Changed naming convention for local variables

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1181 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-07-17 08:11:03 +00:00
parent 34817446c0
commit 16275d05e8
5 changed files with 174 additions and 174 deletions

View file

@ -8,9 +8,9 @@ namespace sample_postfx
{
static class Program
{
private static Dictionary<string, PostFx> Effects;
private static Dictionary<string, PostFx>.Enumerator CurrentEffect;
private static String2D CurFXStr;
private static Dictionary<string, PostFx> effects;
private static Dictionary<string, PostFx>.Enumerator currentEffect;
private static String2D curFXStr;
/// <summary>
/// The main entry point for the application.
@ -18,106 +18,106 @@ namespace sample_postfx
static void Main()
{
// Create the main window
RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");
RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");
// Setup event handlers
App.Closed += new EventHandler(OnClosed);
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
// Check that the system can use post effects
if (PostFx.CanUsePostFX == false)
{
DisplayError(App);
DisplayError(window);
return;
}
// Load a background image to display
Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg"));
Sprite background = new Sprite(new Image("datas/post-fx/background.jpg"));
// Load a sprite which we'll move into the scene
Sprite Entity = new Sprite(new Image("datas/post-fx/sprite.png"));
Sprite entity = new Sprite(new Image("datas/post-fx/sprite.png"));
// Load the text font
Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
Font cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");
// Load the image needed for the wave effect
Image WaveImage = new Image("datas/post-fx/wave.jpg");
Image waveImage = new Image("datas/post-fx/wave.jpg");
// Load all effects
Effects = new Dictionary<string, PostFx>();
Effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx");
Effects["blur"] = new PostFx("datas/post-fx/blur.sfx");
Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
Effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
Effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
CurrentEffect = Effects.GetEnumerator();
CurrentEffect.MoveNext();
effects = new Dictionary<string, PostFx>();
effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx");
effects["blur"] = new PostFx("datas/post-fx/blur.sfx");
effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx");
effects["wave"] = new PostFx("datas/post-fx/wave.sfx");
effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx");
currentEffect = effects.GetEnumerator();
currentEffect.MoveNext();
// Do specific initializations
Effects["nothing"].SetTexture("framebuffer", null);
Effects["blur"].SetTexture("framebuffer", null);
Effects["blur"].SetParameter("offset", 0.0F);
Effects["colorize"].SetTexture("framebuffer", null);
Effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
Effects["fisheye"].SetTexture("framebuffer", null);
Effects["wave"].SetTexture("framebuffer", null);
Effects["wave"].SetTexture("wave", WaveImage);
Effects["pixelate"].SetTexture("framebuffer", null);
effects["nothing"].SetTexture("framebuffer", null);
effects["blur"].SetTexture("framebuffer", null);
effects["blur"].SetParameter("offset", 0.0F);
effects["colorize"].SetTexture("framebuffer", null);
effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
effects["fisheye"].SetTexture("framebuffer", null);
effects["wave"].SetTexture("framebuffer", null);
effects["wave"].SetTexture("wave", waveImage);
effects["pixelate"].SetTexture("framebuffer", null);
// Define a string for displaying current effect description
CurFXStr = new String2D();
CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
CurFXStr.Font = Cheeseburger;
CurFXStr.Position = new Vector2(20.0F, 0.0F);
CurFXStr.Color = new Color(150, 70, 110);
curFXStr = new String2D();
curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
curFXStr.Font = cheeseburger;
curFXStr.Position = new Vector2(20.0F, 0.0F);
curFXStr.Color = new Color(150, 70, 110);
// Define a string for displaying help
String2D InfoStr = new String2D();
InfoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
InfoStr.Font = Cheeseburger;
InfoStr.Position = new Vector2(20.0F, 460.0F);
InfoStr.Color = new Color(200, 100, 150);
String2D infoStr = new String2D();
infoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
infoStr.Font = cheeseburger;
infoStr.Position = new Vector2(20.0F, 460.0F);
infoStr.Color = new Color(200, 100, 150);
// Start the game loop
float AppTime = 0.0F;
while (App.IsOpened())
float time = 0.0F;
while (window.IsOpened())
{
// Process events
App.DispatchEvents();
window.DispatchEvents();
// Get the mouse position in the range [0, 1]
float X = App.Input.GetMouseX() / (float)App.Width;
float Y = App.Input.GetMouseY() / (float)App.Height;
float x = window.Input.GetMouseX() / (float)window.Width;
float y = window.Input.GetMouseY() / (float)window.Height;
// Update the current effect
if (CurrentEffect.Current.Key == "blur") CurrentEffect.Current.Value.SetParameter("offset", X * Y * 0.1f);
else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y);
else if (CurrentEffect.Current.Key == "fisheye") CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y);
else if (CurrentEffect.Current.Key == "wave") CurrentEffect.Current.Value.SetParameter("offset", X, Y);
else if (CurrentEffect.Current.Key == "pixelate") CurrentEffect.Current.Value.SetParameter("mouse", X, Y);
if (currentEffect.Current.Key == "blur") currentEffect.Current.Value.SetParameter("offset", x * y * 0.1f);
else if (currentEffect.Current.Key == "colorize") currentEffect.Current.Value.SetParameter("color", 0.3f, x, y);
else if (currentEffect.Current.Key == "fisheye") currentEffect.Current.Value.SetParameter("mouse", x, 1.0F - y);
else if (currentEffect.Current.Key == "wave") currentEffect.Current.Value.SetParameter("offset", x, y);
else if (currentEffect.Current.Key == "pixelate") currentEffect.Current.Value.SetParameter("mouse", x, y);
// Animate the sprite
AppTime += App.GetFrameTime();
float EntityX = (float)(Math.Cos(AppTime * 1.3) + 1.2) * 300;
float EntityY = (float)(Math.Cos(AppTime * 0.8) + 1.2) * 200;
Entity.Position = new Vector2(EntityX, EntityY);
Entity.Rotation = AppTime * 100;
time += window.GetFrameTime();
float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
entity.Position = new Vector2(entityX, entityY);
entity.Rotation = time * 100;
// Clear the window
App.Clear();
window.Clear();
// Draw background, the sprite and apply the post-fx
App.Draw(Background);
App.Draw(Entity);
App.Draw(CurrentEffect.Current.Value);
window.Draw(background);
window.Draw(entity);
window.Draw(currentEffect.Current.Value);
// Draw interface strings
App.Draw(CurFXStr);
App.Draw(InfoStr);
window.Draw(curFXStr);
window.Draw(infoStr);
// Finally, display the rendered frame on screen
App.Display();
window.Display();
}
}
@ -125,27 +125,27 @@ namespace sample_postfx
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
/// </summary>
private static void DisplayError(RenderWindow App)
private static void DisplayError(RenderWindow window)
{
// Define a string for displaying the error message
String2D ErrorStr = new String2D("Sorry, your system doesn't support post-effects");
ErrorStr.Position = new Vector2(100.0F, 250.0F);
ErrorStr.Color = new Color(200, 100, 150);
String2D errorStr = new String2D("Sorry, your system doesn't support post-effects");
errorStr.Position = new Vector2(100.0F, 250.0F);
errorStr.Color = new Color(200, 100, 150);
// Start the game loop
while (App.IsOpened())
while (window.IsOpened())
{
// Process events
App.DispatchEvents();
window.DispatchEvents();
// Clear the window
App.Clear();
window.Clear();
// Draw the error message
App.Draw(ErrorStr);
window.Draw(errorStr);
// Finally, display the rendered frame on screen
App.Display();
window.Display();
}
}
@ -172,12 +172,12 @@ namespace sample_postfx
else if (e.Code == KeyCode.Add)
{
// Advance to the next effect
if (CurrentEffect.MoveNext() == false)
if (currentEffect.MoveNext() == false)
{
CurrentEffect = Effects.GetEnumerator();
CurrentEffect.MoveNext();
currentEffect = effects.GetEnumerator();
currentEffect.MoveNext();
}
CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\"";
}
}
}