Added support for the CMake build system

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1550 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-08-19 15:59:24 +00:00
parent aa612ec63a
commit a991fe8e4d
144 changed files with 2086 additions and 7033 deletions

16
examples/CMakeLists.txt Normal file
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# add the examples subdirectories
add_subdirectory(ftp)
add_subdirectory(opengl)
add_subdirectory(pong)
add_subdirectory(shader)
add_subdirectory(sockets)
add_subdirectory(sound)
add_subdirectory(sound_capture)
add_subdirectory(voip)
add_subdirectory(window)
if(WINDOWS)
add_subdirectory(win32)
elseif(LINUX)
add_subdirectory(X11)
endif()

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/X11)
# all source files
set(SRC ${SRCROOT}/X11.cpp)
# find OpenGL, GLU and X11
find_package(OpenGL REQUIRED)
find_package(X11 REQUIRED)
# define the X11 target
sfml_add_example(X11 GUI_APP
SOURCES ${SRC}
DEPENDS sfml-window sfml-system ${OPENGL_LIBRARIES} ${X11_LIBRARIES})

199
examples/X11/X11.cpp Normal file
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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <X11/Xlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
////////////////////////////////////////////////////////////
/// Initialize OpenGL states into the specified view
///
/// \param Window : Target window to initialize
///
////////////////////////////////////////////////////////////
void Initialize(sf::Window& window)
{
// Activate the window
window.SetActive();
// Setup OpenGL states
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.5f, 0.5f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
}
////////////////////////////////////////////////////////////
/// Draw the OpenGL scene (a rotating cube) into
/// the specified view
///
/// \param Window : Target window for rendering
/// \param ElapsedTime : Time elapsed since the last draw
///
////////////////////////////////////////////////////////////
void Draw(sf::Window& window, float elapsedTime)
{
// Activate the window
window.SetActive();
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(elapsedTime * 50, 1.f, 0.f, 0.f);
glRotatef(elapsedTime * 30, 0.f, 1.f, 0.f);
glRotatef(elapsedTime * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glColor3f(1.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glColor3f(1.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 1.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 1.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glColor3f(1.f, 0.f, 1.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(1.f, 0.f, 1.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
int main()
{
// Open a connection with the X server
Display* display = XOpenDisplay(NULL);
if (!display)
return EXIT_FAILURE;
// Get the default screen
int screen = DefaultScreen(display);
// Let's create the main window
XSetWindowAttributes attributes;
attributes.background_pixel = BlackPixel(display, screen);
attributes.event_mask = KeyPressMask;
Window window = XCreateWindow(display, RootWindow(display, screen),
0, 0, 650, 330, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
CWBackPixel | CWEventMask, &attributes);
if (!window)
return EXIT_FAILURE;
// Set the window's name
XStoreName(display, window , "SFML Window");
// Let's create the windows which will serve as containers for our SFML views
Window view1 = XCreateWindow(display, window,
10, 10, 310, 310, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
0, NULL);
Window view2 = XCreateWindow(display, window,
330, 10, 310, 310, 0,
DefaultDepth(display, screen),
InputOutput,
DefaultVisual(display, screen),
0, NULL);
// Show our windows
XMapWindow(display, window);
XFlush(display);
// Create our SFML views
sf::Window SFMLView1(view1);
sf::Window SFMLView2(view2);
// Create a clock for measuring elapsed time
sf::Clock clock;
// Initialize our views
Initialize(SFMLView1);
Initialize(SFMLView2);
// Start the event loop
bool running = true;
while (running)
{
while (XPending(display))
{
// Get the next pending event
XEvent event;
XNextEvent(display, &event);
// Process it
switch (event.type)
{
// Any key is pressed : quit
case KeyPress :
running = false;
break;
}
}
// Draw something into our views
Draw(SFMLView1, clock.GetElapsedTime());
Draw(SFMLView2, clock.GetElapsedTime() * 0.3f);
// Display the views on screen
SFMLView1.Display();
SFMLView2.Display();
}
// Close the display
XCloseDisplay(display);
return EXIT_SUCCESS;
}

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="ftp" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\ftp\ftp-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\ftp\Debug static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\ftp\ftp" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\ftp\Release static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\ftp\ftp-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\ftp\Debug DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\ftp\ftp" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\ftp\Release DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\ftp\Ftp.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="opengl" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\opengl\opengl-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Debug static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\opengl\opengl" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Release static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\opengl\opengl" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Release DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics.a" />
<Add library="..\..\..\lib\mingw\libsfml-window.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\opengl\opengl-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Debug DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\opengl\OpenGL.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,131 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="pong" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\pong\pong-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Debug static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-audio-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\pong\pong" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Release static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-audio-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\pong\pong-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Debug DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-audio-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\pong\pong" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\opengl\Release DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-audio.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics.a" />
<Add library="..\..\..\lib\mingw\libsfml-window.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\pong\Pong.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,119 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="shader" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\shader\shader-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\shader\Debug static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
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</Target>
<Target title="Release static_Win32">
<Option output="..\..\shader\shader" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\shader\Release static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
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</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\shader\shader-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\shader\Debug DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\shader\shader" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\shader\Release DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-graphics.a" />
<Add library="..\..\..\lib\mingw\libsfml-window.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\shader\Shader.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="sockets" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\sockets\sockets-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sockets\Debug static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\sockets\sockets" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sockets\Release static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\sockets\sockets-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sockets\Debug DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\sockets\sockets" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sockets\Release DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-network.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\sockets\Sockets.cpp" />
<Unit filename="..\..\sockets\TCP.cpp" />
<Unit filename="..\..\sockets\UDP.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,111 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="sound_capture" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\sound_capture\sound_capture-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound_capture\Debug static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\sound_capture\sound_capture" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound_capture\Release static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\sound_capture\sound_capture-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound_capture\Debug DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\sound_capture\sound_capture" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound_capture\Release DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\sound_capture\SoundCapture.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,110 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="sound" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\sound\sound-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound\Debug static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add option="-static-libgcc" />
<Add library="..\..\..\lib\mingw\libsfml-audio-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\sound\sound" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound\Release static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\sound\sound-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound\Debug DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add option="-static-libgcc" />
<Add library="..\..\..\lib\mingw\libsfml-audio-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\sound\sound" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\sound\Release DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Unit filename="..\..\sound\Sound.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,117 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="voip" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\voip\voip-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\voip\Debug static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-network-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\voip\voip" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\voip\Release static_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-network-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\voip\voip-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\voip\Debug DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-network-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\voip\voip" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\voip\Release DLL_Win32" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-audio.a" />
<Add library="..\..\..\lib\mingw\libsfml-network.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\voip\Client.cpp" />
<Unit filename="..\..\voip\Server.cpp" />
<Unit filename="..\..\voip\VoIP.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,115 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="win32" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\win32\win32-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\win32\Debug static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-W" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-graphics-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\win32\win32" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\win32\Release static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-graphics-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\win32\win32-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\win32\Debug DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-W" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-graphics-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\win32\win32" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\win32\Release DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
<Add directory="..\..\..\extlibs" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-graphics.a" />
<Add library="..\..\..\lib\mingw\libsfml-window.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\win32\Win32.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,119 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="window" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug static_Win32">
<Option output="..\..\window\window-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\window\Debug static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release static_Win32">
<Option output="..\..\window\window" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\window\Release static_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-s.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-s.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Debug DLL_Win32">
<Option output="..\..\window\window-d" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\window\Debug DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-Wall" />
<Add option="-g" />
<Add option="-O0" />
<Add option="-DWIN32" />
<Add option="-D_DEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-window-d.a" />
<Add library="..\..\..\lib\mingw\libsfml-system-d.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
<Target title="Release DLL_Win32">
<Option output="..\..\window\window" prefix_auto="1" extension_auto="1" />
<Option object_output="..\..\..\Temp\codeblocks\window\Release DLL_Win32" />
<Option type="0" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O3" />
<Add option="-Wall" />
<Add option="-DWIN32" />
<Add option="-DNDEBUG" />
<Add option="-D_WINDOWS" />
<Add option="-DSFML_DYNAMIC" />
</Compiler>
<ResourceCompiler>
<Add directory="..\..\..\include" />
</ResourceCompiler>
<Linker>
<Add library="..\..\..\lib\mingw\libsfml-main.a" />
<Add library="..\..\..\lib\mingw\libsfml-window.a" />
<Add library="..\..\..\lib\mingw\libsfml-system.a" />
<Add library="opengl32" />
<Add library="glu32" />
</Linker>
</Target>
</Build>
<Compiler>
<Add directory="..\..\..\include" />
</Compiler>
<Linker>
<Add option="-static-libgcc" />
</Linker>
<Unit filename="..\..\window\Window.cpp" />
<Extensions>
<code_completion />
<envvars />
<debugger />
</Extensions>
</Project>
</CodeBlocks_project_file>

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@ -0,0 +1,15 @@
export SRCROOT = ../..
export CPP = g++
export CFLAGS = -W -Wall -ansi -g -O2 -DNDEBUG -I../../include
export EXAMPLES = ftp opengl pong shader sockets sound sound_capture voip window X11
all: $(EXAMPLES)
$(EXAMPLES):
$(MAKE) -f Makefile.$@
clean mrproper:
for example in $(EXAMPLES); do $(MAKE) $@ -f Makefile.$${example}; done
.PHONY: clean mrproper

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@ -0,0 +1,20 @@
EXE = X11
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-window -lsfml-system -lGLU -lGL -lX11
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

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@ -0,0 +1,20 @@
EXE = ftp
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-network -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,21 @@
EXE = opengl
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-graphics -lsfml-window -lsfml-system -lGLU -lGL
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = pong
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-audio -lsfml-graphics -lsfml-window -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = shader
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-graphics -lsfml-window -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = sockets
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-network -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = sound
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-audio -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = sound_capture
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-audio -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = voip
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-audio -lsfml-network -lsfml-system
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,20 @@
EXE = window
SRC = $(wildcard $(SRCROOT)/$(EXE)/*.cpp)
OBJ = $(SRC:.cpp=.o)
LDFLAGS = -lsfml-window -lsfml-system -lGLU -lGL
all: $(EXE)
$(EXE): $(OBJ)
$(CPP) -o $(SRCROOT)/$(EXE)/$(EXE) $(OBJ) $(LDFLAGS)
$(OBJ): %.o: %.cpp
$(CPP) -o $@ -c $< $(CFLAGS)
.PHONY: clean mrproper
clean:
@rm -rf $(OBJ)
mrproper: clean
@rm -rf $(SRCROOT)/$(EXE)/$(EXE)

View file

@ -0,0 +1,349 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="ftp"
ProjectGUID="{7236920B-254C-43A3-9DC1-778B477226DF}"
RootNamespace="ftp"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
FavorSizeOrSpeed="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
UseLibraryDependencyInputs="false"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
FavorSizeOrSpeed="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;SFML_DYNAMIC"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
UseLibraryDependencyInputs="false"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;SFML_DYNAMIC"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\ftp\Ftp.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View file

@ -0,0 +1,353 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="opengl"
ProjectGUID="{4CD9A872-16EF-4C53-81FC-C7E77E782718}"
RootNamespace="opengl"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
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ConfigurationType="1"
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>
<Tool
Name="VCPreBuildEventTool"
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<Tool
Name="VCCustomBuildTool"
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<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;SFML_DYNAMIC"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;SFML_DYNAMIC"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\opengl\OpenGL.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View file

@ -0,0 +1,342 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="pong"
ProjectGUID="{DDDE27DC-5568-43EE-BD0E-57C581F73EDE}"
RootNamespace="pong"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="2"
WarningLevel="4"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2005\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
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<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
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View file

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View file

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View file

@ -0,0 +1,351 @@
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View file

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View file

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View file

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View file

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View file

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View file

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View file

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View file

@ -0,0 +1,348 @@
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View file

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View file

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WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
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<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
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<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
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<Tool
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<Tool
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
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<Tool
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<Tool
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Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;SFML_DYNAMIC"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
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<Tool
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Name="VCPreLinkEventTool"
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<Tool
Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
Name="VCPostBuildEventTool"
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</Configuration>
<Configuration
Name="Release DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
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>
<Tool
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<Tool
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
Name="VCWebServiceProxyGeneratorTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;SFML_DYNAMIC"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
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Name="VCResourceCompilerTool"
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<Tool
Name="VCPreLinkEventTool"
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Name="VCLinkerTool"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
AdditionalLibraryDirectories=""
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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<Tool
Name="VCAppVerifierTool"
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<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath="..\..\win32\Win32.cpp"
>
<FileConfiguration
Name="Release static|Win32"
>
<Tool
Name="VCCLCompilerTool"
WarningLevel="3"
/>
</FileConfiguration>
<FileConfiguration
Name="Release DLL|Win32"
>
<Tool
Name="VCCLCompilerTool"
WarningLevel="3"
/>
</FileConfiguration>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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@ -0,0 +1,348 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="window"
ProjectGUID="{11E9ABEF-17A5-4FF7-91E5-994F34172F68}"
RootNamespace="window"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
UseLibraryDependencyInputs="false"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release static|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Debug DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;SFML_DYNAMIC"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
UseLibraryDependencyInputs="false"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName)-d.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release DLL|Win32"
OutputDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="$(SolutionDir)..\..\Temp\vc2008\$(ProjectName)\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="3"
FavorSizeOrSpeed="1"
AdditionalIncludeDirectories="&quot;$(SolutionDir)..\..\include&quot;"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;SFML_DYNAMIC"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="4"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="opengl32.lib glu32.lib"
OutputFile="$(ProjectDir)..\..\$(ProjectName)\$(ProjectName).exe"
LinkIncremental="1"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(IntDir)$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
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<References>
</References>
<Files>
<File
RelativePath="..\..\window\Window.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

File diff suppressed because it is too large Load diff

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

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@ -0,0 +1,10 @@
set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/ftp)
# all source files
set(SRC ${SRCROOT}/Ftp.cpp)
# define the ftp target
sfml_add_example(ftp
SOURCES ${SRC}
DEPENDS sfml-network sfml-system)

206
examples/ftp/Ftp.cpp Normal file
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@ -0,0 +1,206 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network.hpp>
#include <fstream>
#include <iostream>
////////////////////////////////////////////////////////////
/// Print a FTP response into a standard output stream
///
////////////////////////////////////////////////////////////
std::ostream& operator <<(std::ostream& stream, const sf::Ftp::Response& response)
{
return stream << response.GetStatus() << response.GetMessage();
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Choose the server address
sf::IpAddress address;
do
{
std::cout << "Enter the FTP server address : ";
std::cin >> address;
}
while (address == sf::IpAddress::None);
// Connect to the server
sf::Ftp server;
sf::Ftp::Response connectResponse = server.Connect(address);
std::cout << connectResponse << std::endl;
if (!connectResponse.IsOk())
return EXIT_FAILURE;
// Ask for user name and password
std::string user, password;
std::cout << "User name : ";
std::cin >> user;
std::cout << "Password : ";
std::cin >> password;
// Login to the server
sf::Ftp::Response loginResponse = server.Login(user, password);
std::cout << loginResponse << std::endl;
if (!loginResponse.IsOk())
return EXIT_FAILURE;
// Main menu
int choice = 0;
do
{
// Main FTP menu
std::cout << std::endl;
std::cout << "Choose an action:" << std::endl;
std::cout << "1. Print working directory" << std::endl;
std::cout << "2. Print contents of working directory" << std::endl;
std::cout << "3. Change directory" << std::endl;
std::cout << "4. Create directory" << std::endl;
std::cout << "5. Delete directory" << std::endl;
std::cout << "6. Rename file" << std::endl;
std::cout << "7. Remove file" << std::endl;
std::cout << "8. Download file" << std::endl;
std::cout << "9. Upload file" << std::endl;
std::cout << "0. Disconnect" << std::endl;
std::cout << std::endl;
std::cout << "Your choice: ";
std::cin >> choice;
std::cout << std::endl;
switch (choice)
{
default :
{
// Wrong choice
std::cout << "Invalid choice!" << std::endl;
std::cin.clear();
std::cin.ignore(10000, '\n');
break;
}
case 1 :
{
// Print the current server directory
sf::Ftp::DirectoryResponse response = server.GetWorkingDirectory();
std::cout << response << std::endl;
std::cout << "Current directory is " << response.GetDirectory() << std::endl;
break;
}
case 2 :
{
// Print the contents of the current server directory
sf::Ftp::ListingResponse response = server.GetDirectoryListing();
std::cout << response << std::endl;
std::vector<std::string> filenames = response.GetFilenames();
for (std::vector<std::string>::const_iterator it = filenames.begin(); it != filenames.end(); ++it)
std::cout << *it << std::endl;
break;
}
case 3 :
{
// Change the current directory
std::string directory;
std::cout << "Choose a directory: ";
std::cin >> directory;
std::cout << server.ChangeDirectory(directory) << std::endl;
break;
}
case 4 :
{
// Create a new directory
std::string directory;
std::cout << "Name of the directory to create: ";
std::cin >> directory;
std::cout << server.CreateDirectory(directory) << std::endl;
break;
}
case 5 :
{
// Remove an existing directory
std::string directory;
std::cout << "Name of the directory to remove: ";
std::cin >> directory;
std::cout << server.DeleteDirectory(directory) << std::endl;
break;
}
case 6 :
{
// Rename a file
std::string source, destination;
std::cout << "Name of the file to rename: ";
std::cin >> source;
std::cout << "New name: ";
std::cin >> destination;
std::cout << server.RenameFile(source, destination) << std::endl;
break;
}
case 7 :
{
// Remove an existing directory
std::string filename;
std::cout << "Name of the file to remove: ";
std::cin >> filename;
std::cout << server.DeleteFile(filename) << std::endl;
break;
}
case 8 :
{
// Download a file from server
std::string filename, directory;
std::cout << "Filename of the file to download (relative to current directory): ";
std::cin >> filename;
std::cout << "Directory to download the file to: ";
std::cin >> directory;
std::cout << server.Download(filename, directory) << std::endl;
break;
}
case 9 :
{
// Upload a file to server
std::string filename, directory;
std::cout << "Path of the file to upload (absolute or relative to working directory): ";
std::cin >> filename;
std::cout << "Directory to upload the file to (relative to current directory): ";
std::cin >> directory;
std::cout << server.Upload(filename, directory) << std::endl;
break;
}
case 0 :
{
// Disconnect
break;
}
}
} while (choice != 0);
// Disconnect from the server
std::cout << "Disconnecting from server..." << std::endl;
std::cout << server.Disconnect() << std::endl;
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}

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@ -0,0 +1,13 @@
set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/opengl)
# all source files
set(SRC ${SRCROOT}/OpenGL.cpp)
# find OpenGL and GLU
find_package(OpenGL REQUIRED)
# define the opengl target
sfml_add_example(opengl GUI_APP
SOURCES ${SRC}
DEPENDS sfml-graphics sfml-window sfml-system ${OPENGL_LIBRARIES})

156
examples/opengl/OpenGL.cpp Normal file
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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
// Create a sprite for the background
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("resources/background.jpg"))
return EXIT_FAILURE;
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;
{
sf::Image image;
if (!image.LoadFromFile("resources/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());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Bind our texture
glEnable(GL_TEXTURE_2D);
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;
// Start game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
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);
}
// Draw the background
window.SaveGLStates();
window.Draw(background);
window.RestoreGLStates();
// 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 the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
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(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;
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, 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
window.SaveGLStates();
sf::Text text("SFML / OpenGL demo");
text.SetPosition(250.f, 450.f);
text.SetColor(sf::Color(255, 255, 255, 170));
window.Draw(text);
window.RestoreGLStates();
// Finally, display the rendered frame on screen
window.Display();
}
// Don't forget to destroy our texture
glDeleteTextures(1, &texture);
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/pong)
# all source files
set(SRC ${SRCROOT}/Pong.cpp)
# define the pong target
sfml_add_example(pong GUI_APP
SOURCES ${SRC}
DEPENDS sfml-audio sfml-graphics sfml-window sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <cmath>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Defines PI
const float PI = 3.14159f;
// Create the window of the application
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "SFML Pong");
// Load the sounds used in the game
sf::SoundBuffer ballSoundBuffer;
if (!ballSoundBuffer.LoadFromFile("resources/ball.wav"))
{
return EXIT_FAILURE;
}
sf::Sound ballSound(ballSoundBuffer);
// Load the images used in the game
sf::Image backgroundImage, leftPaddleImage, rightPaddleImage, ballImage;
if (!backgroundImage.LoadFromFile("resources/background.jpg") ||
!leftPaddleImage.LoadFromFile("resources/paddle_left.png") ||
!rightPaddleImage.LoadFromFile("resources/paddle_right.png") ||
!ballImage.LoadFromFile("resources/ball.png"))
{
return EXIT_FAILURE;
}
// Load the text font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Initialize the end text
sf::Text end;
end.SetFont(font);
end.SetCharacterSize(60);
end.Move(150.f, 200.f);
end.SetColor(sf::Color(50, 50, 250));
// Create the sprites of the background, the paddles and the ball
sf::Sprite background(backgroundImage);
sf::Sprite leftPaddle(leftPaddleImage);
sf::Sprite rightPaddle(rightPaddleImage);
sf::Sprite ball(ballImage);
leftPaddle.Move(10, (window.GetView().GetSize().y - leftPaddle.GetSize().y) / 2);
rightPaddle.Move(window.GetView().GetSize().x - rightPaddle.GetSize().x - 10, (window.GetView().GetSize().y - rightPaddle.GetSize().y) / 2);
ball.Move((window.GetView().GetSize().x - ball.GetSize().x) / 2, (window.GetView().GetSize().y - ball.GetSize().y) / 2);
// Define the paddles properties
sf::Clock AITimer;
const float AITime = 0.1f;
float leftPaddleSpeed = 400.f;
float rightPaddleSpeed = 400.f;
// Define the ball properties
float ballSpeed = 400.f;
float ballAngle;
do
{
// Make sure the ball initial angle is not too much vertical
ballAngle = sf::Randomizer::Random(0.f, 2 * PI);
} while (std::abs(std::cos(ballAngle)) < 0.7f);
bool isPlaying = true;
while (window.IsOpened())
{
// Handle events
sf::Event event;
while (window.GetEvent(event))
{
// Window closed or escape key pressed : exit
if ((event.Type == sf::Event::Closed) ||
((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
{
window.Close();
break;
}
}
if (isPlaying)
{
// Move the player's paddle
if (window.GetInput().IsKeyDown(sf::Key::Up) && (leftPaddle.GetPosition().y > 5.f))
leftPaddle.Move(0.f, -leftPaddleSpeed * window.GetFrameTime());
if (window.GetInput().IsKeyDown(sf::Key::Down) && (leftPaddle.GetPosition().y < window.GetView().GetSize().y - leftPaddle.GetSize().y - 5.f))
leftPaddle.Move(0.f, leftPaddleSpeed * window.GetFrameTime());
// Move the computer's paddle
if (((rightPaddleSpeed < 0.f) && (rightPaddle.GetPosition().y > 5.f)) ||
((rightPaddleSpeed > 0.f) && (rightPaddle.GetPosition().y < window.GetView().GetSize().y - rightPaddle.GetSize().y - 5.f)))
{
rightPaddle.Move(0.f, rightPaddleSpeed * window.GetFrameTime());
}
// Update the computer's paddle direction according to the ball position
if (AITimer.GetElapsedTime() > AITime)
{
AITimer.Reset();
if ((rightPaddleSpeed < 0) && (ball.GetPosition().y + ball.GetSize().y > rightPaddle.GetPosition().y + rightPaddle.GetSize().y))
rightPaddleSpeed = -rightPaddleSpeed;
if ((rightPaddleSpeed > 0) && (ball.GetPosition().y < rightPaddle.GetPosition().y))
rightPaddleSpeed = -rightPaddleSpeed;
}
// Move the ball
float factor = ballSpeed * window.GetFrameTime();
ball.Move(std::cos(ballAngle) * factor, std::sin(ballAngle) * factor);
// Check collisions between the ball and the screen
if (ball.GetPosition().x < 0.f)
{
isPlaying = false;
end.SetString("You lost !\n(press escape to exit)");
}
if (ball.GetPosition().x + ball.GetSize().x > window.GetView().GetSize().x)
{
isPlaying = false;
end.SetString("You won !\n(press escape to exit)");
}
if (ball.GetPosition().y < 0.f)
{
ballSound.Play();
ballAngle = -ballAngle;
ball.SetY(0.1f);
}
if (ball.GetPosition().y + ball.GetSize().y > window.GetView().GetSize().y)
{
ballSound.Play();
ballAngle = -ballAngle;
ball.SetY(window.GetView().GetSize().y - ball.GetSize().y - 0.1f);
}
// Check the collisions between the ball and the paddles
// Left Paddle
if (ball.GetPosition().x < leftPaddle.GetPosition().x + leftPaddle.GetSize().x &&
ball.GetPosition().x > leftPaddle.GetPosition().x + (leftPaddle.GetSize().x / 2.0f) &&
ball.GetPosition().y + ball.GetSize().y >= leftPaddle.GetPosition().y &&
ball.GetPosition().y <= leftPaddle.GetPosition().y + leftPaddle.GetSize().y)
{
ballSound.Play();
ballAngle = PI - ballAngle;
ball.SetX(leftPaddle.GetPosition().x + leftPaddle.GetSize().x + 0.1f);
}
// Right Paddle
if (ball.GetPosition().x + ball.GetSize().x > rightPaddle.GetPosition().x &&
ball.GetPosition().x + ball.GetSize().x < rightPaddle.GetPosition().x + (rightPaddle.GetSize().x / 2.0f) &&
ball.GetPosition().y + ball.GetSize().y >= rightPaddle.GetPosition().y &&
ball.GetPosition().y <= rightPaddle.GetPosition().y + rightPaddle.GetSize().y)
{
ballSound.Play();
ballAngle = PI - ballAngle;
ball.SetX(rightPaddle.GetPosition().x - ball.GetSize().x - 0.1f);
}
}
// Clear the window
window.Clear();
// Draw the background, paddles and ball sprites
window.Draw(background);
window.Draw(leftPaddle);
window.Draw(rightPaddle);
window.Draw(ball);
// If the game is over, display the end message
if (!isPlaying)
window.Draw(end);
// Display things on screen
window.Display();
}
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/shader)
# all source files
set(SRC ${SRCROOT}/Shader.cpp)
# define the shader target
sfml_add_example(shader GUI_APP
SOURCES ${SRC}
DEPENDS sfml-graphics sfml-window sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <map>
#include <math.h>
void DisplayError();
////////////////////////////////////////////////////////////
/// A class to simplify shader selection
///
////////////////////////////////////////////////////////////
class ShaderSelector
{
public :
// Constructor
ShaderSelector(std::map<std::string, sf::Shader>& owner, const std::string& shader) :
myOwner (&owner),
myIterator(owner.find(shader))
{
}
// Select the previous shader
void GotoPrevious()
{
if (myIterator == myOwner->begin())
myIterator = myOwner->end();
myIterator--;
}
// Select the next shader
void GotoNext()
{
myIterator++;
if (myIterator == myOwner->end())
myIterator = myOwner->begin();
}
// Update the shader parameters
void Update(float x, float y)
{
if (myIterator->first == "blur") myIterator->second.SetParameter("offset", x * y * 0.03f);
else if (myIterator->first == "colorize") myIterator->second.SetParameter("color", 0.3f, x, y);
else if (myIterator->first == "edge") myIterator->second.SetParameter("threshold", x * y);
else if (myIterator->first == "fisheye") myIterator->second.SetParameter("mouse", x, y);
else if (myIterator->first == "wave") myIterator->second.SetParameter("offset", x, y);
else if (myIterator->first == "pixelate") myIterator->second.SetParameter("mouse", x, y);
}
// Get the name of the current shader
const std::string& GetName() const
{
return myIterator->first;
}
// Get the current shader
const sf::Shader& GetShader() const
{
return myIterator->second;
}
private :
std::map<std::string, sf::Shader>* myOwner;
std::map<std::string, sf::Shader>::iterator myIterator;
};
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the system can use shaders
if (sf::Shader::IsAvailable() == false)
{
DisplayError();
return EXIT_SUCCESS;
}
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Create the render image
sf::RenderImage image;
if (!image.Create(window.GetWidth(), window.GetHeight()))
return EXIT_FAILURE;
// Load a background image to display
sf::Image backgroundImage;
if (!backgroundImage.LoadFromFile("resources/background.jpg"))
return EXIT_FAILURE;
sf::Sprite background(backgroundImage);
backgroundImage.SetSmooth(false);
// Load a sprite which we'll move into the scene
sf::Image entityImage;
if (!entityImage.LoadFromFile("resources/sprite.png"))
return EXIT_FAILURE;
sf::Sprite entity(entityImage);
// Load the text font
sf::Font font;
if (!font.LoadFromFile("resources/sansation.ttf"))
return EXIT_FAILURE;
// Load the image needed for the wave shader
sf::Image waveImage;
if (!waveImage.LoadFromFile("resources/wave.jpg"))
return EXIT_FAILURE;
// Load all shaders
std::map<std::string, sf::Shader> shaders;
if (!shaders["nothing"].LoadFromFile("resources/nothing.sfx")) return EXIT_FAILURE;
if (!shaders["blur"].LoadFromFile("resources/blur.sfx")) return EXIT_FAILURE;
if (!shaders["colorize"].LoadFromFile("resources/colorize.sfx")) return EXIT_FAILURE;
if (!shaders["edge"].LoadFromFile("resources/edge.sfx")) return EXIT_FAILURE;
if (!shaders["fisheye"].LoadFromFile("resources/fisheye.sfx")) return EXIT_FAILURE;
if (!shaders["wave"].LoadFromFile("resources/wave.sfx")) return EXIT_FAILURE;
if (!shaders["pixelate"].LoadFromFile("resources/pixelate.sfx")) return EXIT_FAILURE;
ShaderSelector backgroundShader(shaders, "nothing");
ShaderSelector entityShader(shaders, "nothing");
ShaderSelector globalShader(shaders, "nothing");
// Do specific initializations
shaders["nothing"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["blur"].SetParameter("offset", 0.f);
shaders["colorize"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["colorize"].SetParameter("color", 1.f, 1.f, 1.f);
shaders["edge"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["fisheye"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("texture", sf::Shader::CurrentTexture);
shaders["wave"].SetTexture("wave", waveImage);
shaders["pixelate"].SetTexture("texture", sf::Shader::CurrentTexture);
// Define a string for displaying the description of the current shader
sf::Text shaderStr;
shaderStr.SetFont(font);
shaderStr.SetCharacterSize(20);
shaderStr.SetPosition(5.f, 0.f);
shaderStr.SetColor(sf::Color(250, 100, 30));
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Flower shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
// Define a string for displaying help
sf::Text infoStr;
infoStr.SetFont(font);
infoStr.SetCharacterSize(20);
infoStr.SetPosition(5.f, 500.f);
infoStr.SetColor(sf::Color(250, 100, 30));
infoStr.SetString("Move your mouse to change the shaders' parameters\n"
"Press numpad 1/4 to change the background shader\n"
"Press numpad 2/5 to change the flower shader\n"
"Press numpad 3/6 to change the global shader");
sf::RenderImage test;
test.Create(800, 600);
// Create a clock to measure the total time elapsed
sf::Clock clock;
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
if (event.Type == sf::Event::KeyPressed)
{
// Escape key : exit
if (event.Key.Code == sf::Key::Escape)
window.Close();
// Numpad : switch effect
switch (event.Key.Code)
{
case sf::Key::Numpad1 : backgroundShader.GotoPrevious(); break;
case sf::Key::Numpad4 : backgroundShader.GotoNext(); break;
case sf::Key::Numpad2 : entityShader.GotoPrevious(); break;
case sf::Key::Numpad5 : entityShader.GotoNext(); break;
case sf::Key::Numpad3 : globalShader.GotoPrevious(); break;
case sf::Key::Numpad6 : globalShader.GotoNext(); break;
default : break;
}
// Update the text
shaderStr.SetString("Background shader: \"" + backgroundShader.GetName() + "\"\n"
"Entity shader: \"" + entityShader.GetName() + "\"\n"
"Global shader: \"" + globalShader.GetName() + "\"\n");
}
}
// Get the mouse position in the range [0, 1]
float mouseX = window.GetInput().GetMouseX() / static_cast<float>(window.GetWidth());
float mouseY = window.GetInput().GetMouseY() / static_cast<float>(window.GetHeight());
// Update the shaders
backgroundShader.Update(mouseX, mouseY);
entityShader.Update(mouseX, mouseY);
globalShader.Update(mouseX, mouseY);
// Animate the entity
float entityX = (cos(clock.GetElapsedTime() * 1.3f) + 1.2f) * 300;
float entityY = (cos(clock.GetElapsedTime() * 0.8f) + 1.2f) * 200;
entity.SetPosition(entityX, entityY);
entity.Rotate(window.GetFrameTime() * 100);
// Draw the background and the moving entity to the render image
image.Clear();
image.Draw(background, backgroundShader.GetShader());
image.Draw(entity, entityShader.GetShader());
image.Display();
// Draw the contents of the render image to the window
sf::Sprite screen(image.GetImage());
window.Draw(screen, globalShader.GetShader());
// Draw the interface texts
window.Draw(shaderStr);
window.Draw(infoStr);
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}
////////////////////////////////////////////////////////////
/// Fonction called when the post-effects are not supported ;
/// Display an error message and wait until the user exits
///
////////////////////////////////////////////////////////////
void DisplayError()
{
// Create the main window
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Shader");
// Define a string for displaying the error message
sf::Text error("Sorry, your system doesn't support shaders");
error.SetPosition(100.f, 250.f);
error.SetColor(sf::Color(200, 100, 150));
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
}
// Clear the window
window.Clear();
// Draw the error message
window.Draw(error);
// Finally, display the rendered frame on screen
window.Display();
}
}

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uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1;
gl_FragColor = gl_Color * (pixel / 13.0);
}

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uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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uniform sampler2D texture;
uniform float threshold;
void main()
{
const float offset = 1.0 / 512.0;
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
float edge = length(result);
if (edge > threshold)
gl_FragColor.rgb = vec3(0, 0, 0);
else
gl_FragColor.rgb = vec3(1, 1, 1);
gl_FragColor.a = gl_Color.a * texture2D(texture, gl_TexCoord[0].xy).a;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = vec2(texture2D(wave, (gl_TexCoord[0].xy * offset).xy));
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/sockets)
# all source files
set(SRC ${SRCROOT}/Sockets.cpp
${SRCROOT}/TCP.cpp
${SRCROOT}/UDP.cpp)
# define the sockets target
sfml_add_example(sockets
SOURCES ${SRC}
DEPENDS sfml-network sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <iostream>
#include <cstdlib>
void RunTcpServer(unsigned short Port);
void RunTcpClient(unsigned short Port);
void RunUdpServer(unsigned short Port);
void RunUdpClient(unsigned short Port);
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Choose an arbitrary port for opening sockets
const unsigned short port = 50001;
// TCP, UDP or connected UDP ?
char protocol;
std::cout << "Do you want to use TCP (t) or UDP (u) ? ";
std::cin >> protocol;
// Client or server ?
char who;
std::cout << "Do you want to be a server (s) or a client (c) ? ";
std::cin >> who;
if (protocol == 't')
{
// Test the TCP protocol
if (who == 's')
RunTcpServer(port);
else
RunTcpClient(port);
}
else
{
// Test the unconnected UDP protocol
if (who == 's')
RunUdpServer(port);
else
RunUdpClient(port);
}
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Launch a server, wait for an incoming connection,
/// send a message and wait for the answer.
///
////////////////////////////////////////////////////////////
void RunTcpServer(unsigned short port)
{
// Create a server socket to accept new connections
sf::TcpListener listener;
// Listen to the given port for incoming connections
if (listener.Listen(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
sf::TcpSocket socket;
if (listener.Accept(socket) != sf::Socket::Done)
return;
std::cout << "Client connected: " << socket.GetRemoteAddress() << std::endl;
// Send a message to the connected client
const char out[] = "Hi, I'm the server";
if (socket.Send(out, sizeof(out)) != sf::Socket::Done)
return;
std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
// Receive a message back from the client
char in[128];
std::size_t received;
if (socket.Receive(in, sizeof(in), received) != sf::Socket::Done)
return;
std::cout << "Answer received from the client: \"" << in << "\"" << std::endl;
}
////////////////////////////////////////////////////////////
/// Create a client, connect it to a server, display the
/// welcome message and send an answer.
///
////////////////////////////////////////////////////////////
void RunTcpClient(unsigned short port)
{
// Ask for the server address
sf::IpAddress server;
do
{
std::cout << "Type the address or name of the server to connect to: ";
std::cin >> server;
}
while (server == sf::IpAddress::None);
// Create a socket for communicating with the server
sf::TcpSocket socket;
// Connect to the server
if (socket.Connect(server, port) != sf::Socket::Done)
return;
std::cout << "Connected to server " << server << std::endl;
// Receive a message from the server
char in[128];
std::size_t received;
if (socket.Receive(in, sizeof(in), received) != sf::Socket::Done)
return;
std::cout << "Message received from the server: \"" << in << "\"" << std::endl;
// Send an answer to the server
const char out[] = "Hi, I'm a client";
if (socket.Send(out, sizeof(out)) != sf::Socket::Done)
return;
std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
}

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Network.hpp>
#include <iostream>
////////////////////////////////////////////////////////////
/// Launch a server, wait for a message, send an answer.
///
////////////////////////////////////////////////////////////
void RunUdpServer(unsigned short port)
{
// Create a socket to receive a message from anyone
sf::UdpSocket socket;
// Listen to messages on the specified port
if (socket.Bind(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for a message... " << std::endl;
// Wait for a message
char in[128];
std::size_t received;
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message received from client " << sender << ": \"" << in << "\"" << std::endl;
// Send an answer to the client
const char out[] = "Hi, I'm the server";
if (socket.Send(out, sizeof(out), sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message sent to the client: \"" << out << "\"" << std::endl;
}
////////////////////////////////////////////////////////////
/// Send a message to the server, wait for the answer
///
////////////////////////////////////////////////////////////
void RunUdpClient(unsigned short port)
{
// Ask for the server address
sf::IpAddress server;
do
{
std::cout << "Type the address or name of the server to connect to: ";
std::cin >> server;
}
while (server == sf::IpAddress::None);
// Create a socket for communicating with the server
sf::UdpSocket socket;
// Send a message to the server
const char out[] = "Hi, I'm a client";
if (socket.Send(out, sizeof(out), server, port) != sf::Socket::Done)
return;
std::cout << "Message sent to the server: \"" << out << "\"" << std::endl;
// Receive an answer from anyone (but most likely from the server)
char in[128];
std::size_t received;
sf::IpAddress sender;
unsigned short senderPort;
if (socket.Receive(in, sizeof(in), received, sender, senderPort) != sf::Socket::Done)
return;
std::cout << "Message received from " << sender << ": \"" << in << "\"" << std::endl;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/sound)
# all source files
set(SRC ${SRCROOT}/Sound.cpp)
# define the sound target
sfml_add_example(sound
SOURCES ${SRC}
DEPENDS sfml-audio sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <iomanip>
#include <iostream>
////////////////////////////////////////////////////////////
/// Play a sound
///
////////////////////////////////////////////////////////////
void PlaySound()
{
// Load a sound buffer from a wav file
sf::SoundBuffer buffer;
if (!buffer.LoadFromFile("resources/canary.wav"))
return;
// Display sound informations
std::cout << "canary.wav :" << std::endl;
std::cout << " " << buffer.GetDuration() << " sec" << std::endl;
std::cout << " " << buffer.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << buffer.GetChannelsCount() << " channels" << std::endl;
// Create a sound instance and play it
sf::Sound sound(buffer);
sound.Play();
// Loop while the sound is playing
while (sound.GetStatus() == sf::Sound::Playing)
{
// Leave some CPU time for other processes
sf::Sleep(0.1f);
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << sound.GetPlayingOffset() << " sec ";
}
std::cout << std::endl << std::endl;
}
////////////////////////////////////////////////////////////
/// Play a music
///
////////////////////////////////////////////////////////////
void PlayMusic()
{
// Load an ogg music file
sf::Music music;
if (!music.OpenFromFile("resources/orchestral.ogg"))
return;
// Display music informations
std::cout << "orchestral.ogg :" << std::endl;
std::cout << " " << music.GetDuration() << " sec" << std::endl;
std::cout << " " << music.GetSampleRate() << " samples / sec" << std::endl;
std::cout << " " << music.GetChannelsCount() << " channels" << std::endl;
// Play it
music.Play();
// Loop while the music is playing
while (music.GetStatus() == sf::Music::Playing)
{
// Leave some CPU time for other processes
sf::Sleep(0.1f);
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << music.GetPlayingOffset() << " sec ";
}
std::cout << std::endl;
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Play a sound
PlaySound();
// Play a music
PlayMusic();
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/sound_capture)
# all source files
set(SRC ${SRCROOT}/SoundCapture.cpp)
# define the sound-capture target
sfml_add_example(sound-capture
SOURCES ${SRC}
DEPENDS sfml-audio sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <iomanip>
#include <iostream>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Check that the device can capture audio
if (sf::SoundRecorder::IsAvailable() == false)
{
std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
return EXIT_SUCCESS;
}
// Choose the sample rate
unsigned int sampleRate;
std::cout << "Please choose the sample rate for sound capture (44100 is CD quality) : ";
std::cin >> sampleRate;
std::cin.ignore(10000, '\n');
// Wait for user input...
std::cout << "Press enter to start recording audio";
std::cin.ignore(10000, '\n');
// Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer
sf::SoundBufferRecorder recorder;
// Audio capture is done in a separate thread, so we can block the main thread while it is capturing
recorder.Start(sampleRate);
std::cout << "Recording... press enter to stop";
std::cin.ignore(10000, '\n');
recorder.Stop();
// Get the buffer containing the captured data
const sf::SoundBuffer& buffer = recorder.GetBuffer();
// Display captured sound informations
std::cout << "Sound information :" << std::endl;
std::cout << " " << buffer.GetDuration() << " seconds" << std::endl;
std::cout << " " << buffer.GetSampleRate() << " samples / seconds" << std::endl;
std::cout << " " << buffer.GetChannelsCount() << " channels" << std::endl;
// Choose what to do with the recorded sound data
char choice;
std::cout << "What do you want to do with captured sound (p = play, s = save) ? ";
std::cin >> choice;
std::cin.ignore(10000, '\n');
if (choice == 's')
{
// Choose the filename
std::string filename;
std::cout << "Choose the file to create : ";
std::getline(std::cin, filename);
// Save the buffer
buffer.SaveToFile(filename);
}
else
{
// Create a sound instance and play it
sf::Sound sound(buffer);
sound.Play();
// Wait until finished
while (sound.GetStatus() == sf::Sound::Playing)
{
// Display the playing position
std::cout << "\rPlaying... " << std::fixed << std::setprecision(2) << sound.GetPlayingOffset() << " sec";
// Leave some CPU time for other threads
sf::Sleep(0.1f);
}
}
// Finished !
std::cout << std::endl << "Done !" << std::endl;
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/voip)
# all source files
set(SRC ${SRCROOT}/VoIP.cpp
${SRCROOT}/Client.cpp
${SRCROOT}/Server.cpp)
# define the voip target
sfml_add_example(voip
SOURCES ${SRC}
DEPENDS sfml-audio sfml-network sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
#include <iostream>
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
////////////////////////////////////////////////////////////
/// Specialization of audio recorder for sending recorded audio
/// data through the network
////////////////////////////////////////////////////////////
class NetworkRecorder : public sf::SoundRecorder
{
public :
////////////////////////////////////////////////////////////
/// Constructor
///
/// \param host Remote host to which send the recording data
/// \param port Port of the remote host
///
////////////////////////////////////////////////////////////
NetworkRecorder(const sf::IpAddress& host, unsigned short port) :
myHost(host),
myPort(port)
{
}
private :
////////////////////////////////////////////////////////////
/// /see SoundRecorder::OnStart
///
////////////////////////////////////////////////////////////
virtual bool OnStart()
{
if (mySocket.Connect(myHost, myPort) == sf::Socket::Done)
{
std::cout << "Connected to server " << myHost << std::endl;
return true;
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
/// /see SoundRecorder::ProcessSamples
///
////////////////////////////////////////////////////////////
virtual bool OnProcessSamples(const sf::Int16* samples, std::size_t samplesCount)
{
// Pack the audio samples into a network packet
sf::Packet packet;
packet << audioData;
packet.Append(samples, samplesCount * sizeof(sf::Int16));
// Send the audio packet to the server
return mySocket.Send(packet) == sf::Socket::Done;
}
////////////////////////////////////////////////////////////
/// /see SoundRecorder::OnStop
///
////////////////////////////////////////////////////////////
virtual void OnStop()
{
// Send a "end-of-stream" packet
sf::Packet packet;
packet << endOfStream;
mySocket.Send(packet);
// Close the socket
mySocket.Disconnect();
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::IpAddress myHost; ///< Address of the remote host
unsigned short myPort; ///< Remote port
sf::TcpSocket mySocket; ///< Socket used to communicate with the server
};
////////////////////////////////////////////////////////////
/// Create a client, connect it to a running server and
/// start sending him audio data
///
////////////////////////////////////////////////////////////
void DoClient(unsigned short port)
{
// Check that the device can capture audio
if (sf::SoundRecorder::IsAvailable() == false)
{
std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
return;
}
// Ask for server address
sf::IpAddress server;
do
{
std::cout << "Type address or name of the server to connect to : ";
std::cin >> server;
}
while (server == sf::IpAddress::None);
// Create an instance of our custom recorder
NetworkRecorder recorder(server, port);
// Wait for user input...
std::cin.ignore(10000, '\n');
std::cout << "Press enter to start recording audio";
std::cin.ignore(10000, '\n');
// Start capturing audio data
recorder.Start(44100);
std::cout << "Recording... press enter to stop";
std::cin.ignore(10000, '\n');
recorder.Stop();
}

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
#include <iomanip>
#include <iostream>
#include <iterator>
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
////////////////////////////////////////////////////////////
/// Customized sound stream for acquiring audio data
/// from the network
////////////////////////////////////////////////////////////
class NetworkAudioStream : public sf::SoundStream
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
NetworkAudioStream() :
myOffset (0),
myHasFinished(false)
{
// Set the sound parameters
Initialize(1, 44100);
}
////////////////////////////////////////////////////////////
/// Run the server, stream audio data from the client
///
////////////////////////////////////////////////////////////
void Start(unsigned short port)
{
if (!myHasFinished)
{
// Listen to the given port for incoming connections
if (myListener.Listen(port) != sf::Socket::Done)
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
if (myListener.Accept(myClient) != sf::Socket::Done)
return;
std::cout << "Client connected: " << myClient.GetRemoteAddress() << std::endl;
// Start playback
Play();
// Start receiving audio data
ReceiveLoop();
}
else
{
// Start playback
Play();
}
}
private :
////////////////////////////////////////////////////////////
/// /see SoundStream::OnGetData
///
////////////////////////////////////////////////////////////
virtual bool OnGetData(sf::SoundStream::Chunk& data)
{
// We have reached the end of the buffer and all audio data have been played : we can stop playback
if ((myOffset >= mySamples.size()) && myHasFinished)
return false;
// No new data has arrived since last update : wait until we get some
while ((myOffset >= mySamples.size()) && !myHasFinished)
sf::Sleep(0.01f);
// Copy samples into a local buffer to avoid synchronization problems
// (don't forget that we run in two separate threads)
{
sf::Lock lock(myMutex);
myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
}
// Fill audio data to pass to the stream
data.Samples = &myTempBuffer[0];
data.NbSamples = myTempBuffer.size();
// Update the playing offset
myOffset += myTempBuffer.size();
return true;
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float timeOffset)
{
myOffset = static_cast<std::size_t>(timeOffset * GetSampleRate() * GetChannelsCount());
}
////////////////////////////////////////////////////////////
/// Get audio data from the client until playback is stopped
///
////////////////////////////////////////////////////////////
void ReceiveLoop()
{
while (!myHasFinished)
{
// Get waiting audio data from the network
sf::Packet packet;
if (myClient.Receive(packet) != sf::Socket::Done)
break;
// Extract the message ID
sf::Uint8 id;
packet >> id;
if (id == audioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
std::size_t nbSamples = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
// Don't forget that the other thread can access the samples array at any time
// (so we protect any operation on it with the mutex)
{
sf::Lock lock(myMutex);
std::copy(samples, samples + nbSamples, std::back_inserter(mySamples));
}
}
else if (id == endOfStream)
{
// End of stream reached : we stop receiving audio data
std::cout << "Audio data has been 100% received!" << std::endl;
myHasFinished = true;
}
else
{
// Something's wrong...
std::cout << "Invalid packet received..." << std::endl;
myHasFinished = true;
}
}
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::TcpListener myListener;
sf::TcpSocket myClient;
sf::Mutex myMutex;
std::vector<sf::Int16> mySamples;
std::vector<sf::Int16> myTempBuffer;
std::size_t myOffset;
bool myHasFinished;
};
////////////////////////////////////////////////////////////
/// Launch a server and wait for incoming audio data from
/// a connected client
///
////////////////////////////////////////////////////////////
void DoServer(unsigned short port)
{
// Build an audio stream to play sound data as it is received through the network
NetworkAudioStream audioStream;
audioStream.Start(port);
// Loop until the sound playback is finished
while (audioStream.GetStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::Sleep(0.1f);
}
std::cin.ignore(10000, '\n');
// Wait until the user presses 'enter' key
std::cout << "Press enter to replay the sound..." << std::endl;
std::cin.ignore(10000, '\n');
// Replay the sound (just to make sure replaying the received data is OK)
audioStream.Play();
// Loop until the sound playback is finished
while (audioStream.GetStatus() != sf::SoundStream::Stopped)
{
// Leave some CPU time for other threads
sf::Sleep(0.1f);
}
}

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <iomanip>
#include <iostream>
#include <cstdlib>
////////////////////////////////////////////////////////////
// Function prototypes
// (I'm too lazy to put them into separate headers...)
////////////////////////////////////////////////////////////
void DoClient(unsigned short port);
void DoServer(unsigned short port);
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Choose a random port for opening sockets (ports < 1024 are reserved)
const unsigned short port = 2435;
// Client or server ?
char who;
std::cout << "Do you want to be a server ('s') or a client ('c') ? ";
std::cin >> who;
if (who == 's')
{
// Run as a server
DoServer(port);
}
else
{
// Run as a client
DoClient(port);
}
// Wait until the user presses 'enter' key
std::cout << "Press enter to exit..." << std::endl;
std::cin.ignore(10000, '\n');
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/win32)
# all source files
set(SRC ${SRCROOT}/Win32.cpp)
# define the win32 target
sfml_add_example(win32 GUI_APP
SOURCES ${SRC}
DEPENDS sfml-graphics sfml-window sfml-system)

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <windows.h>
#include <cmath>
HWND button;
////////////////////////////////////////////////////////////
/// Function called whenever one of our windows receives a message
///
////////////////////////////////////////////////////////////
LRESULT CALLBACK OnEvent(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
// Quit when we close the main window
case WM_CLOSE :
{
PostQuitMessage(0);
return 0;
}
// Quit when we click the "quit" button
case WM_COMMAND :
{
if (reinterpret_cast<HWND>(lParam) == button)
{
PostQuitMessage(0);
return 0;
}
}
}
return DefWindowProc(handle, message, wParam, lParam);
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \param Instance : Instance of the application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
INT WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, INT)
{
// Define a class for our main window
WNDCLASS windowClass;
windowClass.style = 0;
windowClass.lpfnWndProc = &OnEvent;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = instance;
windowClass.hIcon = NULL;
windowClass.hCursor = 0;
windowClass.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_BACKGROUND);
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = TEXT("SFML App");
RegisterClass(&windowClass);
// Let's create the main window
HWND window = CreateWindow(TEXT("SFML App"), TEXT("SFML Win32"), WS_SYSMENU | WS_VISIBLE, 200, 200, 660, 520, NULL, NULL, instance, NULL);
// Add a button for exiting
button = CreateWindow(TEXT("BUTTON"), TEXT("Quit"), WS_CHILD | WS_VISIBLE, 560, 440, 80, 40, window, NULL, instance, NULL);
// Let's create two SFML views
HWND view1 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 20, 20, 300, 400, window, NULL, instance, NULL);
HWND view2 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 340, 20, 300, 400, window, NULL, instance, NULL);
sf::RenderWindow SFMLView1(view1);
sf::RenderWindow SFMLView2(view2);
// Load some images to display
sf::Image image1, image2;
if (!image1.LoadFromFile("resources/image1.jpg") || !image2.LoadFromFile("resources/image2.jpg"))
return EXIT_FAILURE;
sf::Sprite sprite1(image1);
sf::Sprite sprite2(image2);
sprite1.SetOrigin(sprite1.GetSize() / 2.f);
sprite1.SetPosition(sprite1.GetSize() / 2.f);
// Create a clock for measuring elapsed time
sf::Clock clock;
// Loop until a WM_QUIT message is received
MSG message;
message.message = static_cast<UINT>(~WM_QUIT);
while (message.message != WM_QUIT)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
// If a message was waiting in the message queue, process it
TranslateMessage(&message);
DispatchMessage(&message);
}
else
{
// Clear views
SFMLView1.Clear();
SFMLView2.Clear();
// Draw sprite 1 on view 1
sprite1.SetRotation(clock.GetElapsedTime() * 100);
SFMLView1.Draw(sprite1);
// Draw sprite 2 on view 2
sprite2.SetX(cos(clock.GetElapsedTime()) * 100);
SFMLView2.Draw(sprite2);
// Display each view on screen
SFMLView1.Display();
SFMLView2.Display();
}
}
// Destroy the main window (all its child controls will be destroyed)
DestroyWindow(window);
// Don't forget to unregister the window class
UnregisterClass(TEXT("SFML App"), instance);
return EXIT_SUCCESS;
}

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set(SRCROOT ${CMAKE_SOURCE_DIR}/examples/window)
# all source files
set(SRC ${SRCROOT}/Window.cpp)
# find OpenGL and GLU
find_package(OpenGL REQUIRED)
# define the window target
sfml_add_example(window GUI_APP
SOURCES ${SRC}
DEPENDS sfml-window sfml-system ${OPENGL_LIBRARIES})

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examples/window/Window.cpp Normal file
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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sf::Window window(sf::VideoMode(640, 480, 32), "SFML Window");
// Create a clock for measuring the time elapsed
sf::Clock clock;
// Set the color and depth clear values
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
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);
}
// 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
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
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);
// Draw a cube
glBegin(GL_QUADS);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}