* simply replacing spaces with tabs in the example files
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1440 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
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@ -13,218 +13,218 @@ import Derelict.opengl.glu;
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// An enum for each controls methods
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enum ControlMethod
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{
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MOUSE,
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KEYBOARD
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MOUSE,
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KEYBOARD
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}
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void main()
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{
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DerelictGL.load();
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DerelictGLU.load();
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//Start the message loop
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Application.run(new MyForm());
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DerelictGL.load();
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DerelictGLU.load();
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//Start the message loop
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Application.run(new MyForm());
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}
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//A simple form with a groupbox to choose input method and the openGL control
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class MyForm : Form
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{
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GLControl m_gl;
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GroupBox m_gbx;
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RadioButton m_rb1;
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RadioButton m_rb2;
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this()
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{
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m_gbx = new GroupBox();
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m_gbx.dock = DockStyle.TOP;
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m_gbx.height = 40;
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m_gbx.text = "Choose your input";
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this.controls.add(m_gbx);
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m_rb1 = new RadioButton();
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m_rb1.text = "Mouse";
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m_rb1.location = Point(10, 15);
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m_rb1.checked = true;
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m_rb1.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb1);
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m_rb2 = new RadioButton();
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m_rb2.text = "Keyboard";
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m_rb2.location = Point(m_rb1.width + 10, 15);
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m_rb2.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb2);
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m_gl = new GLControl();
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m_gl.dock = DockStyle.FILL;
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m_gl.controlMethod = ControlMethod.MOUSE;
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this.controls.add(m_gl);
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this.text = "DFL Opengl Integration Sample";
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}
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private void radioButtonClick(Control c, EventArgs ea)
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{
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m_gl.controlMethod(c.text == "Mouse" ? ControlMethod.MOUSE : ControlMethod.KEYBOARD);
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m_gl.focus();
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}
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GLControl m_gl;
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GroupBox m_gbx;
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RadioButton m_rb1;
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RadioButton m_rb2;
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this()
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{
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m_gbx = new GroupBox();
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m_gbx.dock = DockStyle.TOP;
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m_gbx.height = 40;
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m_gbx.text = "Choose your input";
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this.controls.add(m_gbx);
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m_rb1 = new RadioButton();
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m_rb1.text = "Mouse";
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m_rb1.location = Point(10, 15);
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m_rb1.checked = true;
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m_rb1.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb1);
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m_rb2 = new RadioButton();
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m_rb2.text = "Keyboard";
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m_rb2.location = Point(m_rb1.width + 10, 15);
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m_rb2.click ~= &radioButtonClick;
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m_gbx.controls.add(m_rb2);
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m_gl = new GLControl();
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m_gl.dock = DockStyle.FILL;
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m_gl.controlMethod = ControlMethod.MOUSE;
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this.controls.add(m_gl);
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this.text = "DFL Opengl Integration Sample";
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}
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private void radioButtonClick(Control c, EventArgs ea)
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{
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m_gl.controlMethod(c.text == "Mouse" ? ControlMethod.MOUSE : ControlMethod.KEYBOARD);
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m_gl.focus();
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}
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}
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//Our OpenGL control
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class GLControl : Control
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{
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Window m_win;
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Input i;
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Timer m_timer;
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GLfloat rotx = 0.f, roty = 0.f;
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ControlMethod m_method = ControlMethod.MOUSE;
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this ()
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{
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super();
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this.setStyle(ControlStyles.SELECTABLE | ControlStyles.ALL_PAINTING_IN_WM_PAINT | ControlStyles.WANT_ALL_KEYS, true);
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//We set a timer to ensure periodic refresh of the window
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m_timer = new Timer();
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m_timer.interval(10);
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m_timer.tick ~= &this.onTick;
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}
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public void controlMethod(ControlMethod m)
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{
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m_method = m;
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}
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//Override of the onHandleCreated method of Control
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//integration of DSFML window in a control need a valid handle
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protected void onHandleCreated(EventArgs ea)
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{
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super.onHandleCreated(ea);
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//Construction of the window
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m_win = new Window(cast(WindowHandle)this.handle);
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//Get the input for further use
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i = m_win.getInput();
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//Now that the Window is instanciated, we can start the timer.
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m_timer.start();
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//Some opengl initializations functions
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glClearDepth(1.f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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}
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Window m_win;
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Input i;
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Timer m_timer;
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GLfloat rotx = 0.f, roty = 0.f;
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ControlMethod m_method = ControlMethod.MOUSE;
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this ()
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{
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super();
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this.setStyle(ControlStyles.SELECTABLE | ControlStyles.ALL_PAINTING_IN_WM_PAINT | ControlStyles.WANT_ALL_KEYS, true);
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//We set a timer to ensure periodic refresh of the window
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m_timer = new Timer();
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m_timer.interval(10);
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m_timer.tick ~= &this.onTick;
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}
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public void controlMethod(ControlMethod m)
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{
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m_method = m;
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}
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//Override of the onHandleCreated method of Control
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//integration of DSFML window in a control need a valid handle
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protected void onHandleCreated(EventArgs ea)
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{
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super.onHandleCreated(ea);
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//Construction of the window
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m_win = new Window(cast(WindowHandle)this.handle);
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//Get the input for further use
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i = m_win.getInput();
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//Now that the Window is instanciated, we can start the timer.
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m_timer.start();
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//Some opengl initializations functions
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glClearDepth(1.f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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}
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//We handle Mouse leaving and entering the control to hide or show the cursor
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protected void onMouseEnter(MouseEventArgs mea)
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{
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super.onMouseEnter(mea);
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Cursor.current.hide();
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}
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protected void onMouseLeave(MouseEventArgs mea)
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{
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super.onMouseLeave(mea);
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Cursor.current.show();
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}
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//We handle Mouse leaving and entering the control to hide or show the cursor
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protected void onMouseEnter(MouseEventArgs mea)
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{
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super.onMouseEnter(mea);
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Cursor.current.hide();
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}
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protected void onMouseLeave(MouseEventArgs mea)
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{
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super.onMouseLeave(mea);
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Cursor.current.show();
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}
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//If the window is resize, we need to modify openGL view
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protected void onResize(EventArgs ea)
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{
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super.onResize(ea);
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glViewport(0, 0, this.width, this.height);
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}
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//If the window is resize, we need to modify openGL view
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protected void onResize(EventArgs ea)
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{
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super.onResize(ea);
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glViewport(0, 0, this.width, this.height);
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}
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protected void onTick(Timer t, EventArgs ea)
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{
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draw();
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}
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protected void onTick(Timer t, EventArgs ea)
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{
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draw();
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}
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protected void onPaint(PaintEventArgs pea)
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{
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super.onPaint(pea);
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draw();
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}
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protected void onPaint(PaintEventArgs pea)
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{
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super.onPaint(pea);
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draw();
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}
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private void handleKeys()
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{
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if (i.isKeyDown(KeyCode.UP))
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rotx += 1.f;
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if (i.isKeyDown(KeyCode.DOWN))
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rotx += -1.f;
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if (i.isKeyDown(KeyCode.LEFT))
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roty += -1.f;
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if (i.isKeyDown(KeyCode.RIGHT))
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roty += 1.f;
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private void handleKeys()
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{
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if (i.isKeyDown(KeyCode.UP))
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rotx += 1.f;
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if (i.isKeyDown(KeyCode.DOWN))
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rotx += -1.f;
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if (i.isKeyDown(KeyCode.LEFT))
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roty += -1.f;
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if (i.isKeyDown(KeyCode.RIGHT))
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roty += 1.f;
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}
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private void handleMousePos()
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{
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rotx = i.getMouseY() - (this.height / 2.0);
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roty = i.getMouseX() - (this.width / 2.0);
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}
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private void draw()
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{
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if (m_method == ControlMethod.KEYBOARD)
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handleKeys();
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else
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handleMousePos();
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}
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private void handleMousePos()
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{
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rotx = i.getMouseY() - (this.height / 2.0);
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roty = i.getMouseX() - (this.width / 2.0);
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}
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private void draw()
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{
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if (m_method == ControlMethod.KEYBOARD)
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handleKeys();
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else
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handleMousePos();
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m_win.setActive(true);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_win.setActive(true);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(rotx, 1.f, 0.f, 0.f);
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glRotatef(roty, 0.f, 1.f, 0.f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(rotx, 1.f, 0.f, 0.f);
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glRotatef(roty, 0.f, 1.f, 0.f);
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glBegin(GL_QUADS);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glColor3f(1.f, 1.f, 0.f);
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glVertex3f(50.f, -50.f, -50.f);
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glVertex3f(50.f, 50.f, -50.f);
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glVertex3f(50.f, 50.f, 50.f);
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glVertex3f(50.f, -50.f, 50.f);
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glColor3f(1.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 1.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glEnd();
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m_win.display();
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}
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glBegin(GL_QUADS);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glColor3f(1.f, 1.f, 0.f);
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glVertex3f(50.f, -50.f, -50.f);
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glVertex3f(50.f, 50.f, -50.f);
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glVertex3f(50.f, 50.f, 50.f);
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glVertex3f(50.f, -50.f, 50.f);
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glColor3f(1.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 1.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glEnd();
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m_win.display();
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}
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}
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@ -8,110 +8,110 @@ const char[][5] EFFECTS = ["nothing", "blur", "colorize", "fisheye", "wave"];
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void main()
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{
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int actualIndex;
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// Check that the system can use post effects
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if (PostFX.canUsePostFX() == false)
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assert(0, "Your system doesn't support Post Effects.");
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int actualIndex;
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// Check that the system can use post effects
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if (PostFX.canUsePostFX() == false)
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assert(0, "Your system doesn't support Post Effects.");
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// Create the main window
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RenderWindow app = new RenderWindow(VideoMode(800, 600), "SFML PostFX");
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app.setFramerateLimit(100);
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// Create the main window
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RenderWindow app = new RenderWindow(VideoMode(800, 600), "SFML PostFX");
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app.setFramerateLimit(100);
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// Load a cute background image to display :)
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Sprite background = new Sprite(new Image("Data/background.jpg"));
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// Load a cute background image to display :)
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Sprite background = new Sprite(new Image("Data/background.jpg"));
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// Load the image needed for the wave effect
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Image WaveImage = new Image("Data/wave.jpg");
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// Load the image needed for the wave effect
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Image WaveImage = new Image("Data/wave.jpg");
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// Load all effects
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PostFX[char[]] Effects;
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foreach(char[] c; EFFECTS)
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{
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Effects[c] = new PostFX("Data/" ~ c ~ ".sfx");
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}
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PostFX currentEffect = Effects[EFFECTS[actualIndex]];
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// Load all effects
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PostFX[char[]] Effects;
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foreach(char[] c; EFFECTS)
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{
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Effects[c] = new PostFX("Data/" ~ c ~ ".sfx");
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}
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PostFX currentEffect = Effects[EFFECTS[actualIndex]];
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// Do specific initializations
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Effects["nothing"].setTexture("framebuffer", null);
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Effects["blur"].setTexture("framebuffer", null);
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Effects["blur"].setParameter("offset", 0.f);
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Effects["colorize"].setTexture("framebuffer", null);
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Effects["colorize"].setParameter("color", 1.f, 1.f, 1.f);
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Effects["fisheye"].setTexture("framebuffer", null);
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Effects["wave"].setTexture("framebuffer", null);
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Effects["wave"].setTexture("wave", WaveImage);
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// Do specific initializations
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Effects["nothing"].setTexture("framebuffer", null);
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Effects["blur"].setTexture("framebuffer", null);
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Effects["blur"].setParameter("offset", 0.f);
|
||||
Effects["colorize"].setTexture("framebuffer", null);
|
||||
Effects["colorize"].setParameter("color", 1.f, 1.f, 1.f);
|
||||
Effects["fisheye"].setTexture("framebuffer", null);
|
||||
Effects["wave"].setTexture("framebuffer", null);
|
||||
Effects["wave"].setTexture("wave", WaveImage);
|
||||
|
||||
Font f = new Font("Data/cheeseburger.ttf");
|
||||
|
||||
// Define a string for displaying current effect description
|
||||
String curFXStr = new String("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
curFXStr.setFont(f);
|
||||
curFXStr.setPosition(20.f, 0.f);
|
||||
Font f = new Font("Data/cheeseburger.ttf");
|
||||
|
||||
// Define a string for displaying current effect description
|
||||
Text curFXStr = new Text("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
curFXStr.setFont(f);
|
||||
curFXStr.setPosition(20.f, 0.f);
|
||||
|
||||
// Define a string for displaying help
|
||||
String infoStr = new String("Move your mouse to change the effect parameters\nPress numpad + and - to change effect\nWarning : some effects may not work\ndepending on your graphics card"c);
|
||||
infoStr.setFont(f);
|
||||
infoStr.setPosition(20.f, 460.f);
|
||||
infoStr.setColor(Color(200, 100, 150));
|
||||
|
||||
// Start the game loop
|
||||
while (app.isOpened())
|
||||
{
|
||||
// Process events
|
||||
Event evt;
|
||||
while (app.getEvent(evt))
|
||||
{
|
||||
// Close window : exit
|
||||
if (evt.Type == Event.EventType.CLOSED ||
|
||||
evt.Type == Event.EventType.KEYPRESSED && evt.Key.Code == KeyCode.ESCAPE)
|
||||
app.close();
|
||||
// Define a string for displaying help
|
||||
Text infoStr = new Text("Move your mouse to change the effect parameters\nPress numpad + and - to change effect\nWarning : some effects may not work\ndepending on your graphics card"c);
|
||||
infoStr.setFont(f);
|
||||
infoStr.setPosition(20.f, 460.f);
|
||||
infoStr.setColor(Color(200, 100, 150));
|
||||
|
||||
// Start the game loop
|
||||
while (app.isOpened())
|
||||
{
|
||||
// Process events
|
||||
Event evt;
|
||||
while (app.getEvent(evt))
|
||||
{
|
||||
// Close window : exit
|
||||
if (evt.Type == Event.EventType.CLOSED ||
|
||||
evt.Type == Event.EventType.KEYPRESSED && evt.Key.Code == KeyCode.ESCAPE)
|
||||
app.close();
|
||||
|
||||
if (evt.Type == Event.EventType.KEYPRESSED)
|
||||
{
|
||||
// Add key : next effect
|
||||
if (evt.Key.Code == KeyCode.ADD)
|
||||
{
|
||||
if (actualIndex == 4)
|
||||
actualIndex = 0;
|
||||
else
|
||||
actualIndex++;
|
||||
currentEffect = Effects[EFFECTS[actualIndex]];
|
||||
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
}
|
||||
if (evt.Type == Event.EventType.KEYPRESSED)
|
||||
{
|
||||
// Add key : next effect
|
||||
if (evt.Key.Code == KeyCode.ADD)
|
||||
{
|
||||
if (actualIndex == 4)
|
||||
actualIndex = 0;
|
||||
else
|
||||
actualIndex++;
|
||||
currentEffect = Effects[EFFECTS[actualIndex]];
|
||||
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
}
|
||||
|
||||
// Subtract key : previous effect
|
||||
if (evt.Key.Code == KeyCode.SUBTRACT)
|
||||
{
|
||||
if (actualIndex == 0)
|
||||
actualIndex = 4;
|
||||
else
|
||||
actualIndex--;
|
||||
currentEffect = Effects[EFFECTS[actualIndex]];
|
||||
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Subtract key : previous effect
|
||||
if (evt.Key.Code == KeyCode.SUBTRACT)
|
||||
{
|
||||
if (actualIndex == 0)
|
||||
actualIndex = 4;
|
||||
else
|
||||
actualIndex--;
|
||||
currentEffect = Effects[EFFECTS[actualIndex]];
|
||||
curFXStr.setText("Current effect is " ~ EFFECTS[actualIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the mouse position in the range [0, 1]
|
||||
float X = app.getInput().getMouseX() / cast(float) app.getWidth();
|
||||
float Y = app.getInput().getMouseY() / cast(float) app.getHeight();
|
||||
// Get the mouse position in the range [0, 1]
|
||||
float X = app.getInput().getMouseX() / cast(float) app.getWidth();
|
||||
float Y = app.getInput().getMouseY() / cast(float) app.getHeight();
|
||||
|
||||
// Update the current effect
|
||||
if (EFFECTS[actualIndex] == "blur") currentEffect.setParameter("offset", X * Y * 0.1f);
|
||||
else if (EFFECTS[actualIndex] == "colorize") currentEffect.setParameter("color", 0.3f, X, Y);
|
||||
else if (EFFECTS[actualIndex] == "fisheye") currentEffect.setParameter("mouse", X, 1.f - Y);
|
||||
else if (EFFECTS[actualIndex] == "wave") currentEffect.setParameter("offset", X, Y);
|
||||
// Update the current effect
|
||||
if (EFFECTS[actualIndex] == "blur") currentEffect.setParameter("offset", X * Y * 0.1f);
|
||||
else if (EFFECTS[actualIndex] == "colorize") currentEffect.setParameter("color", 0.3f, X, Y);
|
||||
else if (EFFECTS[actualIndex] == "fisheye") currentEffect.setParameter("mouse", X, 1.f - Y);
|
||||
else if (EFFECTS[actualIndex] == "wave") currentEffect.setParameter("offset", X, Y);
|
||||
|
||||
// Draw background and apply the post-fx
|
||||
app.draw(background);
|
||||
app.draw(currentEffect);
|
||||
// Draw background and apply the post-fx
|
||||
app.draw(background);
|
||||
app.draw(currentEffect);
|
||||
|
||||
// Draw interface strings
|
||||
app.draw(curFXStr);
|
||||
app.draw(infoStr);
|
||||
// Draw interface strings
|
||||
app.draw(curFXStr);
|
||||
app.draw(infoStr);
|
||||
|
||||
// Finally, display the rendered frame on screen
|
||||
app.display();
|
||||
}
|
||||
// Finally, display the rendered frame on screen
|
||||
app.display();
|
||||
}
|
||||
}
|
||||
|
@ -5,62 +5,62 @@ import dsfml.network.all;
|
||||
|
||||
version (Tango)
|
||||
{
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
}
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
}
|
||||
else
|
||||
{
|
||||
import std.stdio;
|
||||
import std.stdio;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
//The TCP socket
|
||||
SocketTCP client = new SocketTCP();
|
||||
//Try to connect to server (on localhost for this sample)
|
||||
client.connect(9000, IPAddress.LOCALHOST);
|
||||
|
||||
display("Connected to server."w);
|
||||
|
||||
//Prepare a packet with a string
|
||||
Packet p = new Packet();
|
||||
p.set("Hello from the client !"w);
|
||||
if (client.send(p) != SocketStatus.DONE) // Assert on error
|
||||
assert(0);
|
||||
|
||||
//Clear the packet
|
||||
p.clear();
|
||||
|
||||
//Wait for the response of the server and display it
|
||||
if (client.receive(p) != SocketStatus.DONE)
|
||||
assert(0);
|
||||
wchar[] c;
|
||||
p.get(c);
|
||||
display("Packet received : "w ~ c);
|
||||
read();
|
||||
//The TCP socket
|
||||
SocketTCP client = new SocketTCP();
|
||||
//Try to connect to server (on localhost for this sample)
|
||||
client.connect(9000, IPAddress.LOCALHOST);
|
||||
|
||||
display("Connected to server."w);
|
||||
|
||||
//Prepare a packet with a string
|
||||
Packet p = new Packet();
|
||||
p.set("Hello from the client !"w);
|
||||
if (client.send(p) != SocketStatus.DONE) // Assert on error
|
||||
assert(0);
|
||||
|
||||
//Clear the packet
|
||||
p.clear();
|
||||
|
||||
//Wait for the response of the server and display it
|
||||
if (client.receive(p) != SocketStatus.DONE)
|
||||
assert(0);
|
||||
wchar[] c;
|
||||
p.get(c);
|
||||
display("Packet received : "w ~ c);
|
||||
read();
|
||||
}
|
||||
|
||||
void display(wchar[] c)
|
||||
{
|
||||
version (Tango)
|
||||
{
|
||||
Stdout(c).newline;
|
||||
}
|
||||
else
|
||||
{
|
||||
writefln("%s", c);
|
||||
}
|
||||
version (Tango)
|
||||
{
|
||||
Stdout(c).newline;
|
||||
}
|
||||
else
|
||||
{
|
||||
writefln("%s", c);
|
||||
}
|
||||
}
|
||||
|
||||
void read()
|
||||
{
|
||||
version (Tango)
|
||||
{
|
||||
Cin.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
readln();
|
||||
}
|
||||
version (Tango)
|
||||
{
|
||||
Cin.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
readln();
|
||||
}
|
||||
}
|
||||
|
@ -5,79 +5,79 @@ import dsfml.network.all;
|
||||
|
||||
version (Tango)
|
||||
{
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
}
|
||||
else
|
||||
{
|
||||
import std.stdio;
|
||||
import std.stdio;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//We create a TCP socket for listening incomming client
|
||||
SocketTCP listener = new SocketTCP();
|
||||
|
||||
//Set a random port for the listener
|
||||
if (!listener.listen(9000))
|
||||
assert(0);
|
||||
|
||||
//Creation of TCP socket
|
||||
SocketTCP client = new SocketTCP();
|
||||
IPAddress ipClient;
|
||||
|
||||
display("Waiting for client."w);
|
||||
|
||||
if (listener.accept(client, ipClient) == SocketStatus.DONE) //This call blocks until client connection
|
||||
{
|
||||
display("New client connected."w);
|
||||
//The packet for retrieving the client message
|
||||
Packet p = new Packet();
|
||||
display("Waiting for data"w);
|
||||
if (client.receive(p) != SocketStatus.DONE) //Assert on reception error
|
||||
assert(0);
|
||||
|
||||
//We create a TCP socket for listening incomming client
|
||||
SocketTCP listener = new SocketTCP();
|
||||
|
||||
//Set a random port for the listener
|
||||
if (!listener.listen(9000))
|
||||
assert(0);
|
||||
|
||||
//Creation of TCP socket
|
||||
SocketTCP client = new SocketTCP();
|
||||
IPAddress ipClient;
|
||||
|
||||
display("Waiting for client."w);
|
||||
|
||||
if (listener.accept(client, ipClient) == SocketStatus.DONE) //This call blocks until client connection
|
||||
{
|
||||
display("New client connected."w);
|
||||
//The packet for retrieving the client message
|
||||
Packet p = new Packet();
|
||||
display("Waiting for data"w);
|
||||
if (client.receive(p) != SocketStatus.DONE) //Assert on reception error
|
||||
assert(0);
|
||||
|
||||
|
||||
//Display the string send by the client
|
||||
wchar[] c;
|
||||
p.get(c);
|
||||
display("Packet received : "w ~ c);
|
||||
|
||||
//Clear the packet (We could use a new one)
|
||||
p.clear();
|
||||
|
||||
//and send response to client
|
||||
client.send(p.set("Hello from the server !"w));
|
||||
}
|
||||
read();
|
||||
//Display the string send by the client
|
||||
wchar[] c;
|
||||
p.get(c);
|
||||
display("Packet received : "w ~ c);
|
||||
|
||||
//Clear the packet (We could use a new one)
|
||||
p.clear();
|
||||
|
||||
//and send response to client
|
||||
client.send(p.set("Hello from the server !"w));
|
||||
}
|
||||
read();
|
||||
}
|
||||
|
||||
/**
|
||||
* Multilib string display
|
||||
* Multilib string display
|
||||
*/
|
||||
void display(wchar[] c)
|
||||
{
|
||||
version (Tango)
|
||||
{
|
||||
Stdout(c).newline;
|
||||
}
|
||||
else
|
||||
{
|
||||
writefln("%s", c);
|
||||
}
|
||||
version (Tango)
|
||||
{
|
||||
Stdout(c).newline;
|
||||
}
|
||||
else
|
||||
{
|
||||
writefln("%s", c);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Dummy function to prevent console closing on windows
|
||||
* Dummy function to prevent console closing on windows
|
||||
*/
|
||||
void read()
|
||||
{
|
||||
version (Tango)
|
||||
{
|
||||
Cin.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
readln();
|
||||
}
|
||||
version (Tango)
|
||||
{
|
||||
Cin.get();
|
||||
}
|
||||
else
|
||||
{
|
||||
readln();
|
||||
}
|
||||
}
|
||||
|
@ -5,12 +5,12 @@ import dsfml.audio.all;
|
||||
|
||||
version (Tango)
|
||||
{
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
import tango.io.Console;
|
||||
import tango.io.Stdout;
|
||||
}
|
||||
else
|
||||
{
|
||||
import std.stdio;
|
||||
import std.stdio;
|
||||
}
|
||||
|
||||
// SoundStream is an abstract class.
|
||||
@ -18,74 +18,74 @@ else
|
||||
// Don't forget to call initialize() before any usage or playback will fail.
|
||||
class MySoundStream : SoundStream
|
||||
{
|
||||
SoundBuffer m_buff;
|
||||
short[] m_data;
|
||||
size_t m_cursor;
|
||||
|
||||
this()
|
||||
{
|
||||
// We initialize the stream with some sound informations
|
||||
super(1, 11025);
|
||||
|
||||
// We create a sound buffer to load samples from files
|
||||
m_buff = new SoundBuffer("Data/car_idle.wav");
|
||||
m_data = m_buff.getSamples[0..m_buff.getSamplesCount];
|
||||
}
|
||||
SoundBuffer m_buff;
|
||||
short[] m_data;
|
||||
size_t m_cursor;
|
||||
|
||||
this()
|
||||
{
|
||||
// We initialize the stream with some sound informations
|
||||
super(1, 11025);
|
||||
|
||||
// We create a sound buffer to load samples from files
|
||||
m_buff = new SoundBuffer("Data/car_idle.wav");
|
||||
m_data = m_buff.getSamples[0..m_buff.getSamplesCount];
|
||||
}
|
||||
protected:
|
||||
bool onStart()
|
||||
{
|
||||
// No specifics things to do, just return true.
|
||||
return true;
|
||||
}
|
||||
|
||||
bool onGetData(out short[] data)
|
||||
{
|
||||
// We ensure that we have enough data to send
|
||||
if (m_cursor + this.getSampleRate > m_data.length)
|
||||
return false;
|
||||
|
||||
// Assign data in the buffer ...
|
||||
data = m_data[m_cursor..m_cursor + this.getSampleRate];
|
||||
// ... and increment the cursor
|
||||
m_cursor += this.getSampleRate;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool onStart()
|
||||
{
|
||||
// No specifics things to do, just return true.
|
||||
return true;
|
||||
}
|
||||
|
||||
bool onGetData(out short[] data)
|
||||
{
|
||||
// We ensure that we have enough data to send
|
||||
if (m_cursor + this.getSampleRate > m_data.length)
|
||||
return false;
|
||||
|
||||
// Assign data in the buffer ...
|
||||
data = m_data[m_cursor..m_cursor + this.getSampleRate];
|
||||
// ... and increment the cursor
|
||||
m_cursor += this.getSampleRate;
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
MySoundStream stream = new MySoundStream();
|
||||
|
||||
display("Playing sound !\n Press enter to stop playback.");
|
||||
stream.play();
|
||||
read();
|
||||
stream.stop();
|
||||
MySoundStream stream = new MySoundStream();
|
||||
|
||||
display("Playing sound !\n Press enter to stop playback.");
|
||||
stream.play();
|
||||
read();
|
||||
stream.stop();
|
||||
}
|
||||
|
||||
void display(char[] c)
|
||||
{
|
||||
version (Tango)
|
||||
version (Tango)
|
||||
{
|
||||
Stdout(c).newline;
|
||||
Stdout(c).newline;
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
writefln("%s", c);
|
||||
writefln("%s", c);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Dummy function to prevent console closing on windows
|
||||
* Dummy function to prevent console closing on windows
|
||||
*/
|
||||
void read()
|
||||
{
|
||||
version (Tango)
|
||||
version (Tango)
|
||||
{
|
||||
Cin.get();
|
||||
Cin.get();
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
readln();
|
||||
readln();
|
||||
}
|
||||
}
|
||||
|
@ -9,64 +9,64 @@ class NetworkRecorder : SoundRecorder
|
||||
{
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
this(SocketTCP Socket)
|
||||
{
|
||||
mySocket = Socket;
|
||||
}
|
||||
// Constructor
|
||||
this(SocketTCP Socket)
|
||||
{
|
||||
mySocket = Socket;
|
||||
}
|
||||
|
||||
~this()
|
||||
{
|
||||
delete mySocket;
|
||||
}
|
||||
~this()
|
||||
{
|
||||
delete mySocket;
|
||||
}
|
||||
protected:
|
||||
override bool onStart()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
override bool onStart()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
override void onStop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
override bool onProcessSamples(short[] samples)
|
||||
{
|
||||
// Pack the audio samples into a network packet
|
||||
Packet PacketOut = new Packet();
|
||||
PacketOut.set(AudioData);
|
||||
PacketOut.append((cast(byte*)samples.ptr)[0..samples.length * short.sizeof]);
|
||||
// Send the audio packet to the server
|
||||
return mySocket.send(PacketOut) == SocketStatus.DONE;
|
||||
}
|
||||
override void onStop()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
override bool onProcessSamples(short[] samples)
|
||||
{
|
||||
// Pack the audio samples into a network packet
|
||||
Packet PacketOut = new Packet();
|
||||
PacketOut.set(AudioData);
|
||||
PacketOut.append((cast(byte*)samples.ptr)[0..samples.length * short.sizeof]);
|
||||
// Send the audio packet to the server
|
||||
return mySocket.send(PacketOut) == SocketStatus.DONE;
|
||||
}
|
||||
|
||||
SocketTCP mySocket; ///< Socket used to communicate with the server
|
||||
SocketTCP mySocket; ///< Socket used to communicate with the server
|
||||
}
|
||||
|
||||
void runClient(IPAddress adr, int port)
|
||||
{
|
||||
// Create a TCP socket for communicating with server
|
||||
SocketTCP Socket = new SocketTCP();
|
||||
// Create a TCP socket for communicating with server
|
||||
SocketTCP Socket = new SocketTCP();
|
||||
|
||||
// Connect to the specified server
|
||||
if (!Socket.connect(port, adr))
|
||||
return;
|
||||
// Connect to the specified server
|
||||
if (!Socket.connect(port, adr))
|
||||
return;
|
||||
|
||||
// Wait for user input...
|
||||
Cout("Press enter to start recording audio").newline;
|
||||
Cin.get();
|
||||
// Wait for user input...
|
||||
Cout("Press enter to start recording audio").newline;
|
||||
Cin.get();
|
||||
|
||||
// Create a instance of our custom recorder
|
||||
NetworkRecorder Recorder = new NetworkRecorder(Socket);
|
||||
// Create a instance of our custom recorder
|
||||
NetworkRecorder Recorder = new NetworkRecorder(Socket);
|
||||
|
||||
// Start capturing audio data
|
||||
Recorder.start(44100);
|
||||
Cout("Press enter to stop recording audio").newline;
|
||||
Cin.get();
|
||||
Recorder.stop();
|
||||
// Start capturing audio data
|
||||
Recorder.start(44100);
|
||||
Cout("Press enter to stop recording audio").newline;
|
||||
Cin.get();
|
||||
Recorder.stop();
|
||||
|
||||
// Send a "end-of-stream" packet
|
||||
Packet PacketOut = new Packet();
|
||||
PacketOut.set(EndOfStream);
|
||||
Socket.send(PacketOut);
|
||||
// Send a "end-of-stream" packet
|
||||
Packet PacketOut = new Packet();
|
||||
PacketOut.set(EndOfStream);
|
||||
Socket.send(PacketOut);
|
||||
}
|
||||
|
@ -6,41 +6,41 @@ import client;
|
||||
|
||||
int main(char[][] args)
|
||||
{
|
||||
char[][] argc = args.dup;
|
||||
if (argc.length > 1)
|
||||
{
|
||||
if ( argc[1] == "-c" &&
|
||||
argc.length == 4)
|
||||
{
|
||||
IPAddress adr = IPAddress(argc[2]);
|
||||
|
||||
if (adr.isValid() &&
|
||||
parse(argc[3]) <= 60000 &&
|
||||
parse(argc[3]) >= 1000)
|
||||
{
|
||||
runClient(adr, parse(argc[3]));
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
}
|
||||
else if ( argc[1] == "-s" &&
|
||||
argc.length == 3 &&
|
||||
parse(argc[2]) <= 60000 &&
|
||||
parse(argc[2]) >= 1000)
|
||||
{
|
||||
runServer(parse(argc[2]));
|
||||
char[][] argc = args.dup;
|
||||
if (argc.length > 1)
|
||||
{
|
||||
if ( argc[1] == "-c" &&
|
||||
argc.length == 4)
|
||||
{
|
||||
IPAddress adr = IPAddress(argc[2]);
|
||||
|
||||
if (adr.isValid() &&
|
||||
parse(argc[3]) <= 60000 &&
|
||||
parse(argc[3]) >= 1000)
|
||||
{
|
||||
runClient(adr, parse(argc[3]));
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
}
|
||||
else if ( argc[1] == "-s" &&
|
||||
argc.length == 3 &&
|
||||
parse(argc[2]) <= 60000 &&
|
||||
parse(argc[2]) >= 1000)
|
||||
{
|
||||
runServer(parse(argc[2]));
|
||||
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
}
|
||||
else
|
||||
printUsage();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void printUsage()
|
||||
{
|
||||
Cout("Usage :\n voip.exe [-c [ip address] | -s] [port] \n -c = run as client\n -s = run as server\n ip address = address of the server\n port = port between 1000 and 65000\n").newline;
|
||||
Cout("Usage :\n voip.exe [-c [ip address] | -s] [port] \n -c = run as client\n -s = run as server\n ip address = address of the server\n port = port between 1000 and 65000\n").newline;
|
||||
}
|
||||
|
@ -5,130 +5,130 @@ import util;
|
||||
class NetworkAudioStream : SoundStream
|
||||
{
|
||||
public:
|
||||
static this()
|
||||
{
|
||||
s_sync = new Object();
|
||||
}
|
||||
static this()
|
||||
{
|
||||
s_sync = new Object();
|
||||
}
|
||||
|
||||
// Default constructor
|
||||
this()
|
||||
{
|
||||
myListener = new SocketTCP();
|
||||
myClient = new SocketTCP();
|
||||
// Set the sound parameters
|
||||
super(1, 44100);
|
||||
}
|
||||
// Default constructor
|
||||
this()
|
||||
{
|
||||
myListener = new SocketTCP();
|
||||
myClient = new SocketTCP();
|
||||
// Set the sound parameters
|
||||
super(1, 44100);
|
||||
}
|
||||
|
||||
// Destructor
|
||||
~this()
|
||||
{
|
||||
// Close the sockets
|
||||
delete myClient;
|
||||
delete myListener;
|
||||
}
|
||||
// Destructor
|
||||
~this()
|
||||
{
|
||||
// Close the sockets
|
||||
delete myClient;
|
||||
delete myListener;
|
||||
}
|
||||
|
||||
// Run the server, stream audio data from the client
|
||||
void start(int Port)
|
||||
{
|
||||
if (!myHasFinished)
|
||||
{
|
||||
// Listen to the given port for incoming connections
|
||||
if (!myListener.listen(Port))
|
||||
return;
|
||||
Cout("Listening").newline;
|
||||
myListener.accept(myClient);
|
||||
Cout("New Client").newline;
|
||||
// Start playback
|
||||
play();
|
||||
// Run the server, stream audio data from the client
|
||||
void start(int Port)
|
||||
{
|
||||
if (!myHasFinished)
|
||||
{
|
||||
// Listen to the given port for incoming connections
|
||||
if (!myListener.listen(Port))
|
||||
return;
|
||||
Cout("Listening").newline;
|
||||
myListener.accept(myClient);
|
||||
Cout("New Client").newline;
|
||||
// Start playback
|
||||
play();
|
||||
|
||||
// Start receiving audio data
|
||||
receiveLoop();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Start playback
|
||||
play();
|
||||
}
|
||||
}
|
||||
// Start receiving audio data
|
||||
receiveLoop();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Start playback
|
||||
play();
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
override bool onStart()
|
||||
{
|
||||
// Reset the playing offset
|
||||
myOffset = 0;
|
||||
override bool onStart()
|
||||
{
|
||||
// Reset the playing offset
|
||||
myOffset = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
override bool onGetData(out short[] data)
|
||||
{
|
||||
// We have reached the end of the buffer and all audio data have been played : we can stop playback
|
||||
if ((myOffset == mySamples.length) && myHasFinished)
|
||||
return false;
|
||||
// No new data has arrived since last update : wait until we get some
|
||||
while (myOffset == mySamples.length && !myHasFinished)
|
||||
sleep(0.01f);
|
||||
|
||||
synchronized(s_sync)
|
||||
{
|
||||
myTempBuffer = mySamples[myOffset..mySamples.length];
|
||||
// Update the playing offset
|
||||
myOffset += myTempBuffer.length;
|
||||
}
|
||||
|
||||
data = myTempBuffer;
|
||||
return true;
|
||||
}
|
||||
override bool onGetData(out short[] data)
|
||||
{
|
||||
// We have reached the end of the buffer and all audio data have been played : we can stop playback
|
||||
if ((myOffset == mySamples.length) && myHasFinished)
|
||||
return false;
|
||||
// No new data has arrived since last update : wait until we get some
|
||||
while (myOffset == mySamples.length && !myHasFinished)
|
||||
sleep(0.01f);
|
||||
|
||||
synchronized(s_sync)
|
||||
{
|
||||
myTempBuffer = mySamples[myOffset..mySamples.length];
|
||||
// Update the playing offset
|
||||
myOffset += myTempBuffer.length;
|
||||
}
|
||||
|
||||
data = myTempBuffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
void receiveLoop()
|
||||
{
|
||||
while (!myHasFinished)
|
||||
{
|
||||
// Get waiting audio data from the network
|
||||
Packet PacketIn = new Packet();
|
||||
if (myClient.receive(PacketIn) != SocketStatus.DONE)
|
||||
break;
|
||||
void receiveLoop()
|
||||
{
|
||||
while (!myHasFinished)
|
||||
{
|
||||
// Get waiting audio data from the network
|
||||
Packet PacketIn = new Packet();
|
||||
if (myClient.receive(PacketIn) != SocketStatus.DONE)
|
||||
break;
|
||||
|
||||
// Extract the message ID
|
||||
ubyte Id;
|
||||
PacketIn.get(Id);
|
||||
// Extract the message ID
|
||||
ubyte Id;
|
||||
PacketIn.get(Id);
|
||||
|
||||
if (Id == AudioData)
|
||||
{
|
||||
// Extract audio samples from the packet, and append it to our samples buffer
|
||||
|
||||
synchronized(s_sync)
|
||||
{
|
||||
byte* temp = PacketIn.getData().ptr;
|
||||
temp++;
|
||||
if (Id == AudioData)
|
||||
{
|
||||
// Extract audio samples from the packet, and append it to our samples buffer
|
||||
|
||||
synchronized(s_sync)
|
||||
{
|
||||
byte* temp = PacketIn.getData().ptr;
|
||||
temp++;
|
||||
|
||||
mySamples ~= (cast(short*)temp)[0..(PacketIn.getDataSize - byte.sizeof ) / short.sizeof];
|
||||
}
|
||||
}
|
||||
else if (Id == EndOfStream)
|
||||
{
|
||||
// End of stream reached : we stop receiving audio data
|
||||
myHasFinished = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Something's wrong...
|
||||
myHasFinished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
mySamples ~= (cast(short*)temp)[0..(PacketIn.getDataSize - byte.sizeof ) / short.sizeof];
|
||||
}
|
||||
}
|
||||
else if (Id == EndOfStream)
|
||||
{
|
||||
// End of stream reached : we stop receiving audio data
|
||||
myHasFinished = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Something's wrong...
|
||||
myHasFinished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SocketTCP myListener;
|
||||
SocketTCP myClient;
|
||||
short[] mySamples;
|
||||
short[] myTempBuffer;
|
||||
size_t myOffset;
|
||||
bool myHasFinished;
|
||||
|
||||
static Object s_sync;
|
||||
SocketTCP myListener;
|
||||
SocketTCP myClient;
|
||||
short[] mySamples;
|
||||
short[] myTempBuffer;
|
||||
size_t myOffset;
|
||||
bool myHasFinished;
|
||||
|
||||
static Object s_sync;
|
||||
};
|
||||
|
||||
|
||||
@ -137,26 +137,26 @@ private:
|
||||
// a connected client
|
||||
void runServer(int Port)
|
||||
{
|
||||
// Build an audio stream to play sound data as it is received through the network
|
||||
NetworkAudioStream audioStream = new NetworkAudioStream;
|
||||
audioStream.start(Port);
|
||||
// Build an audio stream to play sound data as it is received through the network
|
||||
NetworkAudioStream audioStream = new NetworkAudioStream;
|
||||
audioStream.start(Port);
|
||||
|
||||
// Loop until the sound playback is finished
|
||||
while (audioStream.getStatus() != SoundStatus.STOPPED)
|
||||
{
|
||||
// Leave some CPU time for other threads
|
||||
sleep(0.1f);
|
||||
}
|
||||
|
||||
Cout("Enter to replay").newline;
|
||||
Cin.get();
|
||||
// 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() != SoundStatus.STOPPED)
|
||||
{
|
||||
// Leave some CPU time for other threads
|
||||
sleep(0.1f);
|
||||
}
|
||||
|
||||
Cout("Enter to replay").newline;
|
||||
Cin.get();
|
||||
// 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() != SoundStatus.STOPPED)
|
||||
{
|
||||
// Leave some CPU time for other threads
|
||||
sleep(0.1f);
|
||||
}
|
||||
// Loop until the sound playback is finished
|
||||
while (audioStream.getStatus() != SoundStatus.STOPPED)
|
||||
{
|
||||
// Leave some CPU time for other threads
|
||||
sleep(0.1f);
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,6 @@
|
||||
module util;
|
||||
|
||||
const ubyte AudioData = 1;
|
||||
const ubyte AudioData = 1;
|
||||
const ubyte EndOfStream = 2;
|
||||
|
||||
public import dsfml.system.all;
|
||||
@ -9,41 +9,41 @@ public import dsfml.network.all;
|
||||
|
||||
version(Tango)
|
||||
{
|
||||
public import tango.io.Console;
|
||||
public import tango.text.convert.Integer;
|
||||
public import tango.io.Console;
|
||||
public import tango.text.convert.Integer;
|
||||
}
|
||||
else
|
||||
{
|
||||
public import std.stdio;
|
||||
|
||||
//simple abstraction of Cout & Cin for phobos
|
||||
class Cout
|
||||
{
|
||||
static Cout s_c;
|
||||
static this()
|
||||
{
|
||||
s_c = new Cout();
|
||||
}
|
||||
|
||||
static Cout opCall(char[] str)
|
||||
{
|
||||
writefln("%s", str);
|
||||
return s_c;
|
||||
}
|
||||
void newline()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
public import std.stdio;
|
||||
|
||||
//simple abstraction of Cout & Cin for phobos
|
||||
class Cout
|
||||
{
|
||||
static Cout s_c;
|
||||
static this()
|
||||
{
|
||||
s_c = new Cout();
|
||||
}
|
||||
|
||||
static Cout opCall(char[] str)
|
||||
{
|
||||
writefln("%s", str);
|
||||
return s_c;
|
||||
}
|
||||
void newline()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
class Cin
|
||||
{
|
||||
static char[] get()
|
||||
{
|
||||
return readln();
|
||||
}
|
||||
}
|
||||
class Cin
|
||||
{
|
||||
static char[] get()
|
||||
{
|
||||
return readln();
|
||||
}
|
||||
}
|
||||
|
||||
public import std.string : atoi;
|
||||
alias atoi parse;
|
||||
public import std.string : atoi;
|
||||
alias atoi parse;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user