Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)
This commit is contained in:
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ff5b69d312
commit
14ac411542
200 changed files with 4302 additions and 4320 deletions
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@ -20,30 +20,30 @@ public :
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{
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}
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bool OnLoad()
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bool onLoad()
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{
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// Load the texture and initialize the sprite
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if (!m_texture.LoadFromFile("resources/background.jpg"))
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if (!m_texture.loadFromFile("resources/background.jpg"))
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return false;
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m_sprite.SetTexture(m_texture);
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m_sprite.setTexture(m_texture);
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// Load the shader
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if (!m_shader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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if (!m_shader.loadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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return false;
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.setParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float, float x, float y)
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void onUpdate(float, float x, float y)
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{
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m_shader.SetParameter("pixel_threshold", (x + y) / 30);
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m_shader.setParameter("pixel_threshold", (x + y) / 30);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &m_shader;
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target.Draw(m_sprite, states);
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states.shader = &m_shader;
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target.draw(m_sprite, states);
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}
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private:
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@ -66,10 +66,10 @@ public :
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{
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}
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bool OnLoad()
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bool onLoad()
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{
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// Create the text
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m_text.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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m_text.setString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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"Donec fringilla scelerisque mauris et viverra.\n"
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@ -87,27 +87,27 @@ public :
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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m_text.SetCharacterSize(22);
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m_text.SetPosition(30, 20);
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m_text.setCharacterSize(22);
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m_text.setPosition(30, 20);
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// Load the shader
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if (!m_shader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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if (!m_shader.loadFromFile("resources/wave.vert", "resources/blur.frag"))
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return false;
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return true;
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}
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void OnUpdate(float time, float x, float y)
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void onUpdate(float time, float x, float y)
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{
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m_shader.SetParameter("wave_phase", time);
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m_shader.SetParameter("wave_amplitude", x * 40, y * 40);
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m_shader.SetParameter("blur_radius", (x + y) * 0.008f);
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m_shader.setParameter("wave_phase", time);
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m_shader.setParameter("wave_amplitude", x * 40, y * 40);
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m_shader.setParameter("blur_radius", (x + y) * 0.008f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &m_shader;
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target.Draw(m_text, states);
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states.shader = &m_shader;
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target.draw(m_text, states);
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}
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private:
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@ -129,10 +129,10 @@ public :
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{
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}
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bool OnLoad()
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bool onLoad()
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{
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// Create the points
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m_points.SetPrimitiveType(sf::Points);
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m_points.setPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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float x = static_cast<float>(std::rand() % 800);
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@ -140,29 +140,29 @@ public :
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sf::Uint8 r = std::rand() % 255;
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sf::Uint8 g = std::rand() % 255;
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sf::Uint8 b = std::rand() % 255;
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m_points.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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m_points.append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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// Load the shader
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if (!m_shader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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if (!m_shader.loadFromFile("resources/storm.vert", "resources/blink.frag"))
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return false;
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return true;
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}
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void OnUpdate(float time, float x, float y)
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void onUpdate(float time, float x, float y)
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{
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float radius = 200 + std::cos(time) * 150;
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m_shader.SetParameter("storm_position", x * 800, y * 600);
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m_shader.SetParameter("storm_inner_radius", radius / 3);
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m_shader.SetParameter("storm_total_radius", radius);
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m_shader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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m_shader.setParameter("storm_position", x * 800, y * 600);
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m_shader.setParameter("storm_inner_radius", radius / 3);
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m_shader.setParameter("storm_total_radius", radius);
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m_shader.setParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &m_shader;
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target.Draw(m_points, states);
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states.shader = &m_shader;
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target.draw(m_points, states);
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}
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private:
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@ -184,24 +184,24 @@ public :
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{
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}
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bool OnLoad()
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bool onLoad()
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{
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// Create the off-screen surface
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if (!m_surface.Create(800, 600))
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if (!m_surface.create(800, 600))
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return false;
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m_surface.SetSmooth(true);
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m_surface.setSmooth(true);
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// Load the textures
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if (!m_backgroundTexture.LoadFromFile("resources/sfml.png"))
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if (!m_backgroundTexture.loadFromFile("resources/sfml.png"))
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return false;
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m_backgroundTexture.SetSmooth(true);
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if (!m_entityTexture.LoadFromFile("resources/devices.png"))
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m_backgroundTexture.setSmooth(true);
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if (!m_entityTexture.loadFromFile("resources/devices.png"))
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return false;
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m_entityTexture.SetSmooth(true);
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m_entityTexture.setSmooth(true);
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// Initialize the background sprite
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m_backgroundSprite.SetTexture(m_backgroundTexture);
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m_backgroundSprite.SetPosition(135, 100);
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m_backgroundSprite.setTexture(m_backgroundTexture);
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m_backgroundSprite.setPosition(135, 100);
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// Load the moving entities
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for (int i = 0; i < 6; ++i)
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@ -211,37 +211,37 @@ public :
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}
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// Load the shader
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if (!m_shader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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if (!m_shader.loadFromFile("resources/edge.frag", sf::Shader::Fragment))
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return false;
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.setParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float time, float x, float y)
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void onUpdate(float time, float x, float y)
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{
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m_shader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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m_shader.setParameter("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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{
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float x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250;
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m_entities[i].SetPosition(x, y);
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m_entities[i].setPosition(x, y);
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}
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// Render the updated scene to the off-screen surface
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m_surface.Clear(sf::Color::White);
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m_surface.Draw(m_backgroundSprite);
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m_surface.clear(sf::Color::White);
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m_surface.draw(m_backgroundSprite);
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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m_surface.Draw(m_entities[i]);
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m_surface.Display();
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m_surface.draw(m_entities[i]);
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m_surface.display();
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &m_shader;
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target.Draw(sf::Sprite(m_surface.GetTexture()), states);
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states.shader = &m_shader;
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target.draw(sf::Sprite(m_surface.getTexture()), states);
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}
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private:
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@ -265,7 +265,7 @@ 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 Shader");
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window.SetVerticalSyncEnabled(true);
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window.setVerticalSyncEnabled(true);
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// Create the effects
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std::vector<Effect*> effects;
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@ -277,50 +277,50 @@ int main()
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// Initialize them
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for (std::size_t i = 0; i < effects.size(); ++i)
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effects[i]->Load();
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effects[i]->load();
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// Create the messages background
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sf::Texture textBackgroundTexture;
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if (!textBackgroundTexture.LoadFromFile("resources/text-background.png"))
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if (!textBackgroundTexture.loadFromFile("resources/text-background.png"))
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return EXIT_FAILURE;
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sf::Sprite textBackground(textBackgroundTexture);
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textBackground.SetPosition(0, 520);
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textBackground.SetColor(sf::Color(255, 255, 255, 200));
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textBackground.setPosition(0, 520);
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textBackground.setColor(sf::Color(255, 255, 255, 200));
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// Load the messages font
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sf::Font font;
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if (!font.LoadFromFile("resources/sansation.ttf"))
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if (!font.loadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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// Create the description text
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sf::Text description("Current effect: " + effects[current]->GetName(), font, 20);
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description.SetPosition(10, 530);
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description.SetColor(sf::Color(80, 80, 80));
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sf::Text description("Current effect: " + effects[current]->getName(), font, 20);
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description.setPosition(10, 530);
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description.setColor(sf::Color(80, 80, 80));
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// Create the instructions text
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sf::Text instructions("Press left and right arrows to change the current shader", font, 20);
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instructions.SetPosition(280, 555);
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instructions.SetColor(sf::Color(80, 80, 80));
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instructions.setPosition(280, 555);
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instructions.setColor(sf::Color(80, 80, 80));
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// Start the game loop
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sf::Clock clock;
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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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if (event.Type == sf::Event::KeyPressed)
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if (event.type == sf::Event::KeyPressed)
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{
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switch (event.Key.Code)
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switch (event.key.code)
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{
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// Escape key: exit
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case sf::Keyboard::Escape:
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window.Close();
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window.close();
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break;
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// Left arrow key: previous shader
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@ -329,7 +329,7 @@ int main()
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current = effects.size() - 1;
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else
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current--;
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description.SetString("Current effect: " + effects[current]->GetName());
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description.setString("Current effect: " + effects[current]->getName());
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break;
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// Right arrow key: next shader
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@ -338,7 +338,7 @@ int main()
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current = 0;
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else
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current++;
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description.SetString("Current effect: " + effects[current]->GetName());
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description.setString("Current effect: " + effects[current]->getName());
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break;
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default:
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@ -348,23 +348,23 @@ int main()
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}
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// Update the current example
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float x = static_cast<float>(sf::Mouse::GetPosition(window).x) / window.GetSize().x;
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float y = static_cast<float>(sf::Mouse::GetPosition(window).y) / window.GetSize().y;
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effects[current]->Update(clock.GetElapsedTime().AsSeconds(), x, y);
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float x = static_cast<float>(sf::Mouse::getPosition(window).x) / window.getSize().x;
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float y = static_cast<float>(sf::Mouse::getPosition(window).y) / window.getSize().y;
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effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
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// Clear the window
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window.Clear(sf::Color(255, 128, 0));
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window.clear(sf::Color(255, 128, 0));
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// Draw the current example
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window.Draw(*effects[current]);
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window.draw(*effects[current]);
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// Draw the text
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window.Draw(textBackground);
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window.Draw(instructions);
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window.Draw(description);
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window.draw(textBackground);
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window.draw(instructions);
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window.draw(description);
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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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// delete the effects
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