Changed the naming convention for public member variables/functions and free functions (using lowerCase instead of UpperCase)

This commit is contained in:
Laurent Gomila 2012-03-11 19:10:37 +01:00
parent ff5b69d312
commit 14ac411542
200 changed files with 4302 additions and 4320 deletions

View file

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