SFML/samples/X11/X11.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <X11/Xlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
////////////////////////////////////////////////////////////
/// Initialize OpenGL states into the specified view
///
/// \param Window : Target window to initialize
///
////////////////////////////////////////////////////////////
void Initialize(sf::Window& Window)
{
// Activate the window
Window.SetActive();
// Setup OpenGL states
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.5f, 0.5f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
}
////////////////////////////////////////////////////////////
/// Draw the OpenGL scene (a rotating cube) into
/// the specified view
///
/// \param Window : Target window for rendering
/// \param ElapsedTime : Time elapsed since the last draw
///
////////////////////////////////////////////////////////////
void Draw(sf::Window& Window, float ElapsedTime)
{
// Activate the window
Window.SetActive();
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(ElapsedTime * 50, 1.f, 0.f, 0.f);
glRotatef(ElapsedTime * 30, 0.f, 1.f, 0.f);
glRotatef(ElapsedTime * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glColor3f(1.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glColor3f(1.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 1.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 1.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glColor3f(1.f, 0.f, 1.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(1.f, 0.f, 1.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
int main()
{
// Open a connection with the X server
Display* Disp = XOpenDisplay(NULL);
if (!Disp)
return EXIT_FAILURE;
// Setup OpenGL states
// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.5f, 0.5f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Get the default screen
int Screen = DefaultScreen(Disp);
// Let's create the main window
XSetWindowAttributes Attributes;
Attributes.background_pixel = BlackPixel(Disp, Screen);
Attributes.event_mask = KeyPressMask;
Window Win = XCreateWindow(Disp, RootWindow(Disp, Screen),
0, 0, 650, 330, 0,
DefaultDepth(Disp, Screen),
InputOutput,
DefaultVisual(Disp, Screen),
CWBackPixel | CWEventMask, &Attributes);
if (!Win)
return EXIT_FAILURE;
// Set the window's name
XStoreName(Disp, Win, "SFML Window");
// Let's create the windows which will serve as containers for our SFML views
Window View1 = XCreateWindow(Disp, Win,
10, 10, 310, 310, 0,
DefaultDepth(Disp, Screen),
InputOutput,
DefaultVisual(Disp, Screen),
0, NULL);
Window View2 = XCreateWindow(Disp, Win,
330, 10, 310, 310, 0,
DefaultDepth(Disp, Screen),
InputOutput,
DefaultVisual(Disp, Screen),
0, NULL);
// Show our windows
XMapWindow(Disp, Win);
XFlush(Disp);
// Create our SFML views
sf::Window SFMLView1(View1);
sf::Window SFMLView2(View2);
// Create a clock for measuring elapsed time
sf::Clock Clock;
// Initialize our views
Initialize(SFMLView1);
Initialize(SFMLView2);
// Start the event loop
bool IsRunning = true;
while (IsRunning)
{
while (XPending(Disp))
{
// Get the next pending event
XEvent Event;
XNextEvent(Disp, &Event);
// Process it
switch (Event.type)
{
// Any key is pressed : quit
case KeyPress :
IsRunning = false;
break;
}
}
// Draw something into our views
Draw(SFMLView1, Clock.GetElapsedTime());
Draw(SFMLView2, Clock.GetElapsedTime() * 0.3f);
// Display the views on screen
SFMLView1.Display();
SFMLView2.Display();
}
// Close the display
XCloseDisplay(Disp);
return EXIT_SUCCESS;
}