diff --git a/dotnet/samples/bin/datas/opengl/background.jpg b/dotnet/samples/bin/datas/opengl/background.jpg deleted file mode 100644 index 20724fa92..000000000 Binary files a/dotnet/samples/bin/datas/opengl/background.jpg and /dev/null differ diff --git a/dotnet/samples/bin/datas/opengl/texture.jpg b/dotnet/samples/bin/datas/opengl/texture.jpg deleted file mode 100644 index 6cf7528eb..000000000 Binary files a/dotnet/samples/bin/datas/opengl/texture.jpg and /dev/null differ diff --git a/dotnet/samples/bin/datas/shader/arial.ttf b/dotnet/samples/bin/datas/shader/arial.ttf deleted file mode 100644 index ff0815cd8..000000000 Binary files a/dotnet/samples/bin/datas/shader/arial.ttf and /dev/null differ diff --git a/dotnet/samples/bin/datas/shader/background.jpg b/dotnet/samples/bin/datas/shader/background.jpg deleted file mode 100644 index f37d7aed0..000000000 Binary files a/dotnet/samples/bin/datas/shader/background.jpg and /dev/null differ diff --git a/dotnet/samples/bin/datas/shader/blur.sfx b/dotnet/samples/bin/datas/shader/blur.sfx deleted file mode 100644 index 4c9f11285..000000000 --- a/dotnet/samples/bin/datas/shader/blur.sfx +++ /dev/null @@ -1,16 +0,0 @@ -uniform sampler2D texture; -uniform float offset; - -void main() -{ - vec2 offx = vec2(offset, 0.0); - vec2 offy = vec2(0.0, offset); - - vec4 c0 = texture2D(texture, gl_TexCoord[0].xy); - vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy); - vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy); - vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx); - vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx); - - gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2); -} diff --git a/dotnet/samples/bin/datas/shader/colorize.sfx b/dotnet/samples/bin/datas/shader/colorize.sfx deleted file mode 100644 index eeb407c8e..000000000 --- a/dotnet/samples/bin/datas/shader/colorize.sfx +++ /dev/null @@ -1,11 +0,0 @@ -uniform sampler2D texture; -uniform vec3 color; - -void main() -{ - vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color; - float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11; - - gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4; - gl_FragColor.a = pixel.a; -} diff --git a/dotnet/samples/bin/datas/shader/fisheye.sfx b/dotnet/samples/bin/datas/shader/fisheye.sfx deleted file mode 100644 index 97e3f8e45..000000000 --- a/dotnet/samples/bin/datas/shader/fisheye.sfx +++ /dev/null @@ -1,13 +0,0 @@ -uniform sampler2D texture; -uniform vec2 mouse; - -void main() -{ - float len = distance(gl_TexCoord[0].xy, mouse) * 7.0; - - vec2 coords = gl_TexCoord[0].xy; - if (len < 1.0) - coords += (gl_TexCoord[0].xy - mouse) * len; - - gl_FragColor = texture2D(texture, coords) * gl_Color; -} diff --git a/dotnet/samples/bin/datas/shader/nothing.sfx b/dotnet/samples/bin/datas/shader/nothing.sfx deleted file mode 100644 index cde0473a7..000000000 --- a/dotnet/samples/bin/datas/shader/nothing.sfx +++ /dev/null @@ -1,6 +0,0 @@ -uniform sampler2D texture; - -void main() -{ - gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color; -} diff --git a/dotnet/samples/bin/datas/shader/pixelate.sfx b/dotnet/samples/bin/datas/shader/pixelate.sfx deleted file mode 100644 index 5b82f08d3..000000000 --- a/dotnet/samples/bin/datas/shader/pixelate.sfx +++ /dev/null @@ -1,10 +0,0 @@ -uniform sampler2D texture; -uniform vec2 mouse; - -void main() -{ - float factor = 5 + 100 * length(mouse); - vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor; - - gl_FragColor = texture2D(texture, pos) * gl_Color; -} diff --git a/dotnet/samples/bin/datas/shader/sprite.png b/dotnet/samples/bin/datas/shader/sprite.png deleted file mode 100644 index 7b508f681..000000000 Binary files a/dotnet/samples/bin/datas/shader/sprite.png and /dev/null differ diff --git a/dotnet/samples/bin/datas/shader/wave.jpg b/dotnet/samples/bin/datas/shader/wave.jpg deleted file mode 100644 index cd125b8c8..000000000 Binary files a/dotnet/samples/bin/datas/shader/wave.jpg and /dev/null differ diff --git a/dotnet/samples/bin/datas/shader/wave.sfx b/dotnet/samples/bin/datas/shader/wave.sfx deleted file mode 100644 index 2d04763a0..000000000 --- a/dotnet/samples/bin/datas/shader/wave.sfx +++ /dev/null @@ -1,12 +0,0 @@ -uniform sampler2D texture; -uniform sampler2D wave; -uniform vec2 offset; - -void main() -{ - vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy); - texoffset -= vec2(0.5, 0.5); - texoffset *= 0.05; - - gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color; -} diff --git a/dotnet/samples/bin/datas/sound/canary.wav b/dotnet/samples/bin/datas/sound/canary.wav deleted file mode 100644 index a0f3aecc5..000000000 Binary files a/dotnet/samples/bin/datas/sound/canary.wav and /dev/null differ diff --git a/dotnet/samples/bin/datas/sound/orchestral.ogg b/dotnet/samples/bin/datas/sound/orchestral.ogg deleted file mode 100644 index f764d61db..000000000 Binary files a/dotnet/samples/bin/datas/sound/orchestral.ogg and /dev/null differ diff --git a/dotnet/samples/opengl/OpenGL.cs b/dotnet/samples/opengl/OpenGL.cs deleted file mode 100644 index 4df1c10fc..000000000 --- a/dotnet/samples/opengl/OpenGL.cs +++ /dev/null @@ -1,174 +0,0 @@ -using System; -using SFML; -using SFML.Graphics; -using SFML.Window; -using Tao.OpenGl; - -namespace sample_opengl -{ - static class Program - { - /// - /// The main entry point for the application. - /// - static void Main() - { - // Create main window - RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL"); - - // Setup event handlers - 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); - - // Create a text to display - Text text = new Text("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 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)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); - } - - // Enable Z-buffer read and write - Gl.glEnable(Gl.GL_DEPTH_TEST); - Gl.glDepthMask(Gl.GL_TRUE); - Gl.glClearDepth(1.0F); - - // Setup a perspective projection - Gl.glMatrixMode(Gl.GL_PROJECTION); - Gl.glLoadIdentity(); - Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); - - // Bind our texture - Gl.glEnable(Gl.GL_TEXTURE_2D); - Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture); - Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); - - float time = 0.0F; - - // Start game loop - while (window.IsOpened()) - { - // Process events - window.DispatchEvents(); - - // Clear the window - window.Clear(); - - // Draw background - window.SaveGLStates(); - window.Draw(background); - window.RestoreGLStates(); - - // Activate the window before using OpenGL commands. - // This is useless here because we have only one window which is - // always the active one, but don't forget it if you use multiple windows - window.SetActive(); - - // 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 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 += window.GetFrameTime(); - Gl.glMatrixMode(Gl.GL_MODELVIEW); - Gl.glLoadIdentity(); - 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; - 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, 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 - window.SaveGLStates(); - window.Draw(text); - window.RestoreGLStates(); - - // Finally, display the rendered frame on screen - window.Display(); - } - - // Don't forget to destroy our texture - Gl.glDeleteTextures(1, ref texture); - } - - /// - /// Function called when the window is closed - /// - static void OnClosed(object sender, EventArgs e) - { - RenderWindow window = (RenderWindow)sender; - window.Close(); - } - - /// - /// Function called when a key is pressed - /// - static void OnKeyPressed(object sender, KeyEventArgs e) - { - RenderWindow window = (RenderWindow)sender; - if (e.Code == KeyCode.Escape) - window.Close(); - } - - /// - /// Function called when the window is resized - /// - static void OnResized(object sender, SizeEventArgs e) - { - Gl.glViewport(0, 0, (int)e.Width, (int)e.Height); - } - } -} diff --git a/dotnet/samples/opengl/sample-opengl.csproj b/dotnet/samples/opengl/sample-opengl.csproj deleted file mode 100644 index bb79e4b6a..000000000 --- a/dotnet/samples/opengl/sample-opengl.csproj +++ /dev/null @@ -1,72 +0,0 @@ - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {160AE11E-138A-4B77-9642-EA74F9A79B4D} - WinExe - Properties - sample_opengl - opengl - - - - - 2.0 - - - - - true - full - false - ..\bin\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - ..\bin\ - TRACE - prompt - 4 - - - - {46786269-57B9-48E7-AA4F-8F4D84609FE6} - sfml-graphics - - - {D17DE83D-A592-461F-8AF2-53F9E22E1D0F} - sfml-window - - - - - - - - - False - ..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll - - - False - ..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll - - - - - - - - \ No newline at end of file diff --git a/dotnet/samples/shader/Shader.cs b/dotnet/samples/shader/Shader.cs deleted file mode 100644 index 3ded018bd..000000000 --- a/dotnet/samples/shader/Shader.cs +++ /dev/null @@ -1,250 +0,0 @@ -using System; -using System.Collections.Generic; -using SFML; -using SFML.Graphics; -using SFML.Window; - -namespace sample_shader -{ - /// - /// A class to simplify shader selection - /// - class ShaderSelector - { - // Constructor - public ShaderSelector(Dictionary owner) - { - myOwner = owner; - myIterator = owner.GetEnumerator(); - myIterator.MoveNext(); - } - - // Select the next shader - public void GotoNext() - { - if (myIterator.MoveNext() == false) - { - myIterator = myOwner.GetEnumerator(); - myIterator.MoveNext(); - } - } - - // Update the shader parameters - public void Update(float x, float y) - { - if (myIterator.Current.Key == "blur") myIterator.Current.Value.SetParameter("offset", x * y * 0.05f); - else if (myIterator.Current.Key == "colorize") myIterator.Current.Value.SetParameter("color", 0.3f, x, y); - else if (myIterator.Current.Key == "fisheye") myIterator.Current.Value.SetParameter("mouse", x, y); - else if (myIterator.Current.Key == "wave") myIterator.Current.Value.SetParameter("offset", x, y); - else if (myIterator.Current.Key == "pixelate") myIterator.Current.Value.SetParameter("mouse", x, y); - } - - // Get the name of the current shader - public string Name - { - get {return myIterator.Current.Key;} - } - - // Get the current shader - public Shader Shader - { - get {return myIterator.Current.Value;} - } - - private Dictionary myOwner; - private Dictionary.Enumerator myIterator; - }; - - static class Program - { - private static Dictionary shaders; - private static ShaderSelector backgroundShader; - private static ShaderSelector entityShader; - private static ShaderSelector globalShader; - private static Text shaderText; - - /// - /// The main entry point for the application. - /// - static void Main() - { - // Create the main window - RenderWindow window = new RenderWindow(new VideoMode(800, 600), "SFML.Net Shader"); - - // Setup event handlers - window.Closed += new EventHandler(OnClosed); - window.KeyPressed += new EventHandler(OnKeyPressed); - - // Check that the system can use shaders - if (Shader.IsAvailable == false) - { - DisplayError(window); - return; - } - - // Create the render image - RenderImage image = new RenderImage(window.Width, window.Height); - - // Load a background image to display - Sprite background = new Sprite(new Image("datas/shader/background.jpg")); - background.Image.Smooth = false; - - // Load a sprite which we'll move into the scene - Sprite entity = new Sprite(new Image("datas/shader/sprite.png")); - - // Load the text font - Font font = new Font("datas/shader/arial.ttf"); - - // Load the image needed for the wave effect - Image waveImage = new Image("datas/shader/wave.jpg"); - - // Load all effects - shaders = new Dictionary(); - shaders["nothing"] = new Shader("datas/shader/nothing.sfx"); - shaders["blur"] = new Shader("datas/shader/blur.sfx"); - shaders["colorize"] = new Shader("datas/shader/colorize.sfx"); - shaders["fisheye"] = new Shader("datas/shader/fisheye.sfx"); - shaders["wave"] = new Shader("datas/shader/wave.sfx"); - shaders["pixelate"] = new Shader("datas/shader/pixelate.sfx"); - backgroundShader = new ShaderSelector(shaders); - entityShader = new ShaderSelector(shaders); - globalShader = new ShaderSelector(shaders); - - // Do specific initializations - shaders["nothing"].SetTexture("texture", Shader.CurrentTexture); - shaders["blur"].SetTexture("texture", Shader.CurrentTexture); - shaders["blur"].SetParameter("offset", 0.0F); - shaders["colorize"].SetTexture("texture", Shader.CurrentTexture); - shaders["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F); - shaders["fisheye"].SetTexture("texture", Shader.CurrentTexture); - shaders["wave"].SetTexture("texture", Shader.CurrentTexture); - shaders["wave"].SetTexture("wave", waveImage); - shaders["pixelate"].SetTexture("texture", Shader.CurrentTexture); - - // Define a string for displaying current effect description - shaderText = new Text(); - shaderText.Font = font; - shaderText.Size = 20; - shaderText.Position = new Vector2(5.0F, 0.0F); - shaderText.Color = new Color(250, 100, 30); - shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" + - "Flower shader: \"" + entityShader.Name + "\"\n" + - "Global shader: \"" + globalShader.Name + "\"\n"; - - // Define a string for displaying help - Text infoText = new Text(); - infoText.Font = font; - infoText.Size = 20; - infoText.Position = new Vector2(5.0F, 500.0F); - infoText.Color = new Color(250, 100, 30); - infoText.DisplayedString = "Move your mouse to change the shaders' parameters\n" + - "Press numpad 1 to change the background shader\n" + - "Press numpad 2 to change the flower shader\n" + - "Press numpad 3 to change the global shader"; - - // Start the game loop - float time = 0.0F; - while (window.IsOpened()) - { - // Process events - window.DispatchEvents(); - - // TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption - // Get the mouse position in the range [0, 1] - //float x = window.Input.GetMouseX() / (float)window.Width; - //float y = window.Input.GetMouseY() / (float)window.Height; - float x = (float)(Math.Cos(time * 1.3) + 1) * 0.5F; - float y = (float)(Math.Sin(time * 0.8) + 1) * 0.5F; - - // Update the shaders - backgroundShader.Update(x, y); - entityShader.Update(x, y); - globalShader.Update(x, y); - - // Animate the sprite - 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; - - // Draw the background and the moving entity to the render image - image.Draw(background, backgroundShader.Shader); - image.Draw(entity, entityShader.Shader); - image.Display(); - - // Draw the contents of the render image to the window - window.Draw(new Sprite(image.Image), globalShader.Shader); - - // Draw interface texts - window.Draw(shaderText); - window.Draw(infoText); - - // Finally, display the rendered frame on screen - window.Display(); - } - } - - /// - /// Fonction called when the post-effects are not supported ; - /// Display an error message and wait until the user exits - /// - private static void DisplayError(RenderWindow window) - { - // Define a string for displaying the error message - Text error = new Text("Sorry, your system doesn't support shaders"); - error.Position = new Vector2(100.0F, 250.0F); - error.Color = new Color(200, 100, 150); - - // Start the game loop - while (window.IsOpened()) - { - // Process events - window.DispatchEvents(); - - // Clear the window - window.Clear(); - - // Draw the error message - window.Draw(error); - - // Finally, display the rendered frame on screen - window.Display(); - } - } - - /// - /// Function called when the window is closed - /// - static void OnClosed(object sender, EventArgs e) - { - RenderWindow window = (RenderWindow)sender; - window.Close(); - } - - /// - /// Function called when a key is pressed - /// - static void OnKeyPressed(object sender, KeyEventArgs e) - { - RenderWindow window = (RenderWindow)sender; - - // Escape key : exit - if (e.Code == KeyCode.Escape) - window.Close(); - - // Numpad : switch effect - switch (e.Code) - { - case KeyCode.Numpad1 : backgroundShader.GotoNext(); break; - case KeyCode.Numpad2 : entityShader.GotoNext(); break; - case KeyCode.Numpad3 : globalShader.GotoNext(); break; - } - - // Update the text - shaderText.DisplayedString = "Background shader: \"" + backgroundShader.Name + "\"\n" + - "Flower shader: \"" + entityShader.Name + "\"\n" + - "Global shader: \"" + globalShader.Name + "\"\n"; - } - } -} diff --git a/dotnet/samples/shader/sample-shader.csproj b/dotnet/samples/shader/sample-shader.csproj deleted file mode 100644 index 1992e7d69..000000000 --- a/dotnet/samples/shader/sample-shader.csproj +++ /dev/null @@ -1,60 +0,0 @@ - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {9D4738F7-34EA-433A-A765-AF85A52A174D} - WinExe - Properties - sample_shader - shader - - - 2.0 - - - sample_shader.Program - - - true - full - false - ..\bin\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - ..\bin\ - TRACE - prompt - 4 - - - - {46786269-57B9-48E7-AA4F-8F4D84609FE6} - sfml-graphics - - - {D17DE83D-A592-461F-8AF2-53F9E22E1D0F} - sfml-window - - - - - - - - - - - \ No newline at end of file diff --git a/dotnet/samples/sound/Sound.cs b/dotnet/samples/sound/Sound.cs deleted file mode 100644 index ee82b967f..000000000 --- a/dotnet/samples/sound/Sound.cs +++ /dev/null @@ -1,82 +0,0 @@ -using System; -using System.Threading; -using SFML; -using SFML.Audio; - -namespace sample_sound -{ - static class Program - { - /// - /// The main entry point for the application. - /// - static void Main(string[] args) - { - // Play a sound - PlaySound(); - Console.Clear(); - - // Play a music - PlayMusic(); - } - - /// - /// Play a sound - /// - private static void PlaySound() - { - // Load a sound buffer from a wav file - SoundBuffer buffer = new SoundBuffer("datas/sound/canary.wav"); - - // Display sound informations - Console.WriteLine("canary.wav :"); - 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(); - - // Loop while the sound is playing - while (sound.Status == SoundStatus.Playing) - { - // Display the playing position - Console.CursorLeft = 0; - Console.Write("Playing... " + sound.PlayingOffset + " sec "); - - // Leave some CPU time for other processes - Thread.Sleep(100); - } - } - - /// - /// Play a music - /// - private static void PlayMusic() - { - // Load an ogg music file - Music music = new Music("datas/sound/orchestral.ogg"); - - // Display music informations - Console.WriteLine("orchestral.ogg :"); - Console.WriteLine(" " + music.Duration + " sec"); - Console.WriteLine(" " + music.SampleRate + " samples / sec"); - Console.WriteLine(" " + music.ChannelsCount + " channels"); - - // Play it - music.Play(); - - // Loop while the music is playing - while (music.Status == SoundStatus.Playing) - { - // Display the playing position - Console.CursorLeft = 0; - Console.Write("Playing... " + music.PlayingOffset + " sec "); - - // Leave some CPU time for other processes - Thread.Sleep(100); - } - } - } -} diff --git a/dotnet/samples/sound/sample-sound.csproj b/dotnet/samples/sound/sample-sound.csproj deleted file mode 100644 index 465b0fefe..000000000 --- a/dotnet/samples/sound/sample-sound.csproj +++ /dev/null @@ -1,61 +0,0 @@ - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {16E177F3-A0FF-4091-8521-562E0EBAA3AB} - Exe - Properties - sample_sound - sound - - - - - 2.0 - - - - - true - full - false - ..\bin\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - ..\bin\ - TRACE - prompt - 4 - - - - {0B202C4D-A457-47FE-84A3-031DD878C6BE} - sfml-audio - - - {D17DE83D-A592-461F-8AF2-53F9E22E1D0F} - sfml-window - - - - - - - - - - - \ No newline at end of file diff --git a/dotnet/samples/sound_capture/SoundCapture.cs b/dotnet/samples/sound_capture/SoundCapture.cs deleted file mode 100644 index e6a080953..000000000 --- a/dotnet/samples/sound_capture/SoundCapture.cs +++ /dev/null @@ -1,83 +0,0 @@ -using System; -using System.Threading; -using SFML; -using SFML.Audio; - -namespace sample_soundcapture -{ - static class Program - { - /// - /// The main entry point for the application. - /// - static void Main(string[] args) - { - // Check that the device can capture audio - if (SoundRecorder.IsAvailable == false) - { - Console.WriteLine("Sorry, audio capture is not supported by your system"); - return; - } - - // Choose the sample rate - Console.WriteLine("Please choose the sample rate for sound capture (44100 is CD quality) : "); - 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(); - - // Audio capture is done in a separate thread, so we can block the main thread while it is capturing - recorder.Start(sampleRate); - Console.WriteLine("Recording... press enter to stop"); - Console.ReadLine(); - recorder.Stop(); - - // Get the buffer containing the captured data - 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"); - - // 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()); - - if (choice == 's') - { - // Choose the filename - Console.WriteLine("Choose the file to create : "); - string filename = Console.ReadLine(); - - // Save the buffer - buffer.SaveToFile(filename); - } - else - { - // Create a sound instance and play it - Sound sound = new Sound(buffer); - sound.Play(); - - // Wait until finished - while (sound.Status == SoundStatus.Playing) - { - // Display the playing position - Console.CursorLeft = 0; - Console.Write("Playing... " + sound.PlayingOffset + " sec "); - - // Leave some CPU time for other threads - Thread.Sleep(100); - } - } - - // Finished ! - Console.WriteLine("\nDone !"); - } - } -} diff --git a/dotnet/samples/sound_capture/sample-soundcapture.csproj b/dotnet/samples/sound_capture/sample-soundcapture.csproj deleted file mode 100644 index 3ce78e72a..000000000 --- a/dotnet/samples/sound_capture/sample-soundcapture.csproj +++ /dev/null @@ -1,61 +0,0 @@ - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {F2F48990-F81E-41BA-AD01-168F6178C807} - Exe - Properties - sample_soundcapture - sound-capture - - - - - 2.0 - - - - - true - full - false - ..\bin\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - ..\bin\ - TRACE - prompt - 4 - - - - {0B202C4D-A457-47FE-84A3-031DD878C6BE} - sfml-audio - - - {D17DE83D-A592-461F-8AF2-53F9E22E1D0F} - sfml-window - - - - - - - - - - - \ No newline at end of file diff --git a/dotnet/samples/visualbasic/My Project/Application.Designer.vb b/dotnet/samples/visualbasic/My Project/Application.Designer.vb deleted file mode 100644 index d73a4d866..000000000 --- a/dotnet/samples/visualbasic/My Project/Application.Designer.vb +++ /dev/null @@ -1,13 +0,0 @@ -'------------------------------------------------------------------------------ -' -' This code was generated by a tool. -' Runtime Version:2.0.50727.3053 -' -' Changes to this file may cause incorrect behavior and will be lost if -' the code is regenerated. -' -'------------------------------------------------------------------------------ - -Option Strict On -Option Explicit On - diff --git a/dotnet/samples/visualbasic/My Project/Application.myapp b/dotnet/samples/visualbasic/My Project/Application.myapp deleted file mode 100644 index 23b627fb3..000000000 --- a/dotnet/samples/visualbasic/My Project/Application.myapp +++ /dev/null @@ -1,10 +0,0 @@ - - - false - false - 0 - true - 0 - 2 - true - diff --git a/dotnet/samples/visualbasic/My Project/AssemblyInfo.vb b/dotnet/samples/visualbasic/My Project/AssemblyInfo.vb deleted file mode 100644 index ee7d3d648..000000000 --- a/dotnet/samples/visualbasic/My Project/AssemblyInfo.vb +++ /dev/null @@ -1,35 +0,0 @@ -Imports System -Imports System.Reflection -Imports System.Runtime.InteropServices - -' General Information about an assembly is controlled through the following -' set of attributes. Change these attribute values to modify the information -' associated with an assembly. - -' Review the values of the assembly attributes - - - - - - - - - - -'The following GUID is for the ID of the typelib if this project is exposed to COM - - -' Version information for an assembly consists of the following four values: -' -' Major Version -' Minor Version -' Build Number -' Revision -' -' You can specify all the values or you can default the Build and Revision Numbers -' by using the '*' as shown below: -' - - - diff --git a/dotnet/samples/visualbasic/My Project/Resources.Designer.vb b/dotnet/samples/visualbasic/My Project/Resources.Designer.vb deleted file mode 100644 index 4c1f1ee65..000000000 --- a/dotnet/samples/visualbasic/My Project/Resources.Designer.vb +++ /dev/null @@ -1,63 +0,0 @@ -'------------------------------------------------------------------------------ -' -' This code was generated by a tool. -' Runtime Version:2.0.50727.3053 -' -' Changes to this file may cause incorrect behavior and will be lost if -' the code is regenerated. -' -'------------------------------------------------------------------------------ - -Option Strict On -Option Explicit On - -Imports System - -Namespace My.Resources - - 'This class was auto-generated by the StronglyTypedResourceBuilder - 'class via a tool like ResGen or Visual Studio. - 'To add or remove a member, edit your .ResX file then rerun ResGen - 'with the /str option, or rebuild your VS project. - ''' - ''' A strongly-typed resource class, for looking up localized strings, etc. - ''' - _ - Friend Module Resources - - Private resourceMan As Global.System.Resources.ResourceManager - - Private resourceCulture As Global.System.Globalization.CultureInfo - - ''' - ''' Returns the cached ResourceManager instance used by this class. - ''' - _ - Friend ReadOnly Property ResourceManager() As Global.System.Resources.ResourceManager - Get - If Object.ReferenceEquals(resourceMan, Nothing) Then - Dim temp As Global.System.Resources.ResourceManager = New Global.System.Resources.ResourceManager("visualbasic.Resources", GetType(Resources).Assembly) - resourceMan = temp - End If - Return resourceMan - End Get - End Property - - ''' - ''' Overrides the current thread's CurrentUICulture property for all - ''' resource lookups using this strongly typed resource class. - ''' - _ - Friend Property Culture() As Global.System.Globalization.CultureInfo - Get - Return resourceCulture - End Get - Set - resourceCulture = value - End Set - End Property - End Module -End Namespace diff --git a/dotnet/samples/visualbasic/My Project/Resources.resx b/dotnet/samples/visualbasic/My Project/Resources.resx deleted file mode 100644 index ffecec851..000000000 --- a/dotnet/samples/visualbasic/My Project/Resources.resx +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - \ No newline at end of file diff --git a/dotnet/samples/visualbasic/My Project/Settings.Designer.vb b/dotnet/samples/visualbasic/My Project/Settings.Designer.vb deleted file mode 100644 index b6a816e3b..000000000 --- a/dotnet/samples/visualbasic/My Project/Settings.Designer.vb +++ /dev/null @@ -1,73 +0,0 @@ -'------------------------------------------------------------------------------ -' -' This code was generated by a tool. -' Runtime Version:2.0.50727.3053 -' -' Changes to this file may cause incorrect behavior and will be lost if -' the code is regenerated. -' -'------------------------------------------------------------------------------ - -Option Strict On -Option Explicit On - - -Namespace My - - _ - Partial Friend NotInheritable Class MySettings - Inherits Global.System.Configuration.ApplicationSettingsBase - - Private Shared defaultInstance As MySettings = CType(Global.System.Configuration.ApplicationSettingsBase.Synchronized(New MySettings),MySettings) - -#Region "My.Settings Auto-Save Functionality" -#If _MyType = "WindowsForms" Then - Private Shared addedHandler As Boolean - - Private Shared addedHandlerLockObject As New Object - - _ - Private Shared Sub AutoSaveSettings(ByVal sender As Global.System.Object, ByVal e As Global.System.EventArgs) - If My.Application.SaveMySettingsOnExit Then - My.Settings.Save() - End If - End Sub -#End If -#End Region - - Public Shared ReadOnly Property [Default]() As MySettings - Get - -#If _MyType = "WindowsForms" Then - If Not addedHandler Then - SyncLock addedHandlerLockObject - If Not addedHandler Then - AddHandler My.Application.Shutdown, AddressOf AutoSaveSettings - addedHandler = True - End If - End SyncLock - End If -#End If - Return defaultInstance - End Get - End Property - End Class -End Namespace - -Namespace My - - _ - Friend Module MySettingsProperty - - _ - Friend ReadOnly Property Settings() As Global.visualbasic.My.MySettings - Get - Return Global.visualbasic.My.MySettings.Default - End Get - End Property - End Module -End Namespace diff --git a/dotnet/samples/visualbasic/My Project/Settings.settings b/dotnet/samples/visualbasic/My Project/Settings.settings deleted file mode 100644 index 377f56d6b..000000000 --- a/dotnet/samples/visualbasic/My Project/Settings.settings +++ /dev/null @@ -1,7 +0,0 @@ - - - - - - - diff --git a/dotnet/samples/visualbasic/OpenGL.vb b/dotnet/samples/visualbasic/OpenGL.vb deleted file mode 100644 index 55b45672a..000000000 --- a/dotnet/samples/visualbasic/OpenGL.vb +++ /dev/null @@ -1,177 +0,0 @@ -Imports SFML -Imports SFML.Window -Imports SFML.Graphics -Imports Tao.OpenGl -Imports Tao.FreeGlut - - -Module OpenGL - - Dim WithEvents App As RenderWindow - - ''' - ''' Entry point of application - ''' - Sub Main() - - ' Create main window - App = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)") - App.PreserveOpenGLStates(True) - - ' Create a sprite for the background - Dim BackgroundImage = New Image("datas/opengl/background.jpg") - Dim Background = New Sprite(BackgroundImage) - - ' Create a text to display - Dim Text = New String2D("This is a rotating cube") - Text.Position = New Vector2(250.0F, 300.0F) - Text.Color = New Color(128, 0, 128) - - ' 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 - Dim Texture = 0 - Using TempImage = New Image("datas/opengl/texture.jpg") - Gl.glGenTextures(1, Texture) - Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture) - Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, TempImage.Width, TempImage.Height, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE, TempImage.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) - End Using - - ' Enable Z-buffer read and write - Gl.glEnable(Gl.GL_DEPTH_TEST) - Gl.glDepthMask(Gl.GL_TRUE) - Gl.glClearDepth(1.0F) - - ' Setup a perspective projection - Gl.glMatrixMode(Gl.GL_PROJECTION) - Gl.glLoadIdentity() - Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F) - - ' Bind our texture - Gl.glEnable(Gl.GL_TEXTURE_2D) - Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture) - Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F) - - Dim Time = 0.0F - - ' Start game loop - While (App.IsOpened()) - - ' Process events - App.DispatchEvents() - - ' Draw background - App.Draw(Background) - - ' Clear depth buffer - Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT) - - ' Apply some transformations - Time += App.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) - - ' Draw a cube - Gl.glBegin(Gl.GL_QUADS) - - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(-50.0F, -50.0F, -50.0F) - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(-50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(50.0F, -50.0F, -50.0F) - - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(-50.0F, -50.0F, 50.0F) - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(-50.0F, 50.0F, 50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(50.0F, 50.0F, 50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(50.0F, -50.0F, 50.0F) - - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(-50.0F, -50.0F, -50.0F) - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(-50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(-50.0F, 50.0F, 50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(-50.0F, -50.0F, 50.0F) - - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(50.0F, -50.0F, -50.0F) - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(50.0F, 50.0F, 50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(50.0F, -50.0F, 50.0F) - - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(-50.0F, -50.0F, 50.0F) - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(-50.0F, -50.0F, -50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(50.0F, -50.0F, -50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(50.0F, -50.0F, 50.0F) - - Gl.glTexCoord2f(0, 1) - Gl.glVertex3f(-50.0F, 50.0F, 50.0F) - Gl.glTexCoord2f(0, 0) - Gl.glVertex3f(-50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 0) - Gl.glVertex3f(50.0F, 50.0F, -50.0F) - Gl.glTexCoord2f(1, 1) - Gl.glVertex3f(50.0F, 50.0F, 50.0F) - - Gl.glEnd() - - ' Draw some text on top of our OpenGL object - App.Draw(Text) - - ' Finally, display the rendered frame on screen - App.Display() - - End While - - ' Don't forget to destroy our texture - Gl.glDeleteTextures(1, Texture) - - End Sub - - ''' - ''' Function called when the window is closed - ''' - Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles App.Closed - Dim window = CType(sender, RenderWindow) - window.Close() - End Sub - - ''' - ''' Function called when a key is pressed - ''' - Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles App.KeyPressed - Dim window = CType(sender, RenderWindow) - If e.Code = KeyCode.Escape Then - window.Close() - End If - End Sub - - ''' - ''' Function called when the window is resized - ''' - Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles App.Resized - Gl.glViewport(0, 0, e.Width, e.Height) - End Sub - -End Module diff --git a/dotnet/samples/visualbasic/visualbasic.sln b/dotnet/samples/visualbasic/visualbasic.sln deleted file mode 100644 index 099bf8bab..000000000 --- a/dotnet/samples/visualbasic/visualbasic.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 10.00 -# Visual Basic Express 2008 -Project("{F184B08F-C81C-45F6-A57F-5ABD9991F28F}") = "visualbasic", "visualbasic.vbproj", "{98552080-F688-46B4-A2FF-1AC7C50ECBE8}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Debug|Any CPU.Build.0 = Debug|Any CPU - {98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Release|Any CPU.ActiveCfg = Release|Any CPU - {98552080-F688-46B4-A2FF-1AC7C50ECBE8}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/dotnet/samples/visualbasic/visualbasic.vbproj b/dotnet/samples/visualbasic/visualbasic.vbproj deleted file mode 100644 index e657c3fa4..000000000 --- a/dotnet/samples/visualbasic/visualbasic.vbproj +++ /dev/null @@ -1,121 +0,0 @@ - - - - Debug - AnyCPU - 9.0.30729 - 2.0 - {98552080-F688-46B4-A2FF-1AC7C50ECBE8} - WinExe - visualbasic.OpenGL - visualbasic - visualbasic - 512 - WindowsFormsWithCustomSubMain - v3.5 - On - Binary - Off - On - - - true - full - true - true - bin\Debug\ - visualbasic.xml - 42016,41999,42017,42018,42019,42032,42036,42020,42021,42022 - - - pdbonly - false - true - true - bin\Release\ - visualbasic.xml - 42016,41999,42017,42018,42019,42032,42036,42020,42021,42022 - - - - False - ..\..\lib\sfmlnet-graphics.dll - - - False - ..\..\lib\sfmlnet-window.dll - - - - - - - - - 3.5 - - - 3.5 - - - 3.5 - - - - - - - - - - - - - - - - - - - True - Application.myapp - - - True - True - Resources.resx - - - True - Settings.settings - True - - - - - VbMyResourcesResXFileCodeGenerator - Resources.Designer.vb - My.Resources - Designer - - - - - MyApplicationCodeGenerator - Application.Designer.vb - - - SettingsSingleFileGenerator - My - Settings.Designer.vb - - - - - \ No newline at end of file diff --git a/dotnet/samples/window/Window.cs b/dotnet/samples/window/Window.cs deleted file mode 100644 index 56121bb13..000000000 --- a/dotnet/samples/window/Window.cs +++ /dev/null @@ -1,134 +0,0 @@ -using System; -using SFML; -using SFML.Window; -using Tao.OpenGl; - -namespace sample_window -{ - static class Program - { - /// - /// The main entry point for the application. - /// - static void Main() - { - // Create the main window - Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window"); - - // Setup event handlers - 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); - Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); - - // Enable Z-buffer read and write - Gl.glEnable(Gl.GL_DEPTH_TEST); - Gl.glDepthMask(Gl.GL_TRUE); - - // Setup a perspective projection - Gl.glMatrixMode(Gl.GL_PROJECTION); - Gl.glLoadIdentity(); - Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); - - float time = 0.0F; - - // Start the game loop - while (window.IsOpened()) - { - // Process events - window.DispatchEvents(); - - // Activate the window before using OpenGL commands. - // This is useless here because we have only one window which is - // always the active one, but don't forget it if you use multiple windows - window.SetActive(); - - // Clear color and depth buffer - Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); - - // Apply some transformations - 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); - - // Draw a cube - Gl.glBegin(Gl.GL_QUADS); - - Gl.glColor3f(1.0F, 0.0F, 0.0F); - Gl.glVertex3f(-50.0F, -50.0F, -50.0F); - Gl.glVertex3f(-50.0F, 50.0F, -50.0F); - Gl.glVertex3f( 50.0F, 50.0F, -50.0F); - Gl.glVertex3f( 50.0F, -50.0F, -50.0F); - - Gl.glColor3f(1.0F, 0.0F, 0.0F); - Gl.glVertex3f(-50.0F, -50.0F, 50.0F); - Gl.glVertex3f(-50.0F, 50.0F, 50.0F); - Gl.glVertex3f( 50.0F, 50.0F, 50.0F); - Gl.glVertex3f( 50.0F, -50.0F, 50.0F); - - Gl.glColor3f(0.0F, 1.0F, 0.0F); - Gl.glVertex3f(-50.0F, -50.0F, -50.0F); - Gl.glVertex3f(-50.0F, 50.0F, -50.0F); - Gl.glVertex3f(-50.0F, 50.0F, 50.0F); - Gl.glVertex3f(-50.0F, -50.0F, 50.0F); - - Gl.glColor3f(0.0F, 1.0F, 0.0F); - Gl.glVertex3f(50.0F, -50.0F, -50.0F); - Gl.glVertex3f(50.0F, 50.0F, -50.0F); - Gl.glVertex3f(50.0F, 50.0F, 50.0F); - Gl.glVertex3f(50.0F, -50.0F, 50.0F); - - Gl.glColor3f(0.0F, 0.0F, 1.0F); - Gl.glVertex3f(-50.0F, -50.0F, 50.0F); - Gl.glVertex3f(-50.0F, -50.0F, -50.0F); - Gl.glVertex3f( 50.0F, -50.0F, -50.0F); - Gl.glVertex3f( 50.0F, -50.0F, 50.0F); - - Gl.glColor3f(0.0F, 0.0F, 1.0F); - Gl.glVertex3f(-50.0F, 50.0F, 50.0F); - Gl.glVertex3f(-50.0F, 50.0F, -50.0F); - Gl.glVertex3f( 50.0F, 50.0F, -50.0F); - Gl.glVertex3f( 50.0F, 50.0F, 50.0F); - - Gl.glEnd(); - - // Finally, display the rendered frame on screen - window.Display(); - } - } - - /// - /// Function called when the window is closed - /// - static void OnClosed(object sender, EventArgs e) - { - Window window = (Window)sender; - window.Close(); - } - - /// - /// Function called when a key is pressed - /// - static void OnKeyPressed(object sender, KeyEventArgs e) - { - Window window = (Window)sender; - if (e.Code == KeyCode.Escape) - window.Close(); - } - - /// - /// Function called when the window is resized - /// - static void OnResized(object sender, SizeEventArgs e) - { - Gl.glViewport(0, 0, (int)e.Width, (int)e.Height); - } - } -} diff --git a/dotnet/samples/window/sample-window.csproj b/dotnet/samples/window/sample-window.csproj deleted file mode 100644 index 9eb0b8956..000000000 --- a/dotnet/samples/window/sample-window.csproj +++ /dev/null @@ -1,66 +0,0 @@ - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF} - WinExe - Properties - sample_window - window - - - 2.0 - - - - - true - full - false - ..\bin\ - DEBUG;TRACE - prompt - 4 - false - - - pdbonly - true - ..\bin\ - TRACE - prompt - 4 - - - - {D17DE83D-A592-461F-8AF2-53F9E22E1D0F} - sfml-window - - - - - - - - False - ..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll - - - False - ..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll - - - - - - - - \ No newline at end of file