153,9 @@ bool Shader::LoadFromMemory(const std::string& shader, Type type)
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{
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// Compile the shader program
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if (type == Vertex)
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return CompileProgram(shader.c_str(), NULL);
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return Compile(shader.c_str(), NULL);
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else
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return CompileProgram(NULL, shader.c_str());
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return Compile(NULL, shader.c_str());
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}
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@ -163,7 +163,7 @@ bool Shader::LoadFromMemory(const std::string& shader, Type type)
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bool Shader::LoadFromMemory(const std::string& vertexShader, const std::string& fragmentShader)
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{
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// Compile the shader program
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return CompileProgram(vertexShader.c_str(), fragmentShader.c_str());
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return Compile(vertexShader.c_str(), fragmentShader.c_str());
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}
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@ -180,9 +180,9 @@ bool Shader::LoadFromStream(InputStream& stream, Type type)
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// Compile the shader program
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if (type == Vertex)
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return CompileProgram(&shader[0], NULL);
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return Compile(&shader[0], NULL);
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else
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return CompileProgram(NULL, &shader[0]);
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return Compile(NULL, &shader[0]);
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}
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@ -206,7 +206,7 @@ bool Shader::LoadFromStream(InputStream& vertexShaderStream, InputStream& fragme
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}
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// Compile the shader program
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return CompileProgram(&vertexShader[0], &fragmentShader[0]);
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return Compile(&vertexShader[0], &fragmentShader[0]);
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}
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@ -449,7 +449,7 @@ bool Shader::IsAvailable()
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////////////////////////////////////////////////////////////
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bool Shader::CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode)
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bool Shader::Compile(const char* vertexShaderCode, const char* fragmentShaderCode)
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{
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EnsureGlContext();
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@ -41,7 +41,7 @@ namespace sf
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Thread::~Thread()
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{
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Wait();
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delete myFunction;
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delete myEntryPoint;
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}
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@ -80,7 +80,7 @@ void Thread::Terminate()
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////////////////////////////////////////////////////////////
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void Thread::Run()
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{
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myFunction->Run();
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myEntryPoint->Run();
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}
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} // namespace sf
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@ -45,7 +45,7 @@ namespace sf
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{
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////////////////////////////////////////////////////////////
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Window::Window() :
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myWindow (NULL),
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myImpl (NULL),
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myContext (NULL),
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myLastFrameTime (0),
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myFramerateLimit(0)
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@ -56,7 +56,7 @@ myFramerateLimit(0)
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////////////////////////////////////////////////////////////
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Window::Window(VideoMode mode, const std::string& title, Uint32 style, const ContextSettings& settings) :
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myWindow (NULL),
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myImpl (NULL),
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myContext (NULL),
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myLastFrameTime (0),
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myFramerateLimit(0)
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@ -67,7 +67,7 @@ myFramerateLimit(0)
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////////////////////////////////////////////////////////////
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Window::Window(WindowHandle handle, const ContextSettings& settings) :
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myWindow (NULL),
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myImpl (NULL),
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myContext (NULL),
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myLastFrameTime (0),
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myFramerateLimit(0)
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@ -117,10 +117,10 @@ void Window::Create(VideoMode mode, const std::string& title, Uint32 style, cons
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style |= Style::Titlebar;
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// Recreate the window implementation
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myWindow = priv::WindowImpl::New(mode, title, style);
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myImpl = priv::WindowImpl::New(mode, title, style);
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// Recreate the context
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myContext = priv::GlContext::New(settings, myWindow, mode.BitsPerPixel);
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myContext = priv::GlContext::New(settings, myImpl, mode.BitsPerPixel);
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// Perform common initializations
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Initialize();
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@ -134,10 +134,10 @@ void Window::Create(WindowHandle handle, const ContextSettings& settings)
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Close();
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// Recreate the window implementation
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myWindow = priv::WindowImpl::New(handle);
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myImpl = priv::WindowImpl::New(handle);
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// Recreate the context
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myContext = priv::GlContext::New(settings, myWindow, VideoMode::GetDesktopMode().BitsPerPixel);
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myContext = priv::GlContext::New(settings, myImpl, VideoMode::GetDesktopMode().BitsPerPixel);
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// Perform common initializations
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Initialize();
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@ -154,11 +154,11 @@ void Window::Close()
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myContext = NULL;
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}
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if (myWindow)
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if (myImpl)
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{
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// Delete the window implementation
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delete myWindow;
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myWindow = NULL;
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delete myImpl;
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myImpl = NULL;
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}
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// Update the fullscreen window
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@ -168,23 +168,23 @@ void Window::Close()
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////////////////////////////////////////////////////////////
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bool Window::IsOpened() const
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bool Window::IsOpen() const
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{
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return myWindow != NULL;
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return myImpl != NULL;
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}
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////////////////////////////////////////////////////////////
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unsigned int Window::GetWidth() const
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{
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return myWindow ? myWindow->GetWidth() : 0;
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return myImpl ? myImpl->GetWidth() : 0;
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}
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////////////////////////////////////////////////////////////
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unsigned int Window::GetHeight() const
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{
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return myWindow ? myWindow->GetHeight() : 0;
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return myImpl ? myImpl->GetHeight() : 0;
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}
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@ -200,7 +200,7 @@ const ContextSettings& Window::GetSettings() const
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////////////////////////////////////////////////////////////
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bool Window::PollEvent(Event& event)
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{
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if (myWindow && myWindow->PopEvent(event, false))
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if (myImpl && myImpl->PopEvent(event, false))
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{
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return FilterEvent(event);
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}
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@ -214,7 +214,7 @@ bool Window::PollEvent(Event& event)
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////////////////////////////////////////////////////////////
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bool Window::WaitEvent(Event& event)
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{
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if (myWindow && myWindow->PopEvent(event, true))
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if (myImpl && myImpl->PopEvent(event, true))
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{
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return FilterEvent(event);
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}
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@ -236,56 +236,56 @@ void Window::EnableVerticalSync(bool enabled)
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////////////////////////////////////////////////////////////
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void Window::ShowMouseCursor(bool show)
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{
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if (myWindow)
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myWindow->ShowMouseCursor(show);
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if (myImpl)
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myImpl->ShowMouseCursor(show);
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}
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////////////////////////////////////////////////////////////
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void Window::SetPosition(int x, int y)
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{
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if (myWindow)
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myWindow->SetPosition(x, y);
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if (myImpl)
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myImpl->SetPosition(x, y);
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}
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////////////////////////////////////////////////////////////
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void Window::SetSize(unsigned int width, unsigned int height)
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{
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if (myWindow)
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myWindow->SetSize(width, height);
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if (myImpl)
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myImpl->SetSize(width, height);
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}
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////////////////////////////////////////////////////////////
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void Window::SetTitle(const std::string& title)
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{
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if (myWindow)
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myWindow->SetTitle(title);
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if (myImpl)
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myImpl->SetTitle(title);
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}
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////////////////////////////////////////////////////////////
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void Window::Show(bool show)
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{
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if (myWindow)
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myWindow->Show(show);
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if (myImpl)
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myImpl->Show(show);
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}
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////////////////////////////////////////////////////////////
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void Window::EnableKeyRepeat(bool enabled)
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{
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if (myWindow)
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myWindow->EnableKeyRepeat(enabled);
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if (myImpl)
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myImpl->EnableKeyRepeat(enabled);
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}
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////////////////////////////////////////////////////////////
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void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixels)
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{
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if (myWindow)
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myWindow->SetIcon(width, height, pixels);
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if (myImpl)
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myImpl->SetIcon(width, height, pixels);
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}
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@ -349,15 +349,15 @@ Uint32 Window::GetFrameTime() const
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////////////////////////////////////////////////////////////
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void Window::SetJoystickThreshold(float threshold)
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{
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if (myWindow)
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myWindow->SetJoystickThreshold(threshold);
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if (myImpl)
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myImpl->SetJoystickThreshold(threshold);
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}
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////////////////////////////////////////////////////////////
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WindowHandle Window::GetSystemHandle() const
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{
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return myWindow ? myWindow->GetSystemHandle() : 0;
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return myImpl ? myImpl->GetSystemHandle() : 0;
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}
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|
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Reference in New Issue
Block a user