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https://github.com/SpartanJ/eepp.git
synced 2026-10-27 00:28:34 +03:00
Fixed errors on the documentation.
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@@ -10,7 +10,7 @@ namespace EE { namespace Audio {
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/** @brief Regular sound that can be played in the audio environment */
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class EE_API cSound {
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public :
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/** @enum cSound::Status The state of the sound */
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/** @brief The state of the sound */
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enum Status {
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Stopped,
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Paused,
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@@ -32,6 +32,7 @@ class tSoundManager {
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bool LoadFromSamples( const T& id, const Int16* Samples, std::size_t SamplesCount, unsigned int ChannelCount, unsigned int SampleRate );
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/** @brief Load the sound from a Pack file
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** @param id The id to use to identificate the sound
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** @param Pack The Pack file
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** @param FilePackPath The pack file path */
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bool LoadFromPack( const T& id, cPack* Pack, const std::string& FilePackPath );
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+12
-23
@@ -12,7 +12,7 @@
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* Sean Barrett for the stb_vorbis and stb_image libraries.
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* Sam Latinga for Simple DirectMedia Layer library.
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* Jonathan Dummer for the Simple OpenGL Image Library.
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* Laurent Gomila for the SFML library ( eepp audio module is heavily based on the SFML audio module )
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* Laurent Gomila for the SFML library ( eepp audio and network modules are heavily based on the SFML audio module )
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* OGRE staff for the Timer implementation
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* Lewis Van Winkle for PlusCallback
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* Dieter Baron and Thomas Klausner for libzip
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@@ -20,12 +20,11 @@
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* Milan Ikits and Marcelo Magallon for GLEW
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* And a lot more people!
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ROADMAP:
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Short-term plans:
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@TODO Improve documentation.
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@todo Improve documentation.
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STATE: EE ( Base ) documented what is needed.
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EE::Window documented.
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EE::System documented.
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@@ -37,42 +36,32 @@
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EE::Physics Not documented at all, chipmunk documentation should help.
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EE::Gaming Not documented at all.
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@TODO Add more commented examples, showing at least the basic usage of the engine ( 10 or more examples at least ).
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@todo Add more commented examples, showing at least the basic usage of the engine ( 10 or more examples at least ).
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STATE: 7 examples available.
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@TODO Improve the map editor ( add triggers, tiles selection to copy paste in other zones of the map, undo/redo actions ).
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@todo Improve the map editor ( add triggers, tiles selection to copy paste in other zones of the map, undo/redo actions ).
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STATE: Needs at least to reoffset tiles and objects for the map resizing.
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Tile selection i'm not decided yet.
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Copy-Paste will be moved for a middle to long term plan.
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@TODO Stabilize the API
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STATE: DONE.
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@todo Improve Premake4 support. It should be really easy to compile eepp in Windows and OS X ( Linux is always easy thanks to package managers ).
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STATE: Need to implement on App Bundles for OS X.
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@TODO Improve Premake4 support. It should be really easy to compile eepp in Windows and OS X ( Linux is always easy thanks to package managers ).
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STATE: DONE.
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@TODO Add PVRTC and ETC support.
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STATE: DONE.
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@todo Add Thread-local storage class.
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Middle-term plans:
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@TODO Add Networking support.
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STATE: DONE
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@todo Add audio recording from the SFML implementation, adapted to the engine coding style.
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Long-term plans:
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@TODO Add audio recording from the SFML implementation, adapted to the engine coding style.
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@TODO Add Scripting support ( squirrel or angel script or lua ), at least some parts of the engine. Binding everything seems too much work.
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@todo Add Scripting support ( squirrel or angel script or lua ), at least some parts of the engine. Binding everything seems too much work.
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STATE: I've binded some classes with lua+luabind and is awesome, but... luabind is bloated ( and for my needs it's the only good option ), and adds A LOT of compile time.
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squirrel+sqrat almost does everything i need, but it have some bugs that seems to be unfixable ( none enum parameters, char parameters segfaults, no constructor overloading ).
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@TODO Support UI Theming from scripts or XML.
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@todo Support UI Theming from scripts or XML.
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@TODO Add some kind of support for TMX map files ( Tiles Map Editor ).
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@TODO Pathfinding and AI helpers ( A*, FSM ).
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@todo Add some kind of support for TMX map files ( Tiles Map Editor ).
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@todo Pathfinding and AI helpers ( A*, FSM ).
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*/
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// General includes and declarations
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@@ -67,11 +67,14 @@ class EE_API cImage {
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cImage( const Uint32& Width, const Uint32& Height, const Uint32& Channels, const eeColorA& DefaultColor = eeColorA(0,0,0,0), const bool& initWithDefaultColor = true );
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/** Load an image from path
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* @param Path The path to the file.
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* @param forceChannels Number of channels to use for the image, default 0 means that it use the default image channels.
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*/
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cImage( std::string Path, const eeUint& forceChannels = 0 );
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/** Load an image from pack
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* @param Pack The pack file to use to load the image.
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* @param FilePackPath The path of the file inside the pack file.
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* @param forceChannels Number of channels to use for the image, default 0 means that it use the default image channels.
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*/
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cImage( cPack * Pack, std::string FilePackPath, const eeUint& forceChannels = 0 );
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@@ -160,7 +163,7 @@ class EE_API cImage {
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void AvoidFreeImage( const bool& AvoidFree );
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/** Blit the image passed onto the current image
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** @param img The source image to blit onto the image
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** @param image The source image to blit onto the image
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** @param x The x position to start drawing the image
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** @param y The y position to start drawing the image */
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void Blit( cImage * image, const Uint32& x = 0, const Uint32& y = 0 );
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@@ -14,7 +14,7 @@ class EE_API cSprite {
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/// Event ID - Sprite - User Data
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typedef cb::Callback3< void, Uint32, cSprite *, void * > SpriteCallback;
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/** @enum cSprite::SpriteEvents The events that can be reported by the Sprite */
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/** @brief SpriteEvents The events that can be reported by the Sprite */
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enum SpriteEvents {
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SPRITE_EVENT_LAST_FRAME,
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SPRITE_EVENT_FIRST_FRAME,
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@@ -70,8 +70,7 @@ class EE_API cSprite {
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eeFloat Angle() const;
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/** Rotates the sprite. Adds the new angle to the current rotation. Same as:
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** @core sprite.Angle( sprite.Angle() + angle );
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*/
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** @code sprite.Angle( sprite.Angle() + angle ); @endcode */
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void Rotate( const eeFloat& angle );
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/** Set the Scale for the rendered sprite */
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@@ -109,8 +109,7 @@ class EE_API cTexture : public cImage, private NonCopyable {
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** behaviour.
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** This function does nothing if @a pixels is null or if the
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** texture was not previously created.
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** @param pixels Array of pixels to copy to the texture
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** @param pf The pixel format of the @a pixel */
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** @param pixels Array of pixels to copy to the texture */
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void Update( const Uint8* pixels );
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/** @brief Update a part of the texture from an image
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@@ -51,7 +51,7 @@ enum EE_SAVE_TYPE {
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SAVE_TYPE_JPG = 4
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};
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/** @enum The filter used to resample/resize an image. */
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/** @enum EE_RESAMPLER_FILTER The filter used to resample/resize an image. */
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enum EE_RESAMPLER_FILTER {
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RESAMPLER_BOX,
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RESAMPLER_TENT,
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@@ -6,7 +6,7 @@ namespace EE { namespace Math {
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/** @brief Container class of the Interpolation types. */
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class Ease {
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public:
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/** @enum Ease::Interpolation Define the type of interpolation used. */
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/** @brief Interpolation Define the type of interpolation used. */
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enum Interpolation {
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Linear,
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QuadraticIn,
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@@ -103,11 +103,14 @@ class Polygon2 {
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/** @brief Intersect to Quads
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** Convert the two quads in two polygons, and execute a polygon to polygon collition.
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** @param q0 First quad
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** @param q1 Second quad
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** @param q0Pos The q0 quad polygon offset
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** @param q1Pos The q1 quad polygon offset */
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static bool IntersectQuad2( const Quad2<T>& q0, const Quad2<T>& q1, const Vector2<T>& q0Pos = Vector2<T>(0,0), const Vector2<T>& q1Pos = Vector2<T>(0,0) );
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/** @return Th closest polygon point to the point (to).
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** @param to The point
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** @param distance A pointer that returns the distance between the point and the closest point to the point */
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Uint32 ClosestPoint( const Vector2<T> &to, T * distance = NULL );
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private:
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@@ -18,8 +18,8 @@ class EE_API cCondition : NonCopyable {
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AutoUnlock = 1 // true
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};
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/** Initializes a Condition object and sets its internal value to @value.
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* Thus using WaitAndLock(@value, ...) will immediately return.
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/** Initializes a Condition object and sets its internal value to value.
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* Thus using WaitAndLock(value, ...) will immediately return.
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*/
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cCondition( int value = 0 );
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@@ -38,28 +38,28 @@ class EE_API cCondition : NonCopyable {
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* The Condition locking guarantees that the condition remains true until
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* you unlock it and that you are the only one that acquired the Condition.
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*
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* @awaitedValue: the value that should unlock the Condition
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* @param awaitedValue the value that should unlock the Condition
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*
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* @autoUnlock: Condition::AutoUnlock (true) to automatically unlock the Condition
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* @param autoUnlock Condition::AutoUnlock (true) to automatically unlock the Condition
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* protection after it has been validated, or ManualUnlock (false) to
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* manually choose when the Condition should be unlocked. While a Condition
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* is locked, both WaitAndLock() and operator=() will block
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* until the Condition is unlocked or invalidated. When a Condition is
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* *automatically* unlocked, its value is not updated.
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*
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* @return: true if the @awaitedValue has been reached, false otherwise.
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* WaitAndLock() may return even if @awaitedValue has not been
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* @return true if the awaitedValue has been reached, false otherwise.
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* WaitAndLock() may return even if awaitedValue has not been
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* reached if the Condition has been disabled through Invalidate(). An
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* invalidated Condition always returns in an unlocked state.
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*/
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bool WaitAndLock( int awaitedValue, int autoUnlock = false );
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/** Unlocks a previously locked Condition with @value as
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/** Unlocks a previously locked Condition with value as
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* internal value. When the condition is unlocked, it is assumed
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* to have the given value. The condition is thereafter signaled.
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* Unlocking a non-locked Condition is undefined.
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*
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* @value: the value the Condition should have when it is unlocked
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* @param value the value the Condition should have when it is unlocked
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*/
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void Unlock( int value );
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@@ -71,9 +71,9 @@ class EE_API cCondition : NonCopyable {
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* to be updated, otherwise it'll block until the Condition
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* is unlocked.
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*
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* @value: the value to be assigned to the Condition
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* @param value the value to be assigned to the Condition
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*
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* @return: @value
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* @return value
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*/
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int operator=(int value);
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@@ -12,7 +12,7 @@ class EE_API cObjectLoader : protected cThread {
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public:
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typedef cb::Callback1<void, cObjectLoader *> ObjLoadCallback;
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/** @enum cObjectLoader::ObjLoaderType Definition of the Object Loaders implemented by the engine. */
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/** @brief LoaderType Definition of the Object Loaders implemented by the engine. */
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enum ObjLoaderType {
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TextureLoader = 1,
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SoundLoader = 2,
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@@ -2,13 +2,12 @@
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#ifndef EE_SYSTEMCTIME_HPP
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#define EE_SYSTEMCTIME_HPP
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//! Based on the SFML2 implementation ( not the same, this version uses doubles for seconds and milliseconds )
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#include <eepp/declares.hpp>
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namespace EE { namespace System {
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/** @brief Represents a time value */
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/** @brief Represents a time value
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** Based on the SFML2 implementation ( not the same, this version uses doubles for seconds and milliseconds ) */
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class EE_API cTime
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{
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public :
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@@ -38,10 +37,10 @@ class EE_API cTime
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friend EE_API cTime Milliseconds(eeDouble);
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friend EE_API cTime Microseconds(Int64);
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/// @brief Construct from a number of microseconds
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/// This function is internal. To construct time values,
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/// use Seconds, Milliseconds or Microseconds instead.
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/// @param microseconds Number of microseconds
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/** @brief Construct from a number of microseconds
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** This function is internal. To construct time values,
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** use Seconds, Milliseconds or Microseconds instead.
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** @param microseconds Number of microseconds */
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explicit cTime(Int64 microseconds);
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Int64 mMicroseconds; ///< cTime value stored as microseconds
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE QtCreatorProject>
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<!-- Written by QtCreator 2.8.0, 2013-09-28T04:18:45. -->
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<!-- Written by QtCreator 2.8.0, 2013-09-28T13:10:26. -->
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<qtcreator>
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<data>
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<variable>ProjectExplorer.Project.ActiveTarget</variable>
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