Converted applicable enumerations to strongly typed enumerations.
This commit is contained in:
parent
b3b094fc91
commit
24db1dba1a
74 changed files with 1242 additions and 1251 deletions
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@ -161,10 +161,10 @@ struct SFMLmainWindow
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// Scaling
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/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up))
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self.mainWindow->sprite.scale(1.01f, 1.01f);
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down))
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self.mainWindow->sprite.scale(0.99f, 0.99f);
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// Clear the window, display some stuff and display it into our view.
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@ -13,7 +13,7 @@
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////////////////////////////////////////////////////////////
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std::ostream& operator <<(std::ostream& stream, const sf::Ftp::Response& response)
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{
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return stream << response.getStatus() << response.getMessage();
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return stream << static_cast<unsigned short>(response.getStatus()) << response.getMessage();
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}
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@ -161,21 +161,21 @@ int main()
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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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if (event.type == sf::Event::Type::Closed)
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{
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exit = true;
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window.close();
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}
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// Escape key: exit
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
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if ((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Escape))
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{
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exit = true;
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window.close();
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}
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// Return key: toggle mipmapping
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Return))
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if ((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Return))
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{
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if (mipmapEnabled)
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{
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@ -194,14 +194,14 @@ int main()
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}
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// Space key: toggle sRGB conversion
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
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if ((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Space))
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{
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sRgb = !sRgb;
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window.close();
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}
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// Adjust the viewport when the window is resized
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if (event.type == sf::Event::Resized)
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if (event.type == sf::Event::Type::Resized)
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{
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// Make the window the active window for OpenGL calls
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window.setActive(true);
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@ -91,15 +91,15 @@ int main()
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while (window.pollEvent(event))
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{
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// Window closed or escape key pressed: exit
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if ((event.type == sf::Event::Closed) ||
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((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)))
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if ((event.type == sf::Event::Type::Closed) ||
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((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Escape)))
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{
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window.close();
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break;
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}
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// Space key pressed: play
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
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if ((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Space))
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{
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if (!isPlaying)
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{
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@ -128,12 +128,12 @@ int main()
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float deltaTime = clock.restart().asSeconds();
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// Move the player's paddle
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) &&
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up) &&
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(leftPaddle.getPosition().y - paddleSize.y / 2 > 5.f))
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{
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leftPaddle.move(0.f, -paddleSpeed * deltaTime);
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) &&
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Down) &&
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(leftPaddle.getPosition().y + paddleSize.y / 2 < gameHeight - 5.f))
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{
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leftPaddle.move(0.f, paddleSpeed * deltaTime);
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@ -30,7 +30,7 @@ public:
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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::Type::Fragment))
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return false;
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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@ -135,7 +135,7 @@ public:
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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::PrimitiveType::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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@ -214,7 +214,7 @@ 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::Type::Fragment))
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return false;
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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@ -268,7 +268,7 @@ public:
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Geometry() :
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Effect("geometry shader billboards"),
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m_pointCloud(sf::Points, 10000)
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m_pointCloud(sf::PrimitiveType::Points, 10000)
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{
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}
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@ -397,20 +397,20 @@ int main()
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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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if (event.type == sf::Event::Type::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::Type::KeyPressed)
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{
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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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case sf::Keyboard::Key::Escape:
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window.close();
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break;
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// Left arrow key: previous shader
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case sf::Keyboard::Left:
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case sf::Keyboard::Key::Left:
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if (current == 0)
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current = effects.size() - 1;
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else
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@ -419,7 +419,7 @@ int main()
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break;
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// Right arrow key: next shader
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case sf::Keyboard::Right:
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case sf::Keyboard::Key::Right:
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if (current == effects.size() - 1)
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current = 0;
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else
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@ -17,26 +17,26 @@ void runTcpServer(unsigned short port)
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sf::TcpListener listener;
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// Listen to the given port for incoming connections
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if (listener.listen(port) != sf::Socket::Done)
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if (listener.listen(port) != sf::Socket::Status::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
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// Wait for a connection
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sf::TcpSocket socket;
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if (listener.accept(socket) != sf::Socket::Done)
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if (listener.accept(socket) != sf::Socket::Status::Done)
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return;
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std::cout << "Client connected: " << socket.getRemoteAddress() << std::endl;
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// Send a message to the connected client
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const char out[] = "Hi, I'm the server";
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if (socket.send(out, sizeof(out)) != sf::Socket::Done)
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if (socket.send(out, sizeof(out)) != sf::Socket::Status::Done)
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return;
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std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
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// Receive a message back from the client
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char in[128];
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std::size_t received;
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if (socket.receive(in, sizeof(in), received) != sf::Socket::Done)
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if (socket.receive(in, sizeof(in), received) != sf::Socket::Status::Done)
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return;
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std::cout << "Answer received from the client: \"" << in << "\"" << std::endl;
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}
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@ -62,20 +62,20 @@ void runTcpClient(unsigned short port)
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sf::TcpSocket socket;
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// Connect to the server
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if (socket.connect(server, port) != sf::Socket::Done)
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if (socket.connect(server, port) != sf::Socket::Status::Done)
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return;
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std::cout << "Connected to server " << server << std::endl;
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// Receive a message from the server
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char in[128];
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std::size_t received;
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if (socket.receive(in, sizeof(in), received) != sf::Socket::Done)
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if (socket.receive(in, sizeof(in), received) != sf::Socket::Status::Done)
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return;
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std::cout << "Message received from the server: \"" << in << "\"" << std::endl;
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// Send an answer to the server
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const char out[] = "Hi, I'm a client";
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if (socket.send(out, sizeof(out)) != sf::Socket::Done)
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if (socket.send(out, sizeof(out)) != sf::Socket::Status::Done)
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return;
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std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
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}
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@ -16,7 +16,7 @@ void runUdpServer(unsigned short port)
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sf::UdpSocket socket;
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// Listen to messages on the specified port
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if (socket.bind(port) != sf::Socket::Done)
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if (socket.bind(port) != sf::Socket::Status::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for a message... " << std::endl;
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@ -25,13 +25,13 @@ void runUdpServer(unsigned short port)
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std::size_t received;
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sf::IpAddress sender;
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unsigned short senderPort;
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if (socket.receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
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if (socket.receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Status::Done)
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return;
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std::cout << "Message received from client " << sender << ": \"" << in << "\"" << std::endl;
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// Send an answer to the client
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const char out[] = "Hi, I'm the server";
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if (socket.send(out, sizeof(out), sender, senderPort) != sf::Socket::Done)
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if (socket.send(out, sizeof(out), sender, senderPort) != sf::Socket::Status::Done)
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return;
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std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
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}
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@ -57,7 +57,7 @@ void runUdpClient(unsigned short port)
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// Send a message to the server
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const char out[] = "Hi, I'm a client";
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if (socket.send(out, sizeof(out), server, port) != sf::Socket::Done)
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if (socket.send(out, sizeof(out), server, port) != sf::Socket::Status::Done)
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return;
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std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
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@ -66,7 +66,7 @@ void runUdpClient(unsigned short port)
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std::size_t received;
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sf::IpAddress sender;
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unsigned short senderPort;
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if (socket.receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
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if (socket.receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Status::Done)
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return;
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std::cout << "Message received from " << sender << ": \"" << in << "\"" << std::endl;
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}
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@ -29,7 +29,7 @@ void playSound()
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sound.play();
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// Loop while the sound is playing
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while (sound.getStatus() == sf::Sound::Playing)
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while (sound.getStatus() == sf::Sound::Status::Playing)
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{
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// Leave some CPU time for other processes
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sf::sleep(sf::milliseconds(100));
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@ -63,7 +63,7 @@ void playMusic(const std::string& filename)
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music.play();
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// Loop while the music is playing
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while (music.getStatus() == sf::Music::Playing)
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while (music.getStatus() == sf::Music::Status::Playing)
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{
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// Leave some CPU time for other processes
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sf::sleep(sf::milliseconds(100));
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@ -72,7 +72,7 @@ int main()
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sound.play();
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// Wait until finished
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while (sound.getStatus() == sf::Sound::Playing)
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while (sound.getStatus() == sf::Sound::Status::Playing)
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{
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// Display the playing position
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std::cout << "\rPlaying... " << sound.getPlayingOffset().asSeconds() << " sec ";
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@ -52,7 +52,7 @@ private:
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////////////////////////////////////////////////////////////
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virtual bool onStart()
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{
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if (m_socket.connect(m_host, m_port) == sf::Socket::Done)
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if (m_socket.connect(m_host, m_port) == sf::Socket::Status::Done)
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{
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std::cout << "Connected to server " << m_host << std::endl;
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return true;
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packet.append(samples, sampleCount * sizeof(sf::Int16));
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// Send the audio packet to the server
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return m_socket.send(packet) == sf::Socket::Done;
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return m_socket.send(packet) == sf::Socket::Status::Done;
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}
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////////////////////////////////////////////////////////////
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@ -43,12 +43,12 @@ public:
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if (!m_hasFinished)
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{
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// Listen to the given port for incoming connections
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if (m_listener.listen(port) != sf::Socket::Done)
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if (m_listener.listen(port) != sf::Socket::Status::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
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// Wait for a connection
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if (m_listener.accept(m_client) != sf::Socket::Done)
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if (m_listener.accept(m_client) != sf::Socket::Status::Done)
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return;
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std::cout << "Client connected: " << m_client.getRemoteAddress() << std::endl;
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{
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// Get waiting audio data from the network
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sf::Packet packet;
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if (m_client.receive(packet) != sf::Socket::Done)
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if (m_client.receive(packet) != sf::Socket::Status::Done)
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break;
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// Extract the message ID
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@ -177,7 +177,7 @@ void doServer(unsigned short port)
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audioStream.start(port);
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// Loop until the sound playback is finished
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while (audioStream.getStatus() != sf::SoundStream::Stopped)
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while (audioStream.getStatus() != sf::SoundStream::Status::Stopped)
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{
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// Leave some CPU time for other threads
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sf::sleep(sf::milliseconds(100));
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@ -193,7 +193,7 @@ void doServer(unsigned short port)
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audioStream.play();
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// Loop until the sound playback is finished
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while (audioStream.getStatus() != sf::SoundStream::Stopped)
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while (audioStream.getStatus() != sf::SoundStream::Status::Stopped)
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{
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// Leave some CPU time for other threads
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sf::sleep(sf::milliseconds(100));
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@ -112,15 +112,15 @@ int main()
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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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if (event.type == sf::Event::Type::Closed)
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window.close();
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// Escape key: exit
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
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if ((event.type == sf::Event::Type::KeyPressed) && (event.key.code == sf::Keyboard::Key::Escape))
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window.close();
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// Resize event: adjust the viewport
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if (event.type == sf::Event::Resized)
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if (event.type == sf::Event::Type::Resized)
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glViewport(0, 0, event.size.width, event.size.height);
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}
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