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:
laurentgom 2009-01-28 16:18:34 +00:00
commit 2f524481c1
974 changed files with 295448 additions and 0 deletions

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using System;
using SFML;
using SFML.Window;
using Tao.OpenGl;
namespace sample_window
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
// Create the main window
Window App = 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);
// Set the color and depth clear values
Gl.glClearDepth(1.0F);
Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
// Enable Z-buffer read and write
Gl.glEnable(Gl.GL_DEPTH_TEST);
Gl.glDepthMask(Gl.GL_TRUE);
// Setup a perspective projection
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
float Time = 0.0F;
// Start the game loop
while (App.IsOpened())
{
// Process events
App.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();
// Clear color and depth buffer
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// Apply some transformations
Time += App.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);
// Draw a cube
Gl.glBegin(Gl.GL_QUADS);
Gl.glColor3f(1.0F, 0.0F, 0.0F);
Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
Gl.glColor3f(1.0F, 0.0F, 0.0F);
Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
Gl.glColor3f(0.0F, 1.0F, 0.0F);
Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glColor3f(0.0F, 1.0F, 0.0F);
Gl.glVertex3f(50.0F, -50.0F, -50.0F);
Gl.glVertex3f(50.0F, 50.0F, -50.0F);
Gl.glVertex3f(50.0F, 50.0F, 50.0F);
Gl.glVertex3f(50.0F, -50.0F, 50.0F);
Gl.glColor3f(0.0F, 0.0F, 1.0F);
Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
Gl.glColor3f(0.0F, 0.0F, 1.0F);
Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
Gl.glEnd();
// Finally, display the rendered frame on screen
App.Display();
}
}
/// <summary>
/// Function called when the window is closed
/// </summary>
static void OnClosed(object sender, EventArgs e)
{
Window window = (Window)sender;
window.Close();
}
/// <summary>
/// Function called when a key is pressed
/// </summary>
static void OnKeyPressed(object sender, KeyEventArgs e)
{
Window window = (Window)sender;
if (e.Code == KeyCode.Escape)
window.Close();
}
/// <summary>
/// Function called when the window is resized
/// </summary>
static void OnResized(object sender, SizeEventArgs e)
{
Gl.glViewport(0, 0, (int)e.Width, (int)e.Height);
}
}
}