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Ajout de la bibli SFML (A)
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152
code/SFML-2.4.2/include/SFML/System/InputStream.hpp
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code/SFML-2.4.2/include/SFML/System/InputStream.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_INPUTSTREAM_HPP
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#define SFML_INPUTSTREAM_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/Export.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// \brief Abstract class for custom file input streams
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///
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////////////////////////////////////////////////////////////
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class SFML_SYSTEM_API InputStream
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Virtual destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~InputStream() {}
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////////////////////////////////////////////////////////////
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/// \brief Read data from the stream
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///
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/// After reading, the stream's reading position must be
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/// advanced by the amount of bytes read.
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///
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/// \param data Buffer where to copy the read data
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/// \param size Desired number of bytes to read
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///
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/// \return The number of bytes actually read, or -1 on error
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///
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////////////////////////////////////////////////////////////
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virtual Int64 read(void* data, Int64 size) = 0;
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////////////////////////////////////////////////////////////
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/// \brief Change the current reading position
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///
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/// \param position The position to seek to, from the beginning
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///
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/// \return The position actually sought to, or -1 on error
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///
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////////////////////////////////////////////////////////////
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virtual Int64 seek(Int64 position) = 0;
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////////////////////////////////////////////////////////////
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/// \brief Get the current reading position in the stream
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///
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/// \return The current position, or -1 on error.
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///
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////////////////////////////////////////////////////////////
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virtual Int64 tell() = 0;
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////////////////////////////////////////////////////////////
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/// \brief Return the size of the stream
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///
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/// \return The total number of bytes available in the stream, or -1 on error
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///
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////////////////////////////////////////////////////////////
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virtual Int64 getSize() = 0;
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};
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} // namespace sf
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#endif // SFML_INPUTSTREAM_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::InputStream
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/// \ingroup system
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///
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/// This class allows users to define their own file input sources
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/// from which SFML can load resources.
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///
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/// SFML resource classes like sf::Texture and
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/// sf::SoundBuffer provide loadFromFile and loadFromMemory functions,
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/// which read data from conventional sources. However, if you
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/// have data coming from a different source (over a network,
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/// embedded, encrypted, compressed, etc) you can derive your
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/// own class from sf::InputStream and load SFML resources with
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/// their loadFromStream function.
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///
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/// Usage example:
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/// \code
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/// // custom stream class that reads from inside a zip file
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/// class ZipStream : public sf::InputStream
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/// {
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/// public:
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///
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/// ZipStream(std::string archive);
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///
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/// bool open(std::string filename);
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///
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/// Int64 read(void* data, Int64 size);
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///
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/// Int64 seek(Int64 position);
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///
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/// Int64 tell();
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///
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/// Int64 getSize();
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///
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/// private:
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///
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/// ...
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/// };
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///
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/// // now you can load textures...
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/// sf::Texture texture;
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/// ZipStream stream("resources.zip");
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/// stream.open("images/img.png");
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/// texture.loadFromStream(stream);
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///
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/// // musics...
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/// sf::Music music;
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/// ZipStream stream("resources.zip");
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/// stream.open("musics/msc.ogg");
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/// music.openFromStream(stream);
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///
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/// // etc.
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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