Added the trunk/branches/tags directories at repository root, and moved previous root into trunk/
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1002 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
commit
2f524481c1
974 changed files with 295448 additions and 0 deletions
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54
build/xcode/templates/SFML Window-based Application/main.cpp
Normal file
54
build/xcode/templates/SFML Window-based Application/main.cpp
Normal file
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////////////////////////////////////////////////////////////
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||||
// Headers
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||||
////////////////////////////////////////////////////////////
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||||
#include <SFML/Window.hpp>
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||||
////////////////////////////////////////////////////////////
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||||
/// Entry point of application
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||||
///
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||||
/// \return Application exit code
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||||
///
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////////////////////////////////////////////////////////////
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||||
int main()
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{
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||||
// Create the main window
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||||
sf::Window App(sf::VideoMode(640, 480, 32), "SFML Window");
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// Start game loop
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while (App.IsOpened())
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{
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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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// Escape key : exit
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App.Close();
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// Resize event : adjust viewport
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if (Event.Type == sf::Event::Resized)
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glViewport(0, 0, Event.Size.Width, Event.Size.Height);
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}
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// Set the active window before using OpenGL commands
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||||
// It's useless here because active window is always the same,
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// but don't forget it if you use multiple windows or controls
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App.SetActive();
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||||
// Clear color buffer
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||||
glClear(GL_COLOR_BUFFER_BIT);
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||||
// Your drawing here...
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||||
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||||
// Finally, display rendered frame on screen
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||||
App.Display();
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||||
}
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||||
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||||
return EXIT_SUCCESS;
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||||
}
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