Updated CSFML and SFML.Net to the new input classes

This commit is contained in:
Laurent Gomila 2011-07-05 23:04:03 +02:00 committed by Marco Antognini
parent 3cd3e88e0e
commit 7d2fa550c0
54 changed files with 1503 additions and 955 deletions

View file

@ -27,7 +27,7 @@ namespace opengl
// Create a text to display
Text text = new Text("SFML / OpenGL demo");
text.Position = new Vector2(250.0F, 450.0F);
text.Position = new Vector2f(250.0F, 450.0F);
text.Color = new Color(255, 255, 255, 170);
// Load an OpenGL texture.
@ -83,8 +83,8 @@ namespace opengl
Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F;
float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F;
float x = window.GetCursorPosition().X * 200.0F / window.Width - 100.0F;
float y = -window.GetCursorPosition().Y * 200.0F / window.Height + 100.0F;
// Apply some transformations
time += window.GetFrameTime() / 1000.0F;
@ -159,7 +159,7 @@ namespace opengl
static void OnKeyPressed(object sender, KeyEventArgs e)
{
RenderWindow window = (RenderWindow)sender;
if (e.Code == KeyCode.Escape)
if (e.Code == Keyboard.Key.Escape)
window.Close();
}

View file

@ -125,7 +125,7 @@ namespace shader
shaderText = new Text();
shaderText.Font = font;
shaderText.CharacterSize = 20;
shaderText.Position = new Vector2(5.0F, 0.0F);
shaderText.Position = new Vector2f(5.0F, 0.0F);
shaderText.Color = new Color(250, 100, 30);
shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" +
"Flower shader: \"" + entityShader.Name + "\"\n" +
@ -135,7 +135,7 @@ namespace shader
Text infoText = new Text();
infoText.Font = font;
infoText.CharacterSize = 20;
infoText.Position = new Vector2(5.0F, 500.0F);
infoText.Position = new Vector2f(5.0F, 500.0F);
infoText.Color = new Color(250, 100, 30);
infoText.DisplayedString = "Move your mouse to change the shaders' parameters\n" +
"Press numpad 1 to change the background shader\n" +
@ -149,12 +149,9 @@ namespace shader
// Process events
window.DispatchEvents();
// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
// Get the mouse position in the range [0, 1]
//float x = window.Input.GetMouseX() / (float)window.Width;
//float y = window.Input.GetMouseY() / (float)window.Height;
float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F;
float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F;
float x = window.GetCursorPosition().X / (float)window.Width;
float y = window.GetCursorPosition().Y / (float)window.Height;
// Update the shaders
backgroundShader.Update(x, y);
@ -162,10 +159,10 @@ namespace shader
globalShader.Update(x, y);
// Animate the sprite
time += window.GetFrameTime();
time += window.GetFrameTime() / 1000.0F;
float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300;
float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200;
entity.Position = new Vector2(entityX, entityY);
entity.Position = new Vector2f(entityX, entityY);
entity.Rotation = time * 100;
// Draw the background and the moving entity to the render image
@ -193,7 +190,7 @@ namespace shader
{
// Define a string for displaying the error message
Text error = new Text("Sorry, your system doesn't support shaders");
error.Position = new Vector2(100.0F, 250.0F);
error.Position = new Vector2f(100.0F, 250.0F);
error.Color = new Color(200, 100, 150);
// Start the game loop
@ -230,15 +227,15 @@ namespace shader
RenderWindow window = (RenderWindow)sender;
// Escape key : exit
if (e.Code == KeyCode.Escape)
if (e.Code == Keyboard.Key.Escape)
window.Close();
// Numpad : switch effect
switch (e.Code)
{
case KeyCode.Numpad1 : backgroundShader.GotoNext(); break;
case KeyCode.Numpad2 : entityShader.GotoNext(); break;
case KeyCode.Numpad3 : globalShader.GotoNext(); break;
case Keyboard.Key.Numpad1: backgroundShader.GotoNext(); break;
case Keyboard.Key.Numpad2: entityShader.GotoNext(); break;
case Keyboard.Key.Numpad3: globalShader.GotoNext(); break;
}
// Update the text

View file

@ -119,7 +119,7 @@ namespace window
static void OnKeyPressed(object sender, KeyEventArgs e)
{
Window window = (Window)sender;
if (e.Code == KeyCode.Escape)
if (e.Code == Keyboard.Key.Escape)
window.Close();
}