Updated to the new naming convention

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Laurent Gomila committed 2012-03-18 10:45:20 +01:00
1 parent 9d0d0588b2
commit 36904a45d9
99 files changed
+2409 -2369

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+27 -27
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@@ -41,7 +41,7 @@
/// \return A new sfSound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSound* sfSound_Create(void);
CSFML_AUDIO_API sfSound* sfSound_create(void);
////////////////////////////////////////////////////////////
/// \brief Create a new sound by copying an existing one
@@ -51,7 +51,7 @@ CSFML_AUDIO_API sfSound* sfSound_Create(void);
/// \return A new sfSound object which is a copy of \a sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSound* sfSound_Copy(sfSound* sound);
CSFML_AUDIO_API sfSound* sfSound_copy(sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Destroy a sound
@@ -59,7 +59,7 @@ CSFML_AUDIO_API sfSound* sfSound_Copy(sfSound* sound);
/// \param sound Sound to destroy
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_Destroy(sfSound* sound);
CSFML_AUDIO_API void sfSound_destroy(sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Start or resume playing a sound
@@ -73,7 +73,7 @@ CSFML_AUDIO_API void sfSound_Destroy(sfSound* sound);
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_Play(sfSound* sound);
CSFML_AUDIO_API void sfSound_play(sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Pause a sound
@@ -84,19 +84,19 @@ CSFML_AUDIO_API void sfSound_Play(sfSound* sound);
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_Pause(sfSound* sound);
CSFML_AUDIO_API void sfSound_pause(sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Stop playing a sound
///
/// This function stops the sound if it was playing or paused,
/// and does nothing if it was already stopped.
/// It also resets the playing position (unlike sfSound_Pause).
/// It also resets the playing position (unlike sfSound_pause).
///
/// \param sound Sound object
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_Stop(sfSound* sound);
CSFML_AUDIO_API void sfSound_stop(sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Set the source buffer containing the audio data to play
@@ -109,7 +109,7 @@ CSFML_AUDIO_API void sfSound_Stop(sfSound* sound);
/// \param buffer Sound buffer to attach to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buffer);
CSFML_AUDIO_API void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer);
////////////////////////////////////////////////////////////
/// \brief Get the audio buffer attached to a sound
@@ -119,21 +119,21 @@ CSFML_AUDIO_API void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buff
/// \return Sound buffer attached to the sound (can be NULL)
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound);
CSFML_AUDIO_API const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Set whether or not a sound should loop after reaching the end
///
/// If set, the sound will restart from beginning after
/// reaching the end and so on, until it is stopped or
/// sfSound_SetLoop(sound, sfFalse) is called.
/// sfSound_setLoop(sound, sfFalse) is called.
/// The default looping state for sounds is false.
///
/// \param sound Sound object
/// \param loop sfTrue to play in loop, sfFalse to play once
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetLoop(sfSound* sound, sfBool loop);
CSFML_AUDIO_API void sfSound_setLoop(sfSound* sound, sfBool loop);
////////////////////////////////////////////////////////////
/// \brief Tell whether or not a soud is in loop mode
@@ -143,7 +143,7 @@ CSFML_AUDIO_API void sfSound_SetLoop(sfSound* sound, sfBool loop);
/// \return sfTrue if the sound is looping, sfFalse otherwise
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfBool sfSound_GetLoop(const sfSound* sound);
CSFML_AUDIO_API sfBool sfSound_getLoop(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the current status of a sound (stopped, paused, playing)
@@ -153,7 +153,7 @@ CSFML_AUDIO_API sfBool sfSound_GetLoop(const sfSound* sound);
/// \return Current status
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfSoundStatus sfSound_GetStatus(const sfSound* sound);
CSFML_AUDIO_API sfSoundStatus sfSound_getStatus(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Set the pitch of a sound
@@ -168,7 +168,7 @@ CSFML_AUDIO_API sfSoundStatus sfSound_GetStatus(const sfSound* sound);
/// \param pitch New pitch to apply to the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetPitch(sfSound* sound, float pitch);
CSFML_AUDIO_API void sfSound_setPitch(sfSound* sound, float pitch);
////////////////////////////////////////////////////////////
/// \brief Set the volume of a sound
@@ -180,7 +180,7 @@ CSFML_AUDIO_API void sfSound_SetPitch(sfSound* sound, float pitch);
/// \param volume Volume of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetVolume(sfSound* sound, float volume);
CSFML_AUDIO_API void sfSound_setVolume(sfSound* sound, float volume);
////////////////////////////////////////////////////////////
/// \brief Set the 3D position of a sound in the audio scene
@@ -193,7 +193,7 @@ CSFML_AUDIO_API void sfSound_SetVolume(sfSound* sound, float volume);
/// \param position Position of the sound in the scene
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, sfVector3f position);
CSFML_AUDIO_API void sfSound_setPosition(sfSound* sound, sfVector3f position);
////////////////////////////////////////////////////////////
/// \brief Make the sound's position relative to the listener or absolute
@@ -208,7 +208,7 @@ CSFML_AUDIO_API void sfSound_SetPosition(sfSound* sound, sfVector3f position);
/// \param relative sfTrue to set the position relative, sfFalse to set it absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative);
CSFML_AUDIO_API void sfSound_setRelativeToListener(sfSound* sound, sfBool relative);
////////////////////////////////////////////////////////////
/// \brief Set the minimum distance of a sound
@@ -224,7 +224,7 @@ CSFML_AUDIO_API void sfSound_SetRelativeToListener(sfSound* sound, sfBool relati
/// \param distance New minimum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetMinDistance(sfSound* sound, float distance);
CSFML_AUDIO_API void sfSound_setMinDistance(sfSound* sound, float distance);
////////////////////////////////////////////////////////////
/// \brief Set the attenuation factor of a sound
@@ -242,7 +242,7 @@ CSFML_AUDIO_API void sfSound_SetMinDistance(sfSound* sound, float distance);
/// \param attenuation New attenuation factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
CSFML_AUDIO_API void sfSound_setAttenuation(sfSound* sound, float attenuation);
////////////////////////////////////////////////////////////
/// \brief Change the current playing position of a sound
@@ -254,7 +254,7 @@ CSFML_AUDIO_API void sfSound_SetAttenuation(sfSound* sound, float attenuation);
/// \param timeOffset New playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset);
CSFML_AUDIO_API void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset);
////////////////////////////////////////////////////////////
/// \brief Get the pitch of a sound
@@ -264,7 +264,7 @@ CSFML_AUDIO_API void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset)
/// \return Pitch of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_GetPitch(const sfSound* sound);
CSFML_AUDIO_API float sfSound_getPitch(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the volume of a sound
@@ -274,7 +274,7 @@ CSFML_AUDIO_API float sfSound_GetPitch(const sfSound* sound);
/// \return Volume of the sound, in the range [0, 100]
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_GetVolume(const sfSound* sound);
CSFML_AUDIO_API float sfSound_getVolume(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the 3D position of a sound in the audio scene
@@ -284,7 +284,7 @@ CSFML_AUDIO_API float sfSound_GetVolume(const sfSound* sound);
/// \return Position of the sound in the world
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfVector3f sfSound_GetPosition(const sfSound* sound);
CSFML_AUDIO_API sfVector3f sfSound_getPosition(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Tell whether a sound's position is relative to the
@@ -295,7 +295,7 @@ CSFML_AUDIO_API sfVector3f sfSound_GetPosition(const sfSound* sound);
/// \return sfTrue if the position is relative, sfFalse if it's absolute
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfBool sfSound_IsRelativeToListener(const sfSound* sound);
CSFML_AUDIO_API sfBool sfSound_isRelativeToListener(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the minimum distance of a sound
@@ -305,7 +305,7 @@ CSFML_AUDIO_API sfBool sfSound_IsRelativeToListener(const sfSound* sound);
/// \return Minimum distance of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_GetMinDistance(const sfSound* sound);
CSFML_AUDIO_API float sfSound_getMinDistance(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the attenuation factor of a sound
@@ -315,7 +315,7 @@ CSFML_AUDIO_API float sfSound_GetMinDistance(const sfSound* sound);
/// \return Attenuation factor of the sound
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API float sfSound_GetAttenuation(const sfSound* sound);
CSFML_AUDIO_API float sfSound_getAttenuation(const sfSound* sound);
////////////////////////////////////////////////////////////
/// \brief Get the current playing position of a sound
@@ -325,7 +325,7 @@ CSFML_AUDIO_API float sfSound_GetAttenuation(const sfSound* sound);
/// \return Current playing position
///
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfTime sfSound_GetPlayingOffset(const sfSound* sound);
CSFML_AUDIO_API sfTime sfSound_getPlayingOffset(const sfSound* sound);
#endif // SFML_SOUND_H