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