//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include //////////////////////////////////////////////////////////// /// Entry point of application /// /// \return Application exit code /// //////////////////////////////////////////////////////////// int main() { // Create the main window sf::Window App(sf::VideoMode(640, 480, 32), "SFML Window"); // Start game loop while (App.IsOpened()) { // Process events sf::Event Event; while (App.GetEvent(Event)) { // Close window : exit if (Event.Type == sf::Event::Closed) App.Close(); // Escape key : exit if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape)) App.Close(); // Resize event : adjust viewport if (Event.Type == sf::Event::Resized) glViewport(0, 0, Event.Size.Width, Event.Size.Height); } // Set the active window before using OpenGL commands // It's useless here because active window is always the same, // but don't forget it if you use multiple windows or controls App.SetActive(); // Clear color buffer glClear(GL_COLOR_BUFFER_BIT); // Your drawing here... // Finally, display rendered frame on screen App.Display(); } return EXIT_SUCCESS; }