Renamed / moved / updated the SFML.Net examples (2)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1558 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 17:37:07 +00:00
parent 177c82a197
commit 80b803fe93
34 changed files with 1747 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 window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window");
// Setup event handlers
window.Closed += new EventHandler(OnClosed);
window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
window.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 (window.IsOpened())
{
// Process events
window.DispatchEvents();
// Activate the window before using OpenGL commands.
// This is useless here because we have only one window which is
// always the active one, but don't forget it if you use multiple windows
window.SetActive();
// Clear color and depth buffer
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
// Apply some transformations
time += window.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
window.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);
}
}
}

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_window</RootNamespace>
<AssemblyName>window</AssemblyName>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
<Name>sfml-window</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="Window.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll</HintPath>
</Reference>
<Reference Include="Tao.OpenGl, Version=2.1.0.12, Culture=neutral, PublicKeyToken=1ca010269a4501ef, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>