diff --git a/dotnet/samples/opengl/OpenGL.cs b/dotnet/samples/opengl/OpenGL.cs index a1100655..8448039e 100644 --- a/dotnet/samples/opengl/OpenGL.cs +++ b/dotnet/samples/opengl/OpenGL.cs @@ -14,32 +14,32 @@ namespace sample_opengl static void Main() { // Create main window - RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL"); - App.PreserveOpenGLStates(true); + RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL"); + window.PreserveOpenGLStates(true); // Setup event handlers - App.Closed += new EventHandler(OnClosed); - App.KeyPressed += new EventHandler(OnKeyPressed); - App.Resized += new EventHandler(OnResized); + window.Closed += new EventHandler(OnClosed); + window.KeyPressed += new EventHandler(OnKeyPressed); + window.Resized += new EventHandler(OnResized); // Create a sprite for the background - Image BackgroundImage = new Image("datas/opengl/background.jpg"); - Sprite Background = new Sprite(BackgroundImage); + Image backgroundImage = new Image("datas/opengl/background.jpg"); + Sprite background = new Sprite(backgroundImage); // Create a text to display - String2D Text = new String2D("SFML / OpenGL demo"); - Text.Position = new Vector2(250.0F, 450.0F); - Text.Color = new Color(255, 255, 255, 170); + String2D text = new String2D("SFML / OpenGL demo"); + text.Position = new Vector2(250.0F, 450.0F); + text.Color = new Color(255, 255, 255, 170); // 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 - int Texture = 0; - using (Image TempImage = new Image("datas/opengl/texture.jpg")) + int texture = 0; + using (Image image = new Image("datas/opengl/texture.jpg")) { - Gl.glGenTextures(1, out Texture); - Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture); - Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.Pixels); + Gl.glGenTextures(1, out texture); + Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture); + Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)image.Width, (int)image.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, image.Pixels); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR); } @@ -56,84 +56,84 @@ namespace sample_opengl // Bind our texture Gl.glEnable(Gl.GL_TEXTURE_2D); - Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture); + Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture); Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); - float Time = 0.0F; + float time = 0.0F; // Start game loop - while (App.IsOpened()) + while (window.IsOpened()) { // Process events - App.DispatchEvents(); + window.DispatchEvents(); // Clear the window - App.Clear(); + window.Clear(); // Draw background - App.Draw(Background); + window.Draw(background); // Clear depth buffer Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT); // We get the position of the mouse cursor, so that we can move the box accordingly - float CursorX = App.Input.GetMouseX() * 200.0F / App.Width - 100.0F; - float CursorY = -App.Input.GetMouseY() * 200.0F / App.Height + 100.0F; + float x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F; + float y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F; // Apply some transformations - Time += App.GetFrameTime(); + time += window.GetFrameTime(); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); - Gl.glTranslatef(CursorX, CursorY, -100.0F); - Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F); - Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F); - Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F); + Gl.glTranslatef(x, y, -100.0F); + Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F); + Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F); + Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F); // Draw a cube - float Size = 20.0F; + float size = 20.0F; Gl.glBegin(Gl.GL_QUADS); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, -Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, -size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, -size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, -size); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, Size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, Size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, size); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, -Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-Size, Size, Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-Size, -Size, Size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, -size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f(-size, size, size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f(-size, -size, size); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(Size, -Size, -Size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(Size, Size, -Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f(Size, Size, Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f(Size, -Size, Size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(size, -size, -size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(size, size, -size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f(size, size, size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f(size, -size, size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, -Size, Size); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, -Size, -Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, -Size, -Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, -Size, Size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, -size, size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, -size, -size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, -size, -size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, -size, size); - Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-Size, Size, Size); - Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-Size, Size, -Size); - Gl.glTexCoord2f(1, 0); Gl.glVertex3f( Size, Size, -Size); - Gl.glTexCoord2f(1, 1); Gl.glVertex3f( Size, Size, Size); + Gl.glTexCoord2f(0, 1); Gl.glVertex3f(-size, size, size); + Gl.glTexCoord2f(0, 0); Gl.glVertex3f(-size, size, -size); + Gl.glTexCoord2f(1, 0); Gl.glVertex3f( size, size, -size); + Gl.glTexCoord2f(1, 1); Gl.glVertex3f( size, size, size); Gl.glEnd(); // Draw some text on top of our OpenGL object - App.Draw(Text); + window.Draw(text); // Finally, display the rendered frame on screen - App.Display(); + window.Display(); } // Don't forget to destroy our texture - Gl.glDeleteTextures(1, ref Texture); + Gl.glDeleteTextures(1, ref texture); } /// diff --git a/dotnet/samples/post-fx/PostFx.cs b/dotnet/samples/post-fx/PostFx.cs index b196102d..7e2eea10 100644 --- a/dotnet/samples/post-fx/PostFx.cs +++ b/dotnet/samples/post-fx/PostFx.cs @@ -8,9 +8,9 @@ namespace sample_postfx { static class Program { - private static Dictionary Effects; - private static Dictionary.Enumerator CurrentEffect; - private static String2D CurFXStr; + private static Dictionary effects; + private static Dictionary.Enumerator currentEffect; + private static String2D curFXStr; /// /// The main entry point for the application. @@ -18,106 +18,106 @@ namespace sample_postfx static void Main() { // Create the main window - RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX"); + RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX"); // Setup event handlers - App.Closed += new EventHandler(OnClosed); - App.KeyPressed += new EventHandler(OnKeyPressed); + window.Closed += new EventHandler(OnClosed); + window.KeyPressed += new EventHandler(OnKeyPressed); // Check that the system can use post effects if (PostFx.CanUsePostFX == false) { - DisplayError(App); + DisplayError(window); return; } // Load a background image to display - Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg")); + Sprite background = new Sprite(new Image("datas/post-fx/background.jpg")); // Load a sprite which we'll move into the scene - Sprite Entity = new Sprite(new Image("datas/post-fx/sprite.png")); + Sprite entity = new Sprite(new Image("datas/post-fx/sprite.png")); // Load the text font - Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf"); + Font cheeseburger = new Font("datas/post-fx/cheeseburger.ttf"); // Load the image needed for the wave effect - Image WaveImage = new Image("datas/post-fx/wave.jpg"); + Image waveImage = new Image("datas/post-fx/wave.jpg"); // Load all effects - Effects = new Dictionary(); - Effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx"); - Effects["blur"] = new PostFx("datas/post-fx/blur.sfx"); - Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx"); - Effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx"); - Effects["wave"] = new PostFx("datas/post-fx/wave.sfx"); - Effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx"); - CurrentEffect = Effects.GetEnumerator(); - CurrentEffect.MoveNext(); + effects = new Dictionary(); + effects["nothing"] = new PostFx("datas/post-fx/nothing.sfx"); + effects["blur"] = new PostFx("datas/post-fx/blur.sfx"); + effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx"); + effects["fisheye"] = new PostFx("datas/post-fx/fisheye.sfx"); + effects["wave"] = new PostFx("datas/post-fx/wave.sfx"); + effects["pixelate"] = new PostFx("datas/post-fx/pixelate.sfx"); + currentEffect = effects.GetEnumerator(); + currentEffect.MoveNext(); // Do specific initializations - Effects["nothing"].SetTexture("framebuffer", null); - Effects["blur"].SetTexture("framebuffer", null); - Effects["blur"].SetParameter("offset", 0.0F); - Effects["colorize"].SetTexture("framebuffer", null); - Effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F); - Effects["fisheye"].SetTexture("framebuffer", null); - Effects["wave"].SetTexture("framebuffer", null); - Effects["wave"].SetTexture("wave", WaveImage); - Effects["pixelate"].SetTexture("framebuffer", null); + effects["nothing"].SetTexture("framebuffer", null); + effects["blur"].SetTexture("framebuffer", null); + effects["blur"].SetParameter("offset", 0.0F); + effects["colorize"].SetTexture("framebuffer", null); + effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F); + effects["fisheye"].SetTexture("framebuffer", null); + effects["wave"].SetTexture("framebuffer", null); + effects["wave"].SetTexture("wave", waveImage); + effects["pixelate"].SetTexture("framebuffer", null); // Define a string for displaying current effect description - CurFXStr = new String2D(); - CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\""; - CurFXStr.Font = Cheeseburger; - CurFXStr.Position = new Vector2(20.0F, 0.0F); - CurFXStr.Color = new Color(150, 70, 110); + curFXStr = new String2D(); + curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\""; + curFXStr.Font = cheeseburger; + curFXStr.Position = new Vector2(20.0F, 0.0F); + curFXStr.Color = new Color(150, 70, 110); // Define a string for displaying help - String2D InfoStr = new String2D(); - InfoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card"; - InfoStr.Font = Cheeseburger; - InfoStr.Position = new Vector2(20.0F, 460.0F); - InfoStr.Color = new Color(200, 100, 150); + String2D infoStr = new String2D(); + infoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card"; + infoStr.Font = cheeseburger; + infoStr.Position = new Vector2(20.0F, 460.0F); + infoStr.Color = new Color(200, 100, 150); // Start the game loop - float AppTime = 0.0F; - while (App.IsOpened()) + float time = 0.0F; + while (window.IsOpened()) { // Process events - App.DispatchEvents(); + window.DispatchEvents(); // Get the mouse position in the range [0, 1] - float X = App.Input.GetMouseX() / (float)App.Width; - float Y = App.Input.GetMouseY() / (float)App.Height; + float x = window.Input.GetMouseX() / (float)window.Width; + float y = window.Input.GetMouseY() / (float)window.Height; // Update the current effect - if (CurrentEffect.Current.Key == "blur") CurrentEffect.Current.Value.SetParameter("offset", X * Y * 0.1f); - else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y); - else if (CurrentEffect.Current.Key == "fisheye") CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y); - else if (CurrentEffect.Current.Key == "wave") CurrentEffect.Current.Value.SetParameter("offset", X, Y); - else if (CurrentEffect.Current.Key == "pixelate") CurrentEffect.Current.Value.SetParameter("mouse", X, Y); + if (currentEffect.Current.Key == "blur") currentEffect.Current.Value.SetParameter("offset", x * y * 0.1f); + else if (currentEffect.Current.Key == "colorize") currentEffect.Current.Value.SetParameter("color", 0.3f, x, y); + else if (currentEffect.Current.Key == "fisheye") currentEffect.Current.Value.SetParameter("mouse", x, 1.0F - y); + else if (currentEffect.Current.Key == "wave") currentEffect.Current.Value.SetParameter("offset", x, y); + else if (currentEffect.Current.Key == "pixelate") currentEffect.Current.Value.SetParameter("mouse", x, y); // Animate the sprite - AppTime += App.GetFrameTime(); - float EntityX = (float)(Math.Cos(AppTime * 1.3) + 1.2) * 300; - float EntityY = (float)(Math.Cos(AppTime * 0.8) + 1.2) * 200; - Entity.Position = new Vector2(EntityX, EntityY); - Entity.Rotation = AppTime * 100; + time += window.GetFrameTime(); + float entityX = (float)(Math.Cos(time * 1.3) + 1.2) * 300; + float entityY = (float)(Math.Cos(time * 0.8) + 1.2) * 200; + entity.Position = new Vector2(entityX, entityY); + entity.Rotation = time * 100; // Clear the window - App.Clear(); + window.Clear(); // Draw background, the sprite and apply the post-fx - App.Draw(Background); - App.Draw(Entity); - App.Draw(CurrentEffect.Current.Value); + window.Draw(background); + window.Draw(entity); + window.Draw(currentEffect.Current.Value); // Draw interface strings - App.Draw(CurFXStr); - App.Draw(InfoStr); + window.Draw(curFXStr); + window.Draw(infoStr); // Finally, display the rendered frame on screen - App.Display(); + window.Display(); } } @@ -125,27 +125,27 @@ namespace sample_postfx /// Fonction called when the post-effects are not supported ; /// Display an error message and wait until the user exits /// - private static void DisplayError(RenderWindow App) + private static void DisplayError(RenderWindow window) { // Define a string for displaying the error message - String2D ErrorStr = new String2D("Sorry, your system doesn't support post-effects"); - ErrorStr.Position = new Vector2(100.0F, 250.0F); - ErrorStr.Color = new Color(200, 100, 150); + String2D errorStr = new String2D("Sorry, your system doesn't support post-effects"); + errorStr.Position = new Vector2(100.0F, 250.0F); + errorStr.Color = new Color(200, 100, 150); // Start the game loop - while (App.IsOpened()) + while (window.IsOpened()) { // Process events - App.DispatchEvents(); + window.DispatchEvents(); // Clear the window - App.Clear(); + window.Clear(); // Draw the error message - App.Draw(ErrorStr); + window.Draw(errorStr); // Finally, display the rendered frame on screen - App.Display(); + window.Display(); } } @@ -172,12 +172,12 @@ namespace sample_postfx else if (e.Code == KeyCode.Add) { // Advance to the next effect - if (CurrentEffect.MoveNext() == false) + if (currentEffect.MoveNext() == false) { - CurrentEffect = Effects.GetEnumerator(); - CurrentEffect.MoveNext(); + currentEffect = effects.GetEnumerator(); + currentEffect.MoveNext(); } - CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\""; + curFXStr.Text = "Current effect is \"" + currentEffect.Current.Key + "\""; } } } diff --git a/dotnet/samples/sound/Sound.cs b/dotnet/samples/sound/Sound.cs index fa8fd560..f82bce29 100644 --- a/dotnet/samples/sound/Sound.cs +++ b/dotnet/samples/sound/Sound.cs @@ -26,24 +26,24 @@ namespace sample_sound private static void PlaySound() { // Load a sound buffer from a wav file - SoundBuffer Buffer = new SoundBuffer("datas/sound/footsteps.wav"); + SoundBuffer buffer = new SoundBuffer("datas/sound/footsteps.wav"); // Display sound informations Console.WriteLine("footsteps.wav :"); - Console.WriteLine(" " + Buffer.Duration + " sec"); - Console.WriteLine(" " + Buffer.SampleRate + " samples / sec"); - Console.WriteLine(" " + Buffer.ChannelsCount + " channels"); + Console.WriteLine(" " + buffer.Duration + " sec"); + Console.WriteLine(" " + buffer.SampleRate + " samples / sec"); + Console.WriteLine(" " + buffer.ChannelsCount + " channels"); // Create a sound instance and play it - Sound Sound = new Sound(Buffer); - Sound.Play(); + Sound sound = new Sound(buffer); + sound.Play(); // Loop while the sound is playing - while (Sound.Status == SoundStatus.Playing) + while (sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; - Console.Write("Playing... " + Sound.PlayingOffset + " sec "); + Console.Write("Playing... " + sound.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); @@ -56,23 +56,23 @@ namespace sample_sound private static void PlayMusic() { // Load an ogg music file - Music Music = new Music("datas/sound/lepidoptera.ogg"); + Music music = new Music("datas/sound/lepidoptera.ogg"); // Display music informations Console.WriteLine("lepidoptera.ogg :"); - Console.WriteLine(" " + Music.Duration + " sec"); - Console.WriteLine(" " + Music.SampleRate + " samples / sec"); - Console.WriteLine(" " + Music.ChannelsCount + " channels"); + Console.WriteLine(" " + music.Duration + " sec"); + Console.WriteLine(" " + music.SampleRate + " samples / sec"); + Console.WriteLine(" " + music.ChannelsCount + " channels"); // Play it - Music.Play(); + music.Play(); // Loop while the music is playing - while (Music.Status == SoundStatus.Playing) + while (music.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; - Console.Write("Playing... " + Music.PlayingOffset + " sec "); + Console.Write("Playing... " + music.PlayingOffset + " sec "); // Leave some CPU time for other processes Thread.Sleep(100); diff --git a/dotnet/samples/sound_capture/SoundCapture.cs b/dotnet/samples/sound_capture/SoundCapture.cs index aa4e9421..f1fdec51 100644 --- a/dotnet/samples/sound_capture/SoundCapture.cs +++ b/dotnet/samples/sound_capture/SoundCapture.cs @@ -21,55 +21,55 @@ namespace sample_soundcapture // Choose the sample rate Console.WriteLine("Please choose the sample rate for sound capture (44100 is CD quality) : "); - uint SampleRate = uint.Parse(Console.ReadLine()); + uint sampleRate = uint.Parse(Console.ReadLine()); // Wait for user input... Console.WriteLine("Press enter to start recording audio"); Console.ReadLine(); // Here we'll use an integrated custom recorder, which saves the captured data into a SoundBuffer - SoundBufferRecorder Recorder = new SoundBufferRecorder(); + SoundBufferRecorder recorder = new SoundBufferRecorder(); // Audio capture is done in a separate thread, so we can block the main thread while it is capturing - Recorder.Start(SampleRate); + recorder.Start(sampleRate); Console.WriteLine("Recording... press enter to stop"); Console.ReadLine(); - Recorder.Stop(); + recorder.Stop(); // Get the buffer containing the captured data - SoundBuffer Buffer = Recorder.SoundBuffer; + SoundBuffer buffer = recorder.SoundBuffer; // Display captured sound informations Console.WriteLine("Sound information :"); - Console.WriteLine(" " + Buffer.Duration + " seconds"); - Console.WriteLine(" " + Buffer.SampleRate + " samples / seconds"); - Console.WriteLine(" " + Buffer.ChannelsCount + " channels"); + Console.WriteLine(" " + buffer.Duration + " seconds"); + Console.WriteLine(" " + buffer.SampleRate + " samples / seconds"); + Console.WriteLine(" " + buffer.ChannelsCount + " channels"); // Choose what to do with the recorded sound data Console.WriteLine("What do you want to do with captured sound (p = play, s = save) ? "); - char Choice = char.Parse(Console.ReadLine()); + char choice = char.Parse(Console.ReadLine()); - if (Choice == 's') + if (choice == 's') { // Choose the filename Console.WriteLine("Choose the file to create : "); - string Filename = Console.ReadLine(); + string filename = Console.ReadLine(); // Save the buffer - Buffer.SaveToFile(Filename); + buffer.SaveToFile(filename); } else { // Create a sound instance and play it - Sound Sound = new Sound(Buffer); - Sound.Play(); + Sound sound = new Sound(buffer); + sound.Play(); // Wait until finished - while (Sound.Status == SoundStatus.Playing) + while (sound.Status == SoundStatus.Playing) { // Display the playing position Console.CursorLeft = 0; - Console.Write("Playing... " + Sound.PlayingOffset + " sec "); + Console.Write("Playing... " + sound.PlayingOffset + " sec "); // Leave some CPU time for other threads Thread.Sleep(100); diff --git a/dotnet/samples/window/Window.cs b/dotnet/samples/window/Window.cs index 10356a4c..6c5d44f8 100644 --- a/dotnet/samples/window/Window.cs +++ b/dotnet/samples/window/Window.cs @@ -13,12 +13,12 @@ namespace sample_window static void Main() { // Create the main window - Window App = new Window(new VideoMode(640, 480, 32), "SFML.Net Window"); + Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window"); // Setup event handlers - App.Closed += new EventHandler(OnClosed); - App.KeyPressed += new EventHandler(OnKeyPressed); - App.Resized += new EventHandler(OnResized); + window.Closed += new EventHandler(OnClosed); + window.KeyPressed += new EventHandler(OnKeyPressed); + window.Resized += new EventHandler(OnResized); // Set the color and depth clear values Gl.glClearDepth(1.0F); @@ -33,30 +33,30 @@ namespace sample_window Gl.glLoadIdentity(); Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); - float Time = 0.0F; + float time = 0.0F; // Start the game loop - while (App.IsOpened()) + while (window.IsOpened()) { // Process events - App.DispatchEvents(); + window.DispatchEvents(); // Set the active window before using OpenGL commands // It's useless here because the active window is always the same, // but don't forget it if you use multiple windows - App.SetActive(); + window.SetActive(); // Clear color and depth buffer Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Apply some transformations - Time += App.GetFrameTime(); + time += window.GetFrameTime(); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glTranslatef(0.0F, 0.0F, -200.0F); - Gl.glRotatef(Time * 50, 1.0F, 0.0F, 0.0F); - Gl.glRotatef(Time * 30, 0.0F, 1.0F, 0.0F); - Gl.glRotatef(Time * 90, 0.0F, 0.0F, 1.0F); + Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F); + Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F); + Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F); // Draw a cube Gl.glBegin(Gl.GL_QUADS); @@ -100,7 +100,7 @@ namespace sample_window Gl.glEnd(); // Finally, display the rendered frame on screen - App.Display(); + window.Display(); } }