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

@ -15,10 +15,10 @@
int main()
{
// Create the main window
sf::Window App(sf::VideoMode(640, 480, 32), "SFML Window");
sf::Window window(sf::VideoMode(640, 480, 32), "SFML Window");
// Create a clock for measuring the time elapsed
sf::Clock Clock;
sf::Clock clock;
// Set the color and depth clear values
glClearDepth(1.f);
@ -34,29 +34,29 @@ int main()
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Start the 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();
// Resize event : adjust viewport
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);
}
// 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
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -65,9 +65,9 @@ int main()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.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);
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
glBegin(GL_QUADS);
@ -111,7 +111,7 @@ int main()
glEnd();
// Finally, display the rendered frame on screen
App.Display();
window.Display();
}
return EXIT_SUCCESS;