Changed internal naming convention (local variables now start with a lower case character)

Removed the AudioResource class

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1166 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-07-11 22:17:24 +00:00
parent 7cc00085d8
commit 45b150648d
245 changed files with 7865 additions and 8065 deletions

View file

@ -16,26 +16,26 @@
int main()
{
// Create main window
sf::RenderWindow App(sf::VideoMode(800, 600), "SFML OpenGL");
App.PreserveOpenGLStates(true);
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
window.PreserveOpenGLStates(true);
// Create a sprite for the background
sf::Image BackgroundImage;
if (!BackgroundImage.LoadFromFile("datas/opengl/background.jpg"))
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("datas/opengl/background.jpg"))
return EXIT_FAILURE;
sf::Sprite Background(BackgroundImage);
sf::Sprite background(backgroundImage);
// Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
GLuint Texture = 0;
GLuint texture = 0;
{
sf::Image Image;
if (!Image.LoadFromFile("datas/opengl/texture.jpg"))
sf::Image image;
if (!image.LoadFromFile("datas/opengl/texture.jpg"))
return EXIT_FAILURE;
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(), Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, Image.GetPixelsPtr());
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.GetWidth(), image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.GetPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
@ -52,98 +52,98 @@ int main()
// Bind our texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Texture);
glBindTexture(GL_TEXTURE_2D, texture);
glColor4f(1.f, 1.f, 1.f, 1.f);
// Create a clock for measuring the time elapsed
sf::Clock Clock;
sf::Clock clock;
// Start game loop
while (App.IsOpened())
while (window.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App.Close();
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
// Adjust the viewport when the window is resized
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
if (event.Type == sf::Event::Resized)
glViewport(0, 0, event.Size.Width, event.Size.Height);
}
// Draw background
App.Draw(Background);
window.Draw(background);
// Clear depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
float x = window.GetInput().GetMouseX() * 200.f / window.GetWidth() - 100.f;
float y = -window.GetInput().GetMouseY() * 200.f / window.GetHeight() + 100.f;
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(CursorX, CursorY, -100.f);
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
glTranslatef(x, y, -100.f);
glRotatef(clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube
float Size = 20.f;
float size = 20.f;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
glTexCoord2f(1, 1); glVertex3f( size, size, -size);
glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-size, -size, size);
glTexCoord2f(0, 1); glVertex3f(-size, size, size);
glTexCoord2f(1, 1); glVertex3f( size, size, size);
glTexCoord2f(1, 0); glVertex3f( size, -size, size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
glTexCoord2f(1, 1); glVertex3f(-size, size, size);
glTexCoord2f(1, 0); glVertex3f(-size, -size, size);
glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(size, -size, -size);
glTexCoord2f(0, 1); glVertex3f(size, size, -size);
glTexCoord2f(1, 1); glVertex3f(size, size, size);
glTexCoord2f(1, 0); glVertex3f(size, -size, size);
glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
glTexCoord2f(1, 1); glVertex3f( size, -size, size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glTexCoord2f(0, 1); glVertex3f(-size, size, size);
glTexCoord2f(0, 0); glVertex3f(-size, size, -size);
glTexCoord2f(1, 0); glVertex3f( size, size, -size);
glTexCoord2f(1, 1); glVertex3f( size, size, size);
glEnd();
// Draw some text on top of our OpenGL object
sf::String Text("SFML / OpenGL demo");
Text.SetPosition(250.f, 450.f);
Text.SetColor(sf::Color(255, 255, 255, 170));
App.Draw(Text);
sf::String text("SFML / OpenGL demo");
text.SetPosition(250.f, 450.f);
text.SetColor(sf::Color(255, 255, 255, 170));
window.Draw(text);
// Finally, display the rendered frame on screen
App.Display();
window.Display();
}
// Don't forget to destroy our texture
glDeleteTextures(1, &Texture);
glDeleteTextures(1, &texture);
return EXIT_SUCCESS;
}