Added Window::GetPosition, and renamed some setters in Window for better consistency
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90854907b5
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15e9d999b3
26 changed files with 473 additions and 492 deletions
examples
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@ -5,6 +5,7 @@
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#include <SFML/Graphics.hpp>
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#include <SFML/OpenGL.hpp>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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@ -15,7 +16,7 @@ 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 OpenGL", sf::Style::Default, sf::ContextSettings(32));
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window.EnableVerticalSync(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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@ -90,8 +91,8 @@ int main()
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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.GetWidth() - 100.f;
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float y = -sf::Mouse::GetPosition(window).y * 200.f / window.GetHeight() + 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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@ -28,7 +28,7 @@ int main()
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// Create the window of the application
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sf::RenderWindow window(sf::VideoMode(gameWidth, gameHeight, 32), "SFML Pong");
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window.EnableVerticalSync(true);
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window.SetVerticalSyncEnabled(true);
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// Load the sounds used in the game
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sf::SoundBuffer ballSoundBuffer;
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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.EnableVerticalSync(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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@ -348,8 +348,8 @@ 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.GetWidth();
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float y = static_cast<float>(sf::Mouse::GetPosition(window).y) / window.GetHeight();
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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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