Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)
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ff5b69d312
commit
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200 changed files with 4302 additions and 4320 deletions
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@ -16,11 +16,11 @@ int main()
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{
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// Create the main window
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL", sf::Style::Default, sf::ContextSettings(32));
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window.SetVerticalSyncEnabled(true);
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window.setVerticalSyncEnabled(true);
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// Create a sprite for the background
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sf::Texture backgroundTexture;
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if (!backgroundTexture.LoadFromFile("resources/background.jpg"))
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if (!backgroundTexture.loadFromFile("resources/background.jpg"))
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return EXIT_FAILURE;
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sf::Sprite background(backgroundTexture);
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@ -30,11 +30,11 @@ int main()
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GLuint texture = 0;
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{
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sf::Image image;
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if (!image.LoadFromFile("resources/texture.jpg"))
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if (!image.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.GetWidth(), image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.GetPixelsPtr());
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getWidth(), image.getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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@ -58,49 +58,49 @@ int main()
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sf::Clock clock;
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// Start game loop
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while (window.IsOpen())
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while (window.isOpen())
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{
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// Process events
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sf::Event event;
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while (window.PollEvent(event))
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while (window.pollEvent(event))
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{
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// Close window : exit
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if (event.Type == sf::Event::Closed)
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window.Close();
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if (event.type == sf::Event::Closed)
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window.close();
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// Escape key : exit
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if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
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window.Close();
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
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window.close();
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// Adjust the viewport when the window is resized
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if (event.Type == sf::Event::Resized)
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glViewport(0, 0, event.Size.Width, event.Size.Height);
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if (event.type == sf::Event::Resized)
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glViewport(0, 0, event.size.width, event.size.height);
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}
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// Draw the background
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window.PushGLStates();
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window.Draw(background);
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window.PopGLStates();
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window.pushGLStates();
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window.draw(background);
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window.popGLStates();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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// always the active one, but don't forget it if you use multiple windows
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window.SetActive();
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window.setActive();
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float x = sf::Mouse::GetPosition(window).x * 200.f / window.GetSize().x - 100.f;
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float y = -sf::Mouse::GetPosition(window).y * 200.f / window.GetSize().y + 100.f;
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float x = sf::Mouse::getPosition(window).x * 200.f / window.getSize().x - 100.f;
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float y = -sf::Mouse::getPosition(window).y * 200.f / window.getSize().y + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(x, y, -100.f);
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glRotatef(clock.GetElapsedTime().AsSeconds() * 50.f, 1.f, 0.f, 0.f);
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glRotatef(clock.GetElapsedTime().AsSeconds() * 30.f, 0.f, 1.f, 0.f);
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glRotatef(clock.GetElapsedTime().AsSeconds() * 90.f, 0.f, 0.f, 1.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
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glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
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// Draw a cube
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float size = 20.f;
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@ -139,15 +139,15 @@ int main()
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glEnd();
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// Draw some text on top of our OpenGL object
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window.PushGLStates();
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window.pushGLStates();
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sf::Text text("SFML / OpenGL demo");
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text.SetColor(sf::Color(255, 255, 255, 170));
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text.SetPosition(250.f, 450.f);
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window.Draw(text);
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window.PopGLStates();
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text.setColor(sf::Color(255, 255, 255, 170));
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text.setPosition(250.f, 450.f);
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window.draw(text);
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window.popGLStates();
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// Finally, display the rendered frame on screen
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window.Display();
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window.display();
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}
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// Don't forget to destroy our texture
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