Adapted the examples for iOS (WIP)
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@ -268,6 +268,8 @@ macro(sfml_add_example target)
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if(THIS_GUI_APP AND SFML_OS_WINDOWS)
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add_executable(${target} WIN32 ${THIS_SOURCES})
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target_link_libraries(${target} sfml-main)
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elseif(IOS)
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add_executable(${target} MACOSX_BUNDLE ${THIS_SOURCES})
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else()
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add_executable(${target} ${THIS_SOURCES})
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endif()
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@ -299,7 +301,8 @@ macro(sfml_add_example target)
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# add the install rule
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install(TARGETS ${target}
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RUNTIME DESTINATION ${INSTALL_MISC_DIR}/examples/${target} COMPONENT examples)
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RUNTIME DESTINATION ${INSTALL_MISC_DIR}/examples/${target} COMPONENT examples
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BUNDLE DESTINATION ${INSTALL_MISC_DIR}/examples/${target} COMPONENT examples)
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# install the example's source code
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install(FILES ${THIS_SOURCES}
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@ -2,12 +2,16 @@
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# add the examples subdirectories
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add_subdirectory(ftp)
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add_subdirectory(opengl)
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add_subdirectory(pong)
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if(NOT IOS)
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add_subdirectory(pong)
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endif()
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add_subdirectory(shader)
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add_subdirectory(sockets)
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add_subdirectory(sound)
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add_subdirectory(sound_capture)
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add_subdirectory(voip)
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if(NOT IOS)
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add_subdirectory(sound)
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add_subdirectory(sound_capture)
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add_subdirectory(voip)
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endif()
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add_subdirectory(window)
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if(SFML_OS_WINDOWS)
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add_subdirectory(win32)
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@ -5,10 +5,15 @@ set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/opengl)
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set(SRC ${SRCROOT}/OpenGL.cpp)
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# find OpenGL and GLU
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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if(NOT IOS)
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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set(ADDITIONAL_LIBRARIES ${OPENGL_LIBRARIES})
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else()
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set(ADDITIONAL_LIBRARIES -framework OpenGLES)
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endif()
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# define the opengl target
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sfml_add_example(opengl GUI_APP
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SOURCES ${SRC}
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DEPENDS sfml-graphics sfml-window sfml-system ${OPENGL_LIBRARIES})
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DEPENDS sfml-graphics sfml-window sfml-system ${ADDITIONAL_LIBRARIES})
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@ -6,6 +6,18 @@
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#include <SFML/OpenGL.hpp>
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// Some platform-specific stuff
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#ifdef SFML_OPENGL_ES
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#define glClearDepth glClearDepthf
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#define glFrustum glFrustumf
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#define gluBuild2DMipmaps(target, internalFormat, width, height, format, type, pixels) \
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glTexImage2D(target, 0, internalFormat, width, height, 0, format, type, pixels); \
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glGenerateMipmapOES(GL_TEXTURE_2D);
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#endif
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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@ -5,10 +5,15 @@ set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/window)
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set(SRC ${SRCROOT}/Window.cpp)
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# find OpenGL and GLU
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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if(NOT IOS)
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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set(ADDITIONAL_LIBRARIES ${OPENGL_LIBRARIES})
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else()
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set(ADDITIONAL_LIBRARIES -framework OpenGLES)
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endif()
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# define the window target
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sfml_add_example(window GUI_APP
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SOURCES ${SRC}
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DEPENDS sfml-window sfml-system ${OPENGL_LIBRARIES})
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DEPENDS sfml-window sfml-system ${ADDITIONAL_LIBRARIES})
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@ -5,6 +5,15 @@
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#include <SFML/OpenGL.hpp>
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// Some platform-specific stuff
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#ifdef SFML_OPENGL_ES
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#define glClearDepth glClearDepthf
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#define glFrustum glFrustumf
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#endif
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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