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-rw-r--r--samples/window/.svn/text-base/Window.cpp.svn-base118
1 files changed, 118 insertions, 0 deletions
diff --git a/samples/window/.svn/text-base/Window.cpp.svn-base b/samples/window/.svn/text-base/Window.cpp.svn-base
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+++ b/samples/window/.svn/text-base/Window.cpp.svn-base
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+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include <SFML/Window.hpp>
+#include <fstream>
+
+
+////////////////////////////////////////////////////////////
+/// Entry point of application
+///
+/// \return Application exit code
+///
+////////////////////////////////////////////////////////////
+int main()
+{
+ // Create the main window
+ sf::Window App(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 (App.IsOpened())
+ {
+ // Process events
+ sf::Event Event;
+ while (App.GetEvent(Event))
+ {
+ // Close window : exit
+ if (Event.Type == sf::Event::Closed)
+ App.Close();
+
+ // Escape key : exit
+ if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
+ App.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
+ App.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
+ App.Display();
+ }
+
+ return EXIT_SUCCESS;
+}