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Add iOS demo
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@ -67,7 +67,7 @@ else()
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endif()
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# add an option for building the examples
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if(NOT (SFML_OS_IOS OR SFML_OS_ANDROID))
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if(NOT SFML_OS_ANDROID)
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sfml_set_option(SFML_BUILD_EXAMPLES FALSE BOOL "TRUE to build the SFML examples, FALSE to ignore them")
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else()
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set(SFML_BUILD_EXAMPLES FALSE)
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@ -201,6 +201,9 @@ macro(sfml_add_example target)
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if(THIS_GUI_APP AND SFML_OS_WINDOWS AND NOT DEFINED CMAKE_CONFIGURATION_TYPES AND ${CMAKE_BUILD_TYPE} STREQUAL "Release")
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add_executable(${target} WIN32 ${target_input})
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target_link_libraries(${target} PRIVATE sfml-main)
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elseif(THIS_GUI_APP AND SFML_OS_IOS)
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add_executable(${target} MACOSX_BUNDLE ${target_input})
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target_link_libraries(${target} PRIVATE sfml-main)
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else()
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add_executable(${target} ${target_input})
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endif()
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@ -1,20 +1,25 @@
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# add the examples subdirectories
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if(SFML_BUILD_NETWORK)
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# iOS Demo
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if(SFML_OS_IOS)
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add_subdirectory(iOS)
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else(SFML_OS_IOS)
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# add the examples subdirectories
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if(SFML_BUILD_NETWORK)
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add_subdirectory(ftp)
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add_subdirectory(sockets)
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endif()
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if(SFML_BUILD_NETWORK AND SFML_BUILD_AUDIO)
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endif()
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if(SFML_BUILD_NETWORK AND SFML_BUILD_AUDIO)
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add_subdirectory(voip)
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endif()
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if(SFML_BUILD_AUDIO)
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endif()
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if(SFML_BUILD_AUDIO)
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add_subdirectory(sound)
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add_subdirectory(sound_capture)
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endif()
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if(SFML_BUILD_WINDOW)
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endif()
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if(SFML_BUILD_WINDOW)
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add_subdirectory(window)
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endif()
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if(SFML_BUILD_GRAPHICS)
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endif()
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if(SFML_BUILD_GRAPHICS)
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add_subdirectory(opengl)
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add_subdirectory(shader)
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if(SFML_OS_WINDOWS)
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@ -24,7 +29,8 @@ if(SFML_BUILD_GRAPHICS)
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elseif(SFML_OS_MACOSX)
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add_subdirectory(cocoa)
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endif()
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endif()
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if(SFML_BUILD_GRAPHICS AND SFML_BUILD_AUDIO)
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endif()
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if(SFML_BUILD_GRAPHICS AND SFML_BUILD_AUDIO)
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add_subdirectory(pong)
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endif()
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endif()
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endif(SFML_OS_IOS)
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26
examples/iOS/CMakeLists.txt
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26
examples/iOS/CMakeLists.txt
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@ -0,0 +1,26 @@
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set(SRCROOT ${PROJECT_SOURCE_DIR}/examples/ios)
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set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake/Modules)
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# All source files
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set(SRC ${SRCROOT}/main.cpp)
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# Use the resources from the android example
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set(RESOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/../android/assets/canary.wav
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${CMAKE_CURRENT_SOURCE_DIR}/../android/assets/image.png
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${CMAKE_CURRENT_SOURCE_DIR}/../android/assets/orchestral.ogg
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${CMAKE_CURRENT_SOURCE_DIR}/../android/assets/sansation.ttf)
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set_source_files_properties( ${RESOURCES} PROPERTIES
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MACOSX_PACKAGE_LOCATION Resources )
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# Define the window target
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sfml_add_example(ios_demo GUI_APP
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SOURCES ${SRC} ${RESOURCES}
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DEPENDS sfml-window sfml-system sfml-graphics sfml-audio
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"-framework OpenGLES")
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# The app needs an identifier and signing to work correctly
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SET_XCODE_PROPERTY(ios_demo CODE_SIGN_IDENTITY "iPhone Developer")
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set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.sfml.ios_demo")
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65
examples/iOS/main.cpp
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65
examples/iOS/main.cpp
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@ -0,0 +1,65 @@
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Main.hpp>
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Application exit code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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sf::RenderWindow window(sf::VideoMode::getDesktopMode(), "");
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sf::Texture texture;
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if(!texture.loadFromFile("image.png"))
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return EXIT_FAILURE;
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sf::Sprite image(texture);
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image.setPosition(0, 0);
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image.setOrigin(texture.getSize().x/2, texture.getSize().y/2);
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sf::Music music;
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if(!music.openFromFile("canary.wav"))
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return EXIT_FAILURE;
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music.play();
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sf::View view = window.getDefaultView();
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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switch (event.type)
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{
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case sf::Event::Closed:
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window.close();
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break;
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case sf::Event::Resized:
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view.setSize(event.size.width, event.size.height);
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view.setCenter(event.size.width/2, event.size.height/2);
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window.setView(view);
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break;
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case sf::Event::TouchBegan:
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if (event.touch.finger == 0)
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{
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image.setPosition(event.touch.x, event.touch.y);
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}
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break;
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}
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}
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window.clear(sf::Color::White);
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window.draw(image);
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window.display();
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}
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}
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