diff --git a/doc/doxyfile.in b/doc/doxyfile.in index f087f20..305ef34 100644 --- a/doc/doxyfile.in +++ b/doc/doxyfile.in @@ -835,7 +835,7 @@ INPUT_ENCODING = UTF-8 # *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf. FILE_PATTERNS = *.h \ - *.hpp + *.hpp # The RECURSIVE tag can be used to specify whether or not subdirectories should # be searched for input files as well. diff --git a/include/SFML/Window/Context.h b/include/SFML/Window/Context.h index c7bfca5..647de7f 100644 --- a/include/SFML/Window/Context.h +++ b/include/SFML/Window/Context.h @@ -76,7 +76,7 @@ CSFML_WINDOW_API sfBool sfContext_setActive(sfContext* context, sfBool active); //////////////////////////////////////////////////////////// /// \brief Get the address of an OpenGL function. /// -/// \param name Name of the function to get the address of +/// \param name Name of the function to get the address of /// /// \return Address of the OpenGL function, 0 on failure /// diff --git a/include/SFML/Window/WindowHandle.h b/include/SFML/Window/WindowHandle.h index 823caf5..6539908 100644 --- a/include/SFML/Window/WindowHandle.h +++ b/include/SFML/Window/WindowHandle.h @@ -49,7 +49,7 @@ #elif defined(CSFML_SYSTEM_MACOS) // Window handle is NSWindow (void*) on Mac OS X - Cocoa - typedef void* sfWindowHandle; + typedef void* sfWindowHandle; #endif diff --git a/src/SFML/Graphics/Shader.cpp b/src/SFML/Graphics/Shader.cpp index dacc5a4..d39d703 100644 --- a/src/SFML/Graphics/Shader.cpp +++ b/src/SFML/Graphics/Shader.cpp @@ -193,277 +193,277 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt //////////////////////////////////////////////////////////// void sfShader_destroy(sfShader* shader) { - delete shader; + delete shader; } //////////////////////////////////////////////////////////// void sfShader_setFloatUniform(sfShader* shader, const char* name, float x) { - CSFML_CALL(shader, setUniform(name, x)); + CSFML_CALL(shader, setUniform(name, x)); } //////////////////////////////////////////////////////////// void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y))); } //////////////////////////////////////////////////////////// void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z))); } //////////////////////////////////////////////////////////// void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w))); } //////////////////////////////////////////////////////////// void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color) { - sfGlslVec4 vec4; - vec4.x = color.r / 255.f; - vec4.y = color.g / 255.f; - vec4.z = color.b / 255.f; - vec4.w = color.a / 255.f; + sfGlslVec4 vec4; + vec4.x = color.r / 255.f; + vec4.y = color.g / 255.f; + vec4.z = color.b / 255.f; + vec4.w = color.a / 255.f; - sfShader_setVec4Uniform(shader, name, vec4); + sfShader_setVec4Uniform(shader, name, vec4); } //////////////////////////////////////////////////////////// void sfShader_setIntUniform(sfShader* shader, const char* name, int x) { - CSFML_CALL(shader, setUniform(name, x)); + CSFML_CALL(shader, setUniform(name, x)); } //////////////////////////////////////////////////////////// void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y))); } //////////////////////////////////////////////////////////// void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z))); } //////////////////////////////////////////////////////////// void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w))); } //////////////////////////////////////////////////////////// void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color) { - sfGlslIvec4 ivec4; - ivec4.x = static_cast(color.r); - ivec4.y = static_cast(color.g); - ivec4.z = static_cast(color.b); - ivec4.w = static_cast(color.a); + sfGlslIvec4 ivec4; + ivec4.x = static_cast(color.r); + ivec4.y = static_cast(color.g); + ivec4.z = static_cast(color.b); + ivec4.w = static_cast(color.a); - sfShader_setIvec4Uniform(shader, name, ivec4); + sfShader_setIvec4Uniform(shader, name, ivec4); } //////////////////////////////////////////////////////////// void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x) { - CSFML_CALL(shader, setUniform(name, x != sfFalse)); + CSFML_CALL(shader, setUniform(name, x != sfFalse)); } //////////////////////////////////////////////////////////// void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse))); } //////////////////////////////////////////////////////////// void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse))); } //////////////////////////////////////////////////////////// void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse))); } //////////////////////////////////////////////////////////// void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array))); } //////////////////////////////////////////////////////////// void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array))); } //////////////////////////////////////////////////////////// void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture) { - CSFML_CALL(shader, setUniform(name, *texture->This)); + CSFML_CALL(shader, setUniform(name, *texture->This)); } //////////////////////////////////////////////////////////// void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name) { - CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture)); + CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture)); } //////////////////////////////////////////////////////////// void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, scalarArray, length)); + CSFML_CALL(shader, setUniformArray(name, scalarArray, length)); } //////////////////////////////////////////////////////////// void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); + CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); } //////////////////////////////////////////////////////////// void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); + CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); } //////////////////////////////////////////////////////////// void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); + CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(vectorArray), length)); } //////////////////////////////////////////////////////////// void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(matrixArray), length)); + CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(matrixArray), length)); } //////////////////////////////////////////////////////////// void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length) { - CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(matrixArray), length)); + CSFML_CALL(shader, setUniformArray(name, reinterpret_cast(matrixArray), length)); } //////////////////////////////////////////////////////////// void sfShader_setFloatParameter(sfShader* shader, const char* name, float x) { - CSFML_CALL(shader, setParameter(name, x)); + CSFML_CALL(shader, setParameter(name, x)); } //////////////////////////////////////////////////////////// void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y) { - CSFML_CALL(shader, setParameter(name, x, y)); + CSFML_CALL(shader, setParameter(name, x, y)); } //////////////////////////////////////////////////////////// void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z) { - CSFML_CALL(shader, setParameter(name, x, y, z)); + CSFML_CALL(shader, setParameter(name, x, y, z)); } //////////////////////////////////////////////////////////// void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w) { - CSFML_CALL(shader, setParameter(name, x, y, z, w)); + CSFML_CALL(shader, setParameter(name, x, y, z, w)); } //////////////////////////////////////////////////////////// void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector) { - CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y))); + CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y))); } //////////////////////////////////////////////////////////// void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector) { - CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z))); + CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z))); } //////////////////////////////////////////////////////////// void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color) { - CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a))); + CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a))); } //////////////////////////////////////////////////////////// void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform) { - CSFML_CALL(shader, setParameter(name, convertTransform(transform))); + CSFML_CALL(shader, setParameter(name, convertTransform(transform))); } //////////////////////////////////////////////////////////// void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture) { - CSFML_CHECK(texture); - CSFML_CALL(shader, setParameter(name,*texture->This)); + CSFML_CHECK(texture); + CSFML_CALL(shader, setParameter(name,*texture->This)); } //////////////////////////////////////////////////////////// void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name) { - CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture)); + CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture)); } //////////////////////////////////////////////////////////// unsigned int sfShader_getNativeHandle(const sfShader* shader) { - CSFML_CALL_RETURN(shader, getNativeHandle(), 0); + CSFML_CALL_RETURN(shader, getNativeHandle(), 0); } //////////////////////////////////////////////////////////// void sfShader_bind(const sfShader* shader) { - sf::Shader::bind(shader ? &shader->This : NULL); + sf::Shader::bind(shader ? &shader->This : NULL); } //////////////////////////////////////////////////////////// sfBool sfShader_isAvailable(void) { - return sf::Shader::isAvailable() ? sfTrue : sfFalse; + return sf::Shader::isAvailable() ? sfTrue : sfFalse; }