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

@ -13,12 +13,12 @@ namespace sample_window
static void Main()
{
// Create the main window
Window App = new Window(new VideoMode(640, 480, 32), "SFML.Net Window");
Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window");
// Setup event handlers
App.Closed += new EventHandler(OnClosed);
App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
App.Resized += new EventHandler<SizeEventArgs>(OnResized);
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Set the color and depth clear values
Gl.glClearDepth(1.0F);
@ -33,30 +33,30 @@ namespace sample_window
Gl.glLoadIdentity();
Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
float Time = 0.0F;
float time = 0.0F;
// Start the game loop
while (App.IsOpened())
while (window.IsOpened())
{
// Process events
App.DispatchEvents();
window.DispatchEvents();
// Set the active window before using OpenGL commands
// It's useless here because the active window is always the same,
// but don't forget it if you use multiple windows
App.SetActive();
window.SetActive();
// Clear color and depth buffer
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// Apply some transformations
Time += App.GetFrameTime();
time += window.GetFrameTime();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Gl.glTranslatef(0.0F, 0.0F, -200.0F);
Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F);
Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F);
Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F);
Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F);
Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F);
Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F);
// Draw a cube
Gl.glBegin(Gl.GL_QUADS);
@ -100,7 +100,7 @@ namespace sample_window
Gl.glEnd();
// Finally, display the rendered frame on screen
App.Display();
window.Display();
}
}