Implemented the new graphics API:

- Removed the internal classes sf::Renderer and sf::Matrix3
- Split sf::Drawable into sf::Drawable and sf::Transformable
- Added sf::Transform
- Added sf::Vertex
- Added sf::VertexArray
- Types of shapes are now handled with their own derived class
- Modified the Pong example
This commit is contained in:
Laurent Gomila 2011-12-01 23:24:58 +01:00
parent 541509d2a7
commit 5bae08a2d8
65 changed files with 4756 additions and 3326 deletions

View file

@ -81,8 +81,8 @@ INT WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, INT)
return EXIT_FAILURE;
sf::Sprite sprite1(texture1);
sf::Sprite sprite2(texture2);
sprite1.SetOrigin(sprite1.GetSize() / 2.f);
sprite1.SetPosition(sprite1.GetSize() / 2.f);
sprite1.SetOrigin(texture1.GetWidth() / 2.f, texture1.GetHeight() / 2.f);
sprite1.SetPosition(sprite1.GetOrigin());
// Create a clock for measuring elapsed time
sf::Clock clock;
@ -100,16 +100,18 @@ INT WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, INT)
}
else
{
sf::Uint32 time = clock.GetElapsedTime();
// Clear views
SFMLView1.Clear();
SFMLView2.Clear();
// Draw sprite 1 on view 1
sprite1.SetRotation(clock.GetElapsedTime() * 0.1f);
sprite1.SetRotation(time * 0.1f);
SFMLView1.Draw(sprite1);
// Draw sprite 2 on view 2
sprite2.SetX(cos(clock.GetElapsedTime() * 0.001f) * 100.f);
sprite2.SetPosition(std::cos(time * 0.001f) * 100.f, 0.f);
SFMLView2.Draw(sprite2);
// Display each view on screen