Changed the naming convention for member variables (prefix changed from "my" to "m_")
This commit is contained in:
parent
15e9d999b3
commit
ff5b69d312
124 changed files with 1889 additions and 1889 deletions
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@ -21,23 +21,23 @@ public :
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const std::string& GetName() const
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{
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return myName;
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return m_name;
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}
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void Load()
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{
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myIsLoaded = sf::Shader::IsAvailable() && OnLoad();
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m_isLoaded = sf::Shader::IsAvailable() && OnLoad();
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}
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void Update(float time, float x, float y)
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{
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if (myIsLoaded)
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if (m_isLoaded)
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OnUpdate(time, x, y);
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}
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void Draw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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if (myIsLoaded)
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if (m_isLoaded)
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{
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OnDraw(target, states);
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}
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@ -53,8 +53,8 @@ public :
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protected :
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Effect(const std::string& name) :
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myName(name),
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myIsLoaded(false)
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m_name(name),
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m_isLoaded(false)
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{
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}
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@ -67,8 +67,8 @@ private :
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private :
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std::string myName;
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bool myIsLoaded;
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std::string m_name;
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bool m_isLoaded;
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};
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#endif // EFFECT_HPP
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@ -23,34 +23,34 @@ public :
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bool OnLoad()
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{
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// Load the texture and initialize the sprite
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if (!myTexture.LoadFromFile("resources/background.jpg"))
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if (!m_texture.LoadFromFile("resources/background.jpg"))
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return false;
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mySprite.SetTexture(myTexture);
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m_sprite.SetTexture(m_texture);
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// Load the shader
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if (!myShader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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if (!m_shader.LoadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float, float x, float y)
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{
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myShader.SetParameter("pixel_threshold", (x + y) / 30);
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m_shader.SetParameter("pixel_threshold", (x + y) / 30);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(mySprite, states);
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states.Shader = &m_shader;
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target.Draw(m_sprite, states);
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}
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private:
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sf::Texture myTexture;
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sf::Sprite mySprite;
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sf::Shader myShader;
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sf::Texture m_texture;
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sf::Sprite m_sprite;
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sf::Shader m_shader;
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};
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@ -69,7 +69,7 @@ public :
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bool OnLoad()
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{
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// Create the text
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myText.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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m_text.SetString("Praesent suscipit augue in velit pulvinar hendrerit varius purus aliquam.\n"
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"Mauris mi odio, bibendum quis fringilla a, laoreet vel orci. Proin vitae vulputate tortor.\n"
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"Praesent cursus ultrices justo, ut feugiat ante vehicula quis.\n"
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"Donec fringilla scelerisque mauris et viverra.\n"
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@ -87,11 +87,11 @@ public :
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"Mauris ultricies dolor sed massa convallis sed aliquet augue fringilla.\n"
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"Duis erat eros, porta in accumsan in, blandit quis sem.\n"
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"In hac habitasse platea dictumst. Etiam fringilla est id odio dapibus sit amet semper dui laoreet.\n");
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myText.SetCharacterSize(22);
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myText.SetPosition(30, 20);
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m_text.SetCharacterSize(22);
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m_text.SetPosition(30, 20);
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// Load the shader
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if (!myShader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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if (!m_shader.LoadFromFile("resources/wave.vert", "resources/blur.frag"))
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return false;
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return true;
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@ -99,21 +99,21 @@ public :
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("wave_phase", time);
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myShader.SetParameter("wave_amplitude", x * 40, y * 40);
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myShader.SetParameter("blur_radius", (x + y) * 0.008f);
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m_shader.SetParameter("wave_phase", time);
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m_shader.SetParameter("wave_amplitude", x * 40, y * 40);
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m_shader.SetParameter("blur_radius", (x + y) * 0.008f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myText, states);
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states.Shader = &m_shader;
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target.Draw(m_text, states);
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}
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private:
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sf::Text myText;
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sf::Shader myShader;
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sf::Text m_text;
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sf::Shader m_shader;
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};
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@ -132,7 +132,7 @@ public :
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bool OnLoad()
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{
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// Create the points
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myPoints.SetPrimitiveType(sf::Points);
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m_points.SetPrimitiveType(sf::Points);
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for (int i = 0; i < 40000; ++i)
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{
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float x = static_cast<float>(std::rand() % 800);
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@ -140,11 +140,11 @@ public :
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sf::Uint8 r = std::rand() % 255;
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sf::Uint8 g = std::rand() % 255;
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sf::Uint8 b = std::rand() % 255;
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myPoints.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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m_points.Append(sf::Vertex(sf::Vector2f(x, y), sf::Color(r, g, b)));
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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if (!m_shader.LoadFromFile("resources/storm.vert", "resources/blink.frag"))
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return false;
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return true;
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@ -153,22 +153,22 @@ public :
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void OnUpdate(float time, float x, float y)
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{
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float radius = 200 + std::cos(time) * 150;
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myShader.SetParameter("storm_position", x * 800, y * 600);
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myShader.SetParameter("storm_inner_radius", radius / 3);
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myShader.SetParameter("storm_total_radius", radius);
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myShader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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m_shader.SetParameter("storm_position", x * 800, y * 600);
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m_shader.SetParameter("storm_inner_radius", radius / 3);
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m_shader.SetParameter("storm_total_radius", radius);
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m_shader.SetParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(myPoints, states);
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states.Shader = &m_shader;
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target.Draw(m_points, states);
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}
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private:
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sf::VertexArray myPoints;
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sf::Shader myShader;
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sf::VertexArray m_points;
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sf::Shader m_shader;
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};
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@ -187,71 +187,71 @@ public :
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bool OnLoad()
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{
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// Create the off-screen surface
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if (!mySurface.Create(800, 600))
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if (!m_surface.Create(800, 600))
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return false;
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mySurface.SetSmooth(true);
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m_surface.SetSmooth(true);
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// Load the textures
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if (!myBackgroundTexture.LoadFromFile("resources/sfml.png"))
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if (!m_backgroundTexture.LoadFromFile("resources/sfml.png"))
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return false;
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myBackgroundTexture.SetSmooth(true);
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if (!myEntityTexture.LoadFromFile("resources/devices.png"))
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m_backgroundTexture.SetSmooth(true);
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if (!m_entityTexture.LoadFromFile("resources/devices.png"))
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return false;
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myEntityTexture.SetSmooth(true);
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m_entityTexture.SetSmooth(true);
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// Initialize the background sprite
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myBackgroundSprite.SetTexture(myBackgroundTexture);
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myBackgroundSprite.SetPosition(135, 100);
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m_backgroundSprite.SetTexture(m_backgroundTexture);
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m_backgroundSprite.SetPosition(135, 100);
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// Load the moving entities
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for (int i = 0; i < 6; ++i)
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{
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sf::Sprite entity(myEntityTexture, sf::IntRect(96 * i, 0, 96, 96));
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myEntities.push_back(entity);
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sf::Sprite entity(m_entityTexture, sf::IntRect(96 * i, 0, 96, 96));
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m_entities.push_back(entity);
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}
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// Load the shader
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if (!myShader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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if (!m_shader.LoadFromFile("resources/edge.frag", sf::Shader::Fragment))
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return false;
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myShader.SetParameter("texture", sf::Shader::CurrentTexture);
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m_shader.SetParameter("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void OnUpdate(float time, float x, float y)
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{
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myShader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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m_shader.SetParameter("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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{
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float x = std::cos(0.25f * (time * i + (myEntities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (myEntities.size() - i) + i)) * 200 + 250;
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myEntities[i].SetPosition(x, y);
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float x = std::cos(0.25f * (time * i + (m_entities.size() - i))) * 300 + 350;
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float y = std::sin(0.25f * (time * (m_entities.size() - i) + i)) * 200 + 250;
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m_entities[i].SetPosition(x, y);
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}
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// Render the updated scene to the off-screen surface
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mySurface.Clear(sf::Color::White);
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mySurface.Draw(myBackgroundSprite);
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for (std::size_t i = 0; i < myEntities.size(); ++i)
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mySurface.Draw(myEntities[i]);
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mySurface.Display();
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m_surface.Clear(sf::Color::White);
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m_surface.Draw(m_backgroundSprite);
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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m_surface.Draw(m_entities[i]);
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m_surface.Display();
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}
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void OnDraw(sf::RenderTarget& target, sf::RenderStates states) const
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{
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states.Shader = &myShader;
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target.Draw(sf::Sprite(mySurface.GetTexture()), states);
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states.Shader = &m_shader;
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target.Draw(sf::Sprite(m_surface.GetTexture()), states);
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}
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private:
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sf::RenderTexture mySurface;
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sf::Texture myBackgroundTexture;
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sf::Texture myEntityTexture;
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sf::Sprite myBackgroundSprite;
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std::vector<sf::Sprite> myEntities;
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sf::Shader myShader;
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sf::RenderTexture m_surface;
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sf::Texture m_backgroundTexture;
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sf::Texture m_entityTexture;
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sf::Sprite m_backgroundSprite;
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std::vector<sf::Sprite> m_entities;
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sf::Shader m_shader;
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};
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@ -27,8 +27,8 @@ public :
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///
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////////////////////////////////////////////////////////////
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NetworkRecorder(const sf::IpAddress& host, unsigned short port) :
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myHost(host),
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myPort(port)
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m_host(host),
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m_port(port)
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{
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}
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@ -40,9 +40,9 @@ private :
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////////////////////////////////////////////////////////////
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virtual bool OnStart()
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{
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if (mySocket.Connect(myHost, myPort) == sf::Socket::Done)
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if (m_socket.Connect(m_host, m_port) == sf::Socket::Done)
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{
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std::cout << "Connected to server " << myHost << std::endl;
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std::cout << "Connected to server " << m_host << std::endl;
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return true;
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}
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else
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@ -63,7 +63,7 @@ private :
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packet.Append(samples, sampleCount * sizeof(sf::Int16));
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// Send the audio packet to the server
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return mySocket.Send(packet) == sf::Socket::Done;
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return m_socket.Send(packet) == sf::Socket::Done;
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}
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////////////////////////////////////////////////////////////
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@ -75,18 +75,18 @@ private :
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// Send a "end-of-stream" packet
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sf::Packet packet;
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packet << endOfStream;
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mySocket.Send(packet);
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m_socket.Send(packet);
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// Close the socket
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mySocket.Disconnect();
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m_socket.Disconnect();
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}
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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sf::IpAddress myHost; ///< Address of the remote host
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unsigned short myPort; ///< Remote port
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sf::TcpSocket mySocket; ///< Socket used to communicate with the server
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sf::IpAddress m_host; ///< Address of the remote host
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unsigned short m_port; ///< Remote port
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sf::TcpSocket m_socket; ///< Socket used to communicate with the server
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};
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@ -26,8 +26,8 @@ public :
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///
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////////////////////////////////////////////////////////////
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NetworkAudioStream() :
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myOffset (0),
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myHasFinished(false)
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m_offset (0),
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m_hasFinished(false)
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{
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// Set the sound parameters
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Initialize(1, 44100);
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////////////////////////////////////////////////////////////
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void Start(unsigned short port)
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{
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if (!myHasFinished)
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if (!m_hasFinished)
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{
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// Listen to the given port for incoming connections
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if (myListener.Listen(port) != sf::Socket::Done)
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if (m_listener.Listen(port) != sf::Socket::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
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// Wait for a connection
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if (myListener.Accept(myClient) != sf::Socket::Done)
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if (m_listener.Accept(m_client) != sf::Socket::Done)
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return;
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std::cout << "Client connected: " << myClient.GetRemoteAddress() << std::endl;
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std::cout << "Client connected: " << m_client.GetRemoteAddress() << std::endl;
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// Start playback
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Play();
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@ -73,26 +73,26 @@ private :
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virtual bool OnGetData(sf::SoundStream::Chunk& data)
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{
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// We have reached the end of the buffer and all audio data have been played : we can stop playback
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if ((myOffset >= mySamples.size()) && myHasFinished)
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if ((m_offset >= m_samples.size()) && m_hasFinished)
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return false;
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// No new data has arrived since last update : wait until we get some
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while ((myOffset >= mySamples.size()) && !myHasFinished)
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while ((m_offset >= m_samples.size()) && !m_hasFinished)
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sf::Sleep(sf::Milliseconds(10));
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// Copy samples into a local buffer to avoid synchronization problems
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// (don't forget that we run in two separate threads)
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{
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sf::Lock lock(myMutex);
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myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
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sf::Lock lock(m_mutex);
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m_tempBuffer.assign(m_samples.begin() + m_offset, m_samples.end());
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}
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// Fill audio data to pass to the stream
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data.Samples = &myTempBuffer[0];
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data.SampleCount = myTempBuffer.size();
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data.Samples = &m_tempBuffer[0];
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data.SampleCount = m_tempBuffer.size();
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// Update the playing offset
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myOffset += myTempBuffer.size();
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m_offset += m_tempBuffer.size();
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return true;
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}
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@ -103,7 +103,7 @@ private :
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////////////////////////////////////////////////////////////
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virtual void OnSeek(sf::Time timeOffset)
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{
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myOffset = timeOffset.AsMilliseconds() * GetSampleRate() * GetChannelCount() / 1000;
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m_offset = timeOffset.AsMilliseconds() * GetSampleRate() * GetChannelCount() / 1000;
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}
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////////////////////////////////////////////////////////////
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@ -112,11 +112,11 @@ private :
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////////////////////////////////////////////////////////////
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void ReceiveLoop()
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{
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while (!myHasFinished)
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while (!m_hasFinished)
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{
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// Get waiting audio data from the network
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sf::Packet packet;
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if (myClient.Receive(packet) != sf::Socket::Done)
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if (m_client.Receive(packet) != sf::Socket::Done)
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break;
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// Extract the message ID
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@ -132,21 +132,21 @@ private :
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// Don't forget that the other thread can access the sample array at any time
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// (so we protect any operation on it with the mutex)
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{
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sf::Lock lock(myMutex);
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std::copy(samples, samples + sampleCount, std::back_inserter(mySamples));
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sf::Lock lock(m_mutex);
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std::copy(samples, samples + sampleCount, std::back_inserter(m_samples));
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}
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}
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else if (id == endOfStream)
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{
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// End of stream reached : we stop receiving audio data
|
||||
std::cout << "Audio data has been 100% received!" << std::endl;
|
||||
myHasFinished = true;
|
||||
m_hasFinished = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Something's wrong...
|
||||
std::cout << "Invalid packet received..." << std::endl;
|
||||
myHasFinished = true;
|
||||
m_hasFinished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -154,13 +154,13 @@ private :
|
|||
////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
sf::TcpListener m_listener;
|
||||
sf::TcpSocket m_client;
|
||||
sf::Mutex m_mutex;
|
||||
std::vector<sf::Int16> m_samples;
|
||||
std::vector<sf::Int16> m_tempBuffer;
|
||||
std::size_t m_offset;
|
||||
bool m_hasFinished;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue