Updated to the new naming convention

This commit is contained in:
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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+46 -46
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@@ -31,14 +31,14 @@
////////////////////////////////////////////////////////////
sfSound* sfSound_Create(void)
sfSound* sfSound_create(void)
{
return new sfSound;
}
////////////////////////////////////////////////////////////
sfSound* sfSound_Copy(sfSound* sound)
sfSound* sfSound_copy(sfSound* sound)
{
CSFML_CHECK_RETURN(sound, NULL);
@@ -47,46 +47,46 @@ sfSound* sfSound_Copy(sfSound* sound)
////////////////////////////////////////////////////////////
void sfSound_Destroy(sfSound* sound)
void sfSound_destroy(sfSound* sound)
{
delete sound;
}
////////////////////////////////////////////////////////////
void sfSound_Play(sfSound* sound)
void sfSound_play(sfSound* sound)
{
CSFML_CALL(sound, Play());
CSFML_CALL(sound, play());
}
////////////////////////////////////////////////////////////
void sfSound_Pause(sfSound* sound)
void sfSound_pause(sfSound* sound)
{
CSFML_CALL(sound, Pause());
CSFML_CALL(sound, pause());
}
////////////////////////////////////////////////////////////
void sfSound_Stop(sfSound* sound)
void sfSound_stop(sfSound* sound)
{
CSFML_CALL(sound, Stop());
CSFML_CALL(sound, stop());
}
////////////////////////////////////////////////////////////
void sfSound_SetBuffer(sfSound* sound, const sfSoundBuffer* buffer)
void sfSound_setBuffer(sfSound* sound, const sfSoundBuffer* buffer)
{
if (buffer)
{
CSFML_CALL(sound, SetBuffer(buffer->This));
CSFML_CALL(sound, setBuffer(buffer->This));
sound->Buffer = buffer;
}
}
////////////////////////////////////////////////////////////
const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound)
const sfSoundBuffer* sfSound_getBuffer(const sfSound* sound)
{
CSFML_CHECK_RETURN(sound, NULL);
@@ -95,98 +95,98 @@ const sfSoundBuffer* sfSound_GetBuffer(const sfSound* sound)
////////////////////////////////////////////////////////////
void sfSound_SetLoop(sfSound* sound, sfBool loop)
void sfSound_setLoop(sfSound* sound, sfBool loop)
{
CSFML_CALL(sound, SetLoop(loop == sfTrue));
CSFML_CALL(sound, setLoop(loop == sfTrue));
}
////////////////////////////////////////////////////////////
sfBool sfSound_GetLoop(const sfSound* sound)
sfBool sfSound_getLoop(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, GetLoop(), sfFalse);
CSFML_CALL_RETURN(sound, getLoop(), sfFalse);
}
////////////////////////////////////////////////////////////
sfSoundStatus sfSound_GetStatus(const sfSound* sound)
sfSoundStatus sfSound_getStatus(const sfSound* sound)
{
CSFML_CHECK_RETURN(sound, sfStopped);
return static_cast<sfSoundStatus>(sound->This.GetStatus());
return static_cast<sfSoundStatus>(sound->This.getStatus());
}
////////////////////////////////////////////////////////////
void sfSound_SetPitch(sfSound* sound, float pitch)
void sfSound_setPitch(sfSound* sound, float pitch)
{
CSFML_CALL(sound, SetPitch(pitch));
CSFML_CALL(sound, setPitch(pitch));
}
////////////////////////////////////////////////////////////
void sfSound_SetVolume(sfSound* sound, float volume)
void sfSound_setVolume(sfSound* sound, float volume)
{
CSFML_CALL(sound, SetVolume(volume));
CSFML_CALL(sound, setVolume(volume));
}
////////////////////////////////////////////////////////////
void sfSound_SetPosition(sfSound* sound, sfVector3f position)
void sfSound_setPosition(sfSound* sound, sfVector3f position)
{
CSFML_CALL(sound, SetPosition(sf::Vector3f(position.x, position.y, position.z)));
CSFML_CALL(sound, setPosition(sf::Vector3f(position.x, position.y, position.z)));
}
////////////////////////////////////////////////////////////
void sfSound_SetRelativeToListener(sfSound* sound, sfBool relative)
void sfSound_setRelativeToListener(sfSound* sound, sfBool relative)
{
CSFML_CALL(sound, SetRelativeToListener(relative == sfTrue));
CSFML_CALL(sound, setRelativeToListener(relative == sfTrue));
}
////////////////////////////////////////////////////////////
void sfSound_SetMinDistance(sfSound* sound, float distance)
void sfSound_setMinDistance(sfSound* sound, float distance)
{
CSFML_CALL(sound, SetMinDistance(distance));
CSFML_CALL(sound, setMinDistance(distance));
}
////////////////////////////////////////////////////////////
void sfSound_SetAttenuation(sfSound* sound, float attenuation)
void sfSound_setAttenuation(sfSound* sound, float attenuation)
{
CSFML_CALL(sound, SetAttenuation(attenuation));
CSFML_CALL(sound, setAttenuation(attenuation));
}
////////////////////////////////////////////////////////////
void sfSound_SetPlayingOffset(sfSound* sound, sfTime timeOffset)
void sfSound_setPlayingOffset(sfSound* sound, sfTime timeOffset)
{
CSFML_CALL(sound, SetPlayingOffset(sf::Microseconds(timeOffset.Microseconds)));
CSFML_CALL(sound, setPlayingOffset(sf::microseconds(timeOffset.microseconds)));
}
////////////////////////////////////////////////////////////
float sfSound_GetPitch(const sfSound* sound)
float sfSound_getPitch(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, GetPitch(), 0.f);
CSFML_CALL_RETURN(sound, getPitch(), 0.f);
}
////////////////////////////////////////////////////////////
float sfSound_GetVolume(const sfSound* sound)
float sfSound_getVolume(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, GetVolume(), 0.f);
CSFML_CALL_RETURN(sound, getVolume(), 0.f);
}
////////////////////////////////////////////////////////////
sfVector3f sfSound_GetPosition(const sfSound* sound)
sfVector3f sfSound_getPosition(const sfSound* sound)
{
sfVector3f position = {0, 0, 0};
CSFML_CHECK_RETURN(sound, position);
sf::Vector3f sfmlPos = sound->This.GetPosition();
sf::Vector3f sfmlPos = sound->This.getPosition();
position.x = sfmlPos.x;
position.y = sfmlPos.y;
position.z = sfmlPos.z;
@@ -196,32 +196,32 @@ sfVector3f sfSound_GetPosition(const sfSound* sound)
////////////////////////////////////////////////////////////
CSFML_AUDIO_API sfBool sfSound_IsRelativeToListener(const sfSound* sound)
CSFML_AUDIO_API sfBool sfSound_isRelativeToListener(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, IsRelativeToListener(), sfFalse);
CSFML_CALL_RETURN(sound, isRelativeToListener(), sfFalse);
}
////////////////////////////////////////////////////////////
float sfSound_GetMinDistance(const sfSound* sound)
float sfSound_getMinDistance(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, GetMinDistance(), 0.f);
CSFML_CALL_RETURN(sound, getMinDistance(), 0.f);
}
////////////////////////////////////////////////////////////
float sfSound_GetAttenuation(const sfSound* sound)
float sfSound_getAttenuation(const sfSound* sound)
{
CSFML_CALL_RETURN(sound, GetAttenuation(), 0.f);
CSFML_CALL_RETURN(sound, getAttenuation(), 0.f);
}
////////////////////////////////////////////////////////////
sfTime sfSound_GetPlayingOffset(const sfSound* sound)
sfTime sfSound_getPlayingOffset(const sfSound* sound)
{
sfTime time = {0};
CSFML_CHECK_RETURN(sound, time);
time.Microseconds = sound->This.GetPlayingOffset().AsMicroseconds();
time.microseconds = sound->This.getPlayingOffset().asMicroseconds();
return time;
}