SFML/samples/window/Window.cpp
2009-07-11 22:17:24 +00:00

119 lines
3.7 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sf::Window window(sf::VideoMode(640, 480, 32), "SFML Window");
// Create a clock for measuring the time elapsed
sf::Clock clock;
// Set the color and depth clear values
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.f, 1.f, 1.f, 500.f);
// Start the game loop
while (window.IsOpened())
{
// Process events
sf::Event event;
while (window.GetEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
window.Close();
// Escape key : exit
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
window.Close();
// Resize event : adjust viewport
if (event.Type == sf::Event::Resized)
glViewport(0, 0, event.Size.Width, event.Size.Height);
}
// Set the active window before using OpenGL commands
// It's useless here because the active window is always the same,
// but don't forget it if you use multiple windows
window.SetActive();
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glRotatef(clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube
glBegin(GL_QUADS);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f( 50.f, 50.f, 50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, -50.f, 50.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(50.f, -50.f, -50.f);
glVertex3f(50.f, 50.f, -50.f);
glVertex3f(50.f, 50.f, 50.f);
glVertex3f(50.f, -50.f, 50.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(-50.f, -50.f, 50.f);
glVertex3f(-50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, -50.f);
glVertex3f( 50.f, -50.f, 50.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(-50.f, 50.f, 50.f);
glVertex3f(-50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, -50.f);
glVertex3f( 50.f, 50.f, 50.f);
glEnd();
// Finally, display the rendered frame on screen
window.Display();
}
return EXIT_SUCCESS;
}