Each module now has its own export macro

This commit is contained in:
Laurent Gomila committed 2012-02-02 22:02:39 +01:00
1 parent 7615382a68
commit 0c5afa3483
70 files changed
+1010 -719

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+25 -25
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@@ -28,7 +28,7 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.h>
#include <SFML/Audio/Export.h>
#include <SFML/Audio/SoundStatus.h>
#include <SFML/Audio/Types.h>
#include <SFML/System/Time.h>
@@ -60,7 +60,7 @@ typedef void (*sfSoundStreamSeekCallback)(sfTime, void*); ///<
/// \return A new sfSoundStream object
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
CSFML_AUDIO_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGetData,
sfSoundStreamSeekCallback onSeek,
unsigned int channelCount,
unsigned int sampleRate,
@@ -72,7 +72,7 @@ CSFML_API sfSoundStream* sfSoundStream_Create(sfSoundStreamGetDataCallback onGet
/// \param soundStream Sound stream to destroy
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
CSFML_AUDIO_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Start or resume playing a sound stream
@@ -86,7 +86,7 @@ CSFML_API void sfSoundStream_Destroy(sfSoundStream* soundStream);
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Play(sfSoundStream* soundStream);
CSFML_AUDIO_API void sfSoundStream_Play(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Pause a sound stream
@@ -97,7 +97,7 @@ CSFML_API void sfSoundStream_Play(sfSoundStream* soundStream);
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Pause(sfSoundStream* soundStream);
CSFML_AUDIO_API void sfSoundStream_Pause(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Stop playing a sound stream
@@ -109,7 +109,7 @@ CSFML_API void sfSoundStream_Pause(sfSoundStream* soundStream);
/// \param soundStream Sound stream object
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream);
CSFML_AUDIO_API void sfSoundStream_Stop(sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the current status of a sound stream (stopped, paused, playing)
@@ -119,7 +119,7 @@ CSFML_API void sfSoundStream_Stop(sfSoundStream* soundStream);
/// \return Current status
///
////////////////////////////////////////////////////////////
CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
CSFML_AUDIO_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Return the number of channels of a sound stream
@@ -131,7 +131,7 @@ CSFML_API sfSoundStatus sfSoundStream_GetStatus(const sfSoundStream* soundStream
/// \return Number of channels
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundStream);
CSFML_AUDIO_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the sample rate of a sound stream
@@ -144,7 +144,7 @@ CSFML_API unsigned int sfSoundStream_GetChannelCount(const sfSoundStream* soundS
/// \return Sample rate, in number of samples per second
///
////////////////////////////////////////////////////////////
CSFML_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
CSFML_AUDIO_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Set the pitch of a sound stream
@@ -159,7 +159,7 @@ CSFML_API unsigned int sfSoundStream_GetSampleRate(const sfSoundStream* soundStr
/// \param pitch New pitch to apply to the stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
CSFML_AUDIO_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the volume of a sound stream
@@ -171,7 +171,7 @@ CSFML_API void sfSoundStream_SetPitch(sfSoundStream* soundStream, float pitch);
/// \param volume Volume of the stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
CSFML_AUDIO_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of a sound stream in the audio scene
@@ -186,7 +186,7 @@ CSFML_API void sfSoundStream_SetVolume(sfSoundStream* soundStream, float volume)
/// \param z Z coordinate of the position of the stream in the scene
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
CSFML_AUDIO_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, float y, float z);
////////////////////////////////////////////////////////////
/// \brief Make a sound stream's position relative to the listener or absolute
@@ -201,7 +201,7 @@ CSFML_API void sfSoundStream_SetPosition(sfSoundStream* soundStream, float x, fl
/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
CSFML_AUDIO_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, sfBool relative);
////////////////////////////////////////////////////////////
/// \brief Set the minimum distance of a sound stream
@@ -217,7 +217,7 @@ CSFML_API void sfSoundStream_SetRelativeToListener(sfSoundStream* soundStream, s
/// \param distance New minimum distance of the stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
CSFML_AUDIO_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float distance);
////////////////////////////////////////////////////////////
/// \brief Set the attenuation factor of a sound stream
@@ -235,7 +235,7 @@ CSFML_API void sfSoundStream_SetMinDistance(sfSoundStream* soundStream, float di
/// \param attenuation New attenuation factor of the stream
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
CSFML_AUDIO_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float attenuation);
////////////////////////////////////////////////////////////
/// \brief Change the current playing position of a sound stream
@@ -247,7 +247,7 @@ CSFML_API void sfSoundStream_SetAttenuation(sfSoundStream* soundStream, float at
/// \param timeOffset New playing position
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
CSFML_AUDIO_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime timeOffset);
////////////////////////////////////////////////////////////
/// \brief Set whether or not a sound stream should loop after reaching the end
@@ -261,7 +261,7 @@ CSFML_API void sfSoundStream_SetPlayingOffset(sfSoundStream* soundStream, sfTime
/// \param loop sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
CSFML_AUDIO_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of a sound stream
@@ -271,7 +271,7 @@ CSFML_API void sfSoundStream_SetLoop(sfSoundStream* soundStream, sfBool loop);
/// \return Pitch of the stream
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
CSFML_AUDIO_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the volume of a sound stream
@@ -281,7 +281,7 @@ CSFML_API float sfSoundStream_GetPitch(const sfSoundStream* soundStream);
/// \return Volume of the stream, in the range [0, 100]
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
CSFML_AUDIO_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of a sound stream in the audio scene
@@ -292,7 +292,7 @@ CSFML_API float sfSoundStream_GetVolume(const sfSoundStream* soundStream);
/// \param z Z position of the stream in the world
///
////////////////////////////////////////////////////////////
CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
CSFML_AUDIO_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float* x, float* y, float* z);
////////////////////////////////////////////////////////////
/// \brief Tell whether a sound stream's position is relative to the
@@ -303,7 +303,7 @@ CSFML_API void sfSoundStream_GetPosition(const sfSoundStream* soundStream, float
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
CSFML_AUDIO_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of a sound stream
@@ -313,7 +313,7 @@ CSFML_API sfBool sfSoundStream_IsRelativeToListener(const sfSoundStream* soundSt
/// \return Minimum distance of the stream
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
CSFML_AUDIO_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of a sound stream
@@ -323,7 +323,7 @@ CSFML_API float sfSoundStream_GetMinDistance(const sfSoundStream* soundStream);
/// \return Attenuation factor of the stream
///
////////////////////////////////////////////////////////////
CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
CSFML_AUDIO_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Tell whether or not a sound stream is in loop mode
@@ -333,7 +333,7 @@ CSFML_API float sfSoundStream_GetAttenuation(const sfSoundStream* soundStream);
/// \return sfTrue if the music is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
CSFML_AUDIO_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
////////////////////////////////////////////////////////////
/// \brief Get the current playing position of a sound stream
@@ -343,7 +343,7 @@ CSFML_API sfBool sfSoundStream_GetLoop(const sfSoundStream* soundStream);
/// \return Current playing position
///
////////////////////////////////////////////////////////////
CSFML_API sfTime sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream);
CSFML_AUDIO_API sfTime sfSoundStream_GetPlayingOffset(const sfSoundStream* soundStream);
#endif // SFML_SOUNDSTREAM_H