Renamed / moved / updated the SFML.Net examples (still in progress... having troubles with SVN)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1560 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 21:17:24 +00:00
parent 002902319c
commit 2d83514452
28 changed files with 103 additions and 121 deletions

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@ -4,7 +4,7 @@ using SFML.Graphics;
using SFML.Window;
using Tao.OpenGl;
namespace sample_opengl
namespace opengl
{
static class Program
{
@ -22,7 +22,7 @@ namespace sample_opengl
window.Resized += new EventHandler<SizeEventArgs>(OnResized);
// Create a sprite for the background
Image backgroundImage = new Image("datas/opengl/background.jpg");
Image backgroundImage = new Image("resources/background.jpg");
Sprite background = new Sprite(backgroundImage);
// Create a text to display
@ -34,7 +34,7 @@ namespace sample_opengl
// 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"))
using (Image image = new Image("resources/texture.jpg"))
{
Gl.glGenTextures(1, out texture);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);

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@ -7,10 +7,9 @@
<ProjectGuid>{160AE11E-138A-4B77-9642-EA74F9A79B4D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_opengl</RootNamespace>
<RootNamespace>opengl</RootNamespace>
<AssemblyName>opengl</AssemblyName>
<StartupObject>
</StartupObject>
<StartupObject>opengl.Program</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
@ -21,7 +20,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>

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@ -4,7 +4,7 @@ using SFML;
using SFML.Graphics;
using SFML.Window;
namespace sample_shader
namespace shader
{
/// <summary>
/// A class to simplify shader selection
@ -86,26 +86,26 @@ namespace sample_shader
RenderImage image = new RenderImage(window.Width, window.Height);
// Load a background image to display
Sprite background = new Sprite(new Image("datas/shader/background.jpg"));
Sprite background = new Sprite(new Image("resources/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"));
Sprite entity = new Sprite(new Image("resources/sprite.png"));
// Load the text font
Font font = new Font("datas/shader/arial.ttf");
Font font = new Font("resources/arial.ttf");
// Load the image needed for the wave effect
Image waveImage = new Image("datas/shader/wave.jpg");
Image waveImage = new Image("resources/wave.jpg");
// Load all effects
shaders = new Dictionary<string, Shader>();
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");
shaders["nothing"] = new Shader("resources/nothing.sfx");
shaders["blur"] = new Shader("resources/blur.sfx");
shaders["colorize"] = new Shader("resources/colorize.sfx");
shaders["fisheye"] = new Shader("resources/fisheye.sfx");
shaders["wave"] = new Shader("resources/wave.sfx");
shaders["pixelate"] = new Shader("resources/pixelate.sfx");
backgroundShader = new ShaderSelector(shaders);
entityShader = new ShaderSelector(shaders);
globalShader = new ShaderSelector(shaders);

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@ -7,20 +7,20 @@
<ProjectGuid>{9D4738F7-34EA-433A-A765-AF85A52A174D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_shader</RootNamespace>
<RootNamespace>shader</RootNamespace>
<AssemblyName>shader</AssemblyName>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
<StartupObject>sample_shader.Program</StartupObject>
<StartupObject>shader.Program</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>

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@ -3,7 +3,7 @@ using System.Threading;
using SFML;
using SFML.Audio;
namespace sample_sound
namespace sound
{
static class Program
{
@ -26,7 +26,7 @@ namespace sample_sound
private static void PlaySound()
{
// Load a sound buffer from a wav file
SoundBuffer buffer = new SoundBuffer("datas/sound/canary.wav");
SoundBuffer buffer = new SoundBuffer("resources/canary.wav");
// Display sound informations
Console.WriteLine("canary.wav :");
@ -56,7 +56,7 @@ namespace sample_sound
private static void PlayMusic()
{
// Load an ogg music file
Music music = new Music("datas/sound/orchestral.ogg");
Music music = new Music("resources/orchestral.ogg");
// Display music informations
Console.WriteLine("orchestral.ogg :");

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@ -7,10 +7,9 @@
<ProjectGuid>{16E177F3-A0FF-4091-8521-562E0EBAA3AB}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_sound</RootNamespace>
<RootNamespace>sound</RootNamespace>
<AssemblyName>sound</AssemblyName>
<StartupObject>
</StartupObject>
<StartupObject>sound.Program</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
@ -21,7 +20,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>

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@ -3,7 +3,7 @@ using System.Threading;
using SFML;
using SFML.Audio;
namespace sample_soundcapture
namespace sound_capture
{
static class Program
{

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@ -7,10 +7,9 @@
<ProjectGuid>{F2F48990-F81E-41BA-AD01-168F6178C807}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_soundcapture</RootNamespace>
<AssemblyName>sound-capture</AssemblyName>
<StartupObject>
</StartupObject>
<RootNamespace>sound_capture</RootNamespace>
<AssemblyName>sound_capture</AssemblyName>
<StartupObject>sound_capture.Program</StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
@ -21,7 +20,7 @@
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>

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@ -7,7 +7,7 @@ Imports Tao.FreeGlut
Module OpenGL
Dim WithEvents App As RenderWindow
Dim WithEvents window As RenderWindow
''' <summary>
''' Entry point of application
@ -15,26 +15,25 @@ Module OpenGL
Sub Main()
' Create main window
App = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
App.PreserveOpenGLStates(True)
window = New RenderWindow(New VideoMode(800, 600), "SFML.Net OpenGL (Visual Basic)")
' Create a sprite for the background
Dim BackgroundImage = New Image("datas/opengl/background.jpg")
Dim Background = New Sprite(BackgroundImage)
Dim backgroundImage = New Image("resources/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)
Dim 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),
' We could directly use a SFML.Graphics.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)
Dim texture = 0
Using tempImage = New Image("resources/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
@ -51,108 +50,93 @@ Module OpenGL
' Bind our texture
Gl.glEnable(Gl.GL_TEXTURE_2D)
Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture)
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture)
Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F)
Dim Time = 0.0F
Dim time = 0.0F
' Start game loop
While (App.IsOpened())
While (window.IsOpened())
' Process events
App.DispatchEvents()
window.DispatchEvents()
' Draw background
App.Draw(Background)
window.SaveGLStates()
window.Draw(background)
window.RestoreGLStates()
' 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
Dim x = window.Input.GetMouseX() * 200.0F / window.Width - 100.0F
Dim y = -window.Input.GetMouseY() * 200.0F / window.Height + 100.0F
' Apply some transformations
Time += App.GetFrameTime()
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)
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
Dim size = 20.0F
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(-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(-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(-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(-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(-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(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(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(-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(-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(-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(-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
App.Draw(Text)
window.SaveGLStates()
window.Draw(text)
window.RestoreGLStates()
' Finally, display the rendered frame on screen
App.Display()
window.Display()
End While
' Don't forget to destroy our texture
Gl.glDeleteTextures(1, Texture)
Gl.glDeleteTextures(1, texture)
End Sub
''' <summary>
''' Function called when the window is closed
''' </summary>
Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles App.Closed
Sub App_Closed(ByVal sender As Object, ByVal e As EventArgs) Handles window.Closed
Dim window = CType(sender, RenderWindow)
window.Close()
End Sub
@ -160,7 +144,7 @@ Module OpenGL
''' <summary>
''' Function called when a key is pressed
''' </summary>
Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles App.KeyPressed
Sub App_KeyPressed(ByVal sender As Object, ByVal e As KeyEventArgs) Handles window.KeyPressed
Dim window = CType(sender, RenderWindow)
If e.Code = KeyCode.Escape Then
window.Close()
@ -170,7 +154,7 @@ Module OpenGL
''' <summary>
''' Function called when the window is resized
''' </summary>
Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles App.Resized
Sub App_Resized(ByVal sender As Object, ByVal e As SizeEventArgs) Handles window.Resized
Gl.glViewport(0, 0, e.Width, e.Height)
End Sub

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@ -3,7 +3,7 @@
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.30729</ProductVersion>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{98552080-F688-46B4-A2FF-1AC7C50ECBE8}</ProjectGuid>
<OutputType>WinExe</OutputType>
@ -23,7 +23,7 @@
<DebugType>full</DebugType>
<DefineDebug>true</DefineDebug>
<DefineTrace>true</DefineTrace>
<OutputPath>bin\Debug\</OutputPath>
<OutputPath>.\</OutputPath>
<DocumentationFile>visualbasic.xml</DocumentationFile>
<NoWarn>42016,41999,42017,42018,42019,42032,42036,42020,42021,42022</NoWarn>
</PropertyGroup>
@ -37,13 +37,13 @@
<NoWarn>42016,41999,42017,42018,42019,42032,42036,42020,42021,42022</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="sfmlnet-graphics, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="sfmlnet2-graphics, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\sfmlnet-graphics.dll</HintPath>
<HintPath>..\..\lib\sfmlnet2-graphics.dll</HintPath>
</Reference>
<Reference Include="sfmlnet-window, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<Reference Include="sfmlnet2-window, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\lib\sfmlnet-window.dll</HintPath>
<HintPath>..\..\lib\sfmlnet2-window.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Data" />

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@ -3,7 +3,7 @@ using SFML;
using SFML.Window;
using Tao.OpenGl;
namespace sample_window
namespace window
{
static class Program
{

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@ -7,19 +7,20 @@
<ProjectGuid>{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_window</RootNamespace>
<RootNamespace>window</RootNamespace>
<AssemblyName>window</AssemblyName>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
<StartupObject>window.Program</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>