mirror of
https://github.com/SFML/SFML.git
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92ca32b2f9
Change-Id: Iba40752c6c5baaadc2a1b6a0fd03cbb0e3cde8a3
220 lines
6.3 KiB
C++
220 lines
6.3 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window.hpp>
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#include <SFML/System/Err.hpp>
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#include <X11/Xlib-xcb.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <iostream>
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////////////////////////////////////////////////////////////
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/// Initialize OpenGL states into the specified view
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///
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/// \param Window Target window to initialize
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///
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////////////////////////////////////////////////////////////
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void initialize(sf::Window& window)
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{
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// Activate the window
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window.setActive();
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// Setup OpenGL states
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// Set color and depth clear value
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glClearDepth(1.f);
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glClearColor(0.f, 0.5f, 0.5f, 0.f);
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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}
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////////////////////////////////////////////////////////////
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/// Draw the OpenGL scene (a rotating cube) into
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/// the specified view
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///
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/// \param window Target window for rendering
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/// \param elapsedTime Time elapsed since the last draw
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///
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////////////////////////////////////////////////////////////
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void draw(sf::Window& window, float elapsedTime)
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{
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// Activate the window
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window.setActive();
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// Clear color and depth buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glRotatef(elapsedTime * 10.f, 1.f, 0.f, 0.f);
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glRotatef(elapsedTime * 6.f, 0.f, 1.f, 0.f);
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glRotatef(elapsedTime * 18.f, 0.f, 0.f, 1.f);
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// Draw a cube
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glBegin(GL_QUADS);
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glColor3f(1.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glColor3f(1.f, 1.f, 0.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 1.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glColor3f(0.f, 1.f, 1.f);
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glVertex3f(50.f, -50.f, -50.f);
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glVertex3f(50.f, 50.f, -50.f);
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glVertex3f(50.f, 50.f, 50.f);
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glVertex3f(50.f, -50.f, 50.f);
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glColor3f(1.f, 0.f, 1.f);
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glVertex3f(-50.f, -50.f, 50.f);
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glVertex3f(-50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, -50.f);
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glVertex3f( 50.f, -50.f, 50.f);
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glColor3f(1.f, 0.f, 1.f);
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glVertex3f(-50.f, 50.f, 50.f);
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glVertex3f(-50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, -50.f);
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glVertex3f( 50.f, 50.f, 50.f);
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glEnd();
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}
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////////////////////////////////////////////////////////////
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/// Entry point of application
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///
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/// \return Error code
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///
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////////////////////////////////////////////////////////////
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int main()
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{
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// Open a connection with the X server
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Display* display = XOpenDisplay(NULL);
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if (!display)
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return EXIT_FAILURE;
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// Get the XCB connection for the opened display.
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xcb_connection_t* xcbConnection = XGetXCBConnection(display);
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if (!xcbConnection)
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{
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sf::err() << "Failed to get the XCB connection for opened display." << std::endl;
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return EXIT_FAILURE;
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}
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// Get XCB screen.
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const xcb_setup_t* xcbSetup = xcb_get_setup(xcbConnection);
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xcb_screen_iterator_t xcbScreenIter = xcb_setup_roots_iterator(xcbSetup);
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xcb_screen_t* screen = xcbScreenIter.data;
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if (!screen)
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{
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sf::err() << "Failed to get the XCB screen." << std::endl;
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return EXIT_FAILURE;
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}
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// Generate the XCB window IDs.
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xcb_window_t rootWindowId = xcb_generate_id(xcbConnection);
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xcb_window_t view1WindowId = xcb_generate_id(xcbConnection);
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xcb_window_t view2WindowId = xcb_generate_id(xcbConnection);
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// Create the root window with a black background.
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uint32_t mask = XCB_CW_BACK_PIXEL | XCB_CW_EVENT_MASK;
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uint32_t attributes[2] = {screen->black_pixel, XCB_EVENT_MASK_KEY_PRESS};
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xcb_create_window(xcbConnection,
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XCB_COPY_FROM_PARENT,
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rootWindowId,
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screen->root,
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0, 0, 650, 330,
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0,
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XCB_WINDOW_CLASS_INPUT_OUTPUT,
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screen->root_visual,
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mask, attributes);
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// Create windows for the SFML views.
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xcb_create_window(xcbConnection,
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XCB_COPY_FROM_PARENT,
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view1WindowId,
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rootWindowId,
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10, 10, 310, 310,
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0,
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XCB_WINDOW_CLASS_INPUT_OUTPUT,
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screen->root_visual,
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mask, attributes);
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xcb_create_window(xcbConnection,
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XCB_COPY_FROM_PARENT,
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view2WindowId,
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rootWindowId,
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330, 10, 310, 310,
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0,
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XCB_WINDOW_CLASS_INPUT_OUTPUT,
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screen->root_visual,
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mask, attributes);
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// Map windows to screen.
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xcb_map_window(xcbConnection, rootWindowId);
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xcb_map_window(xcbConnection, view1WindowId);
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xcb_map_window(xcbConnection, view2WindowId);
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// Flush commands.
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xcb_flush(xcbConnection);
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// Create our SFML views
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sf::Window sfmlView1(view1WindowId);
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sf::Window sfmlView2(view2WindowId);
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// Create a clock for measuring elapsed time
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sf::Clock clock;
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// Initialize our views
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initialize(sfmlView1);
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initialize(sfmlView2);
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// Start the event loop
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bool running = true;
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xcb_generic_event_t* event = NULL;
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while (running)
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{
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while ((event = xcb_poll_for_event(xcbConnection)))
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{
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running = false;
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}
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// Draw something into our views
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draw(sfmlView1, clock.getElapsedTime().asSeconds());
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draw(sfmlView2, clock.getElapsedTime().asSeconds() * 0.3f);
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// Display the views on screen
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sfmlView1.display();
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sfmlView2.display();
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}
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return EXIT_SUCCESS;
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}
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