示例#1
0
 public GameConsole()
 {
     this.TextString          = new String2D();
     this.TextString.Color    = Color.White;
     this.TextString.Size     = 16;
     this.TextString.Position = new Vector2(10, 16 * MainGame.TileSize - 28);
 }
示例#2
0
文件: PostFx.cs 项目: freemaul/SFML
        /// <summary>
        /// Fonction called when the post-effects are not supported ;
        /// Display an error message and wait until the user exits
        /// </summary>
        private static void DisplayError(RenderWindow App)
        {
            // Define a string for displaying the error message
            String2D ErrorStr = new String2D("Sorry, your system doesn't support post-effects");
            ErrorStr.Position = new Vector2(100.0F, 250.0F);
            ErrorStr.Color = new Color(200, 100, 150);

            // Start the game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                // Draw the error message
                App.Draw(ErrorStr);

                // Finally, display the rendered frame on screen
                App.Display();
            }
        }
示例#3
0
        /// <summary>
        /// Fonction called when the post-effects are not supported ;
        /// Display an error message and wait until the user exits
        /// </summary>
        private static void DisplayError(RenderWindow App)
        {
            // Define a string for displaying the error message
            String2D ErrorStr = new String2D("Sorry, your system doesn't support post-effects");

            ErrorStr.Position = new Vector2(100.0F, 250.0F);
            ErrorStr.Color    = new Color(200, 100, 150);

            // Start the game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                // Draw the error message
                App.Draw(ErrorStr);

                // Finally, display the rendered frame on screen
                App.Display();
            }
        }
示例#4
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create main window
            RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");

            App.PreserveOpenGLStates(true);

            // Setup event handlers
            App.Closed     += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler <KeyEventArgs>(OnKeyPressed);
            App.Resized    += new EventHandler <SizeEventArgs>(OnResized);

            // Create a sprite for the background
            Image  BackgroundImage = new Image("datas/opengl/background.jpg");
            Sprite Background      = new Sprite(BackgroundImage);

            // Create a text to display
            String2D Text = new String2D("This is a rotating cube");

            Text.Position = new Vector2(250.0F, 300.0F);
            Text.Color    = new Color(128, 0, 128);

            // Load an OpenGL texture.
            // 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 TempImage = new Image("datas/opengl/texture.jpg"))
            {
                Gl.glGenTextures(1, out Texture);
                Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
                Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)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);
            }

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);
            Gl.glClearDepth(1.0F);

            // Setup a perspective projection
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);

            // Bind our texture
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
            Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

            float Time = 0.0F;

            // Start game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                // Draw background
                App.Draw(Background);

                // Clear depth buffer
                Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);

                // Apply some transformations
                Time += App.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);

                // Draw a cube
                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(-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(-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(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, 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(-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.glEnd();

                // Draw some text on top of our OpenGL object
                App.Draw(Text);

                // Finally, display the rendered frame on screen
                App.Display();
            }

            // Don't forget to destroy our texture
            Gl.glDeleteTextures(1, ref Texture);
        }
示例#5
0
文件: OpenGL.cs 项目: freemaul/SFML
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create main window
            RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net OpenGL");
            App.PreserveOpenGLStates(true);

            // Setup event handlers
            App.Closed     += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            App.Resized    += new EventHandler<SizeEventArgs>(OnResized);

            // Create a sprite for the background
            Image BackgroundImage = new Image("datas/opengl/background.jpg");
            Sprite Background = new Sprite(BackgroundImage);

            // Create a text to display
            String2D Text = new String2D("This is a rotating cube");
            Text.Position = new Vector2(250.0F, 300.0F);
            Text.Color = new Color(128, 0, 128);

            // Load an OpenGL texture.
            // 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 TempImage = new Image("datas/opengl/texture.jpg"))
            {
                Gl.glGenTextures(1, out Texture);
                Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
                Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, (int)TempImage.Width, (int)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);
            }

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);
            Gl.glClearDepth(1.0F);

            // Setup a perspective projection
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);

            // Bind our texture
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            Gl.glBindTexture(Gl.GL_TEXTURE_2D, Texture);
            Gl.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

            float Time = 0.0F;

            // Start game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Clear the window
                App.Clear();

                // Draw background
                App.Draw(Background);

                // Clear depth buffer
                Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);

                // Apply some transformations
                Time += App.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);

                // Draw a cube
                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(-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(-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(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, 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(-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.glEnd();

                // Draw some text on top of our OpenGL object
                App.Draw(Text);

                // Finally, display the rendered frame on screen
                App.Display();
            }

            // Don't forget to destroy our texture
            Gl.glDeleteTextures(1, ref Texture);
        }
示例#6
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create the main window
            RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");

            // Setup event handlers
            App.Closed     += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler <KeyEventArgs>(OnKeyPressed);

            // Check that the system can use post effects
            if (PostFx.CanUsePostFX == false)
            {
                DisplayError(App);
                return;
            }

            // Load a cute background image to display :)
            Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg"));

            // Load the text font
            Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");

            // Load the image needed for the wave effect
            Image WaveImage = new Image("datas/post-fx/wave.jpg");

            // Load all effects
            Effects             = new Dictionary <string, PostFx>();
            Effects["nothing"]  = new PostFx("datas/post-fx/nothing.sfx");
            Effects["blur"]     = new PostFx("datas/post-fx/blur.sfx");
            Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
            Effects["fisheye"]  = new PostFx("datas/post-fx/fisheye.sfx");
            Effects["wave"]     = new PostFx("datas/post-fx/wave.sfx");
            CurrentEffect       = Effects.GetEnumerator();
            CurrentEffect.MoveNext();

            // Do specific initializations
            Effects["nothing"].SetTexture("framebuffer", null);
            Effects["blur"].SetTexture("framebuffer", null);
            Effects["blur"].SetParameter("offset", 0.0F);
            Effects["colorize"].SetTexture("framebuffer", null);
            Effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
            Effects["fisheye"].SetTexture("framebuffer", null);
            Effects["wave"].SetTexture("framebuffer", null);
            Effects["wave"].SetTexture("wave", WaveImage);

            // Define a string for displaying current effect description
            CurFXStr          = new String2D();
            CurFXStr.Text     = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
            CurFXStr.Font     = Cheeseburger;
            CurFXStr.Position = new Vector2(20.0F, 0.0F);

            // Define a string for displaying help
            String2D InfoStr = new String2D();

            InfoStr.Text     = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
            InfoStr.Font     = Cheeseburger;
            InfoStr.Position = new Vector2(20.0F, 460.0F);
            InfoStr.Color    = new Color(200, 100, 150);

            // Start the game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Get the mouse position in the range [0, 1]
                float X = App.Input.GetMouseX() / (float)App.Width;
                float Y = App.Input.GetMouseY() / (float)App.Height;

                // Update the current effect
                if (CurrentEffect.Current.Key == "blur")
                {
                    CurrentEffect.Current.Value.SetParameter("offset", X * Y * 0.1f);
                }
                else if (CurrentEffect.Current.Key == "colorize")
                {
                    CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y);
                }
                else if (CurrentEffect.Current.Key == "fisheye")
                {
                    CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y);
                }
                else if (CurrentEffect.Current.Key == "wave")
                {
                    CurrentEffect.Current.Value.SetParameter("offset", X, Y);
                }

                // Clear the window
                App.Clear();

                // Draw background and apply the post-fx
                App.Draw(Background);
                App.Draw(CurrentEffect.Current.Value);

                // Draw interface strings
                App.Draw(CurFXStr);
                App.Draw(InfoStr);

                // Finally, display the rendered frame on screen
                App.Display();
            }
        }
示例#7
0
 public GameConsole()
 {
     this.TextString = new String2D();
     this.TextString.Color = Color.White;
     this.TextString.Size = 16;
     this.TextString.Position = new Vector2(10, 16 * MainGame.TileSize - 28);
 }
示例#8
0
文件: PostFx.cs 项目: freemaul/SFML
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create the main window
            RenderWindow App = new RenderWindow(new VideoMode(800, 600), "SFML.Net PostFX");

            // Setup event handlers
            App.Closed     += new EventHandler(OnClosed);
            App.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);

            // Check that the system can use post effects
            if (PostFx.CanUsePostFX == false)
            {
                DisplayError(App);
                return;
            }

            // Load a cute background image to display :)
            Sprite Background = new Sprite(new Image("datas/post-fx/background.jpg"));

            // Load the text font
            Font Cheeseburger = new Font("datas/post-fx/cheeseburger.ttf");

            // Load the image needed for the wave effect
            Image WaveImage = new Image("datas/post-fx/wave.jpg");

            // Load all effects
            Effects = new Dictionary<string, PostFx>();
            Effects["nothing"]  = new PostFx("datas/post-fx/nothing.sfx");
            Effects["blur"]     = new PostFx("datas/post-fx/blur.sfx");
            Effects["colorize"] = new PostFx("datas/post-fx/colorize.sfx");
            Effects["fisheye"]  = new PostFx("datas/post-fx/fisheye.sfx");
            Effects["wave"]     = new PostFx("datas/post-fx/wave.sfx");
            CurrentEffect = Effects.GetEnumerator();
            CurrentEffect.MoveNext();

            // Do specific initializations
            Effects["nothing"].SetTexture("framebuffer", null);
            Effects["blur"].SetTexture("framebuffer", null);
            Effects["blur"].SetParameter("offset", 0.0F);
            Effects["colorize"].SetTexture("framebuffer", null);
            Effects["colorize"].SetParameter("color", 1.0F, 1.0F, 1.0F);
            Effects["fisheye"].SetTexture("framebuffer", null);
            Effects["wave"].SetTexture("framebuffer", null);
            Effects["wave"].SetTexture("wave", WaveImage);

            // Define a string for displaying current effect description
            CurFXStr = new String2D();
            CurFXStr.Text = "Current effect is \"" + CurrentEffect.Current.Key + "\"";
            CurFXStr.Font = Cheeseburger;
            CurFXStr.Position = new Vector2(20.0F, 0.0F);

            // Define a string for displaying help
            String2D InfoStr = new String2D();
            InfoStr.Text = "Move your mouse to change the effect parameters\nPress numpad + to change effect\nWarning : some effects may not work\ndepending on your graphics card";
            InfoStr.Font = Cheeseburger;
            InfoStr.Position = new Vector2(20.0F, 460.0F);
            InfoStr.Color = new Color(200, 100, 150);

            // Start the game loop
            while (App.IsOpened())
            {
                // Process events
                App.DispatchEvents();

                // Get the mouse position in the range [0, 1]
                float X = App.Input.GetMouseX() / (float)App.Width;
                float Y = App.Input.GetMouseY() / (float)App.Height;

                // Update the current effect
                if      (CurrentEffect.Current.Key == "blur")     CurrentEffect.Current.Value.SetParameter("offset", X * Y * 0.1f);
                else if (CurrentEffect.Current.Key == "colorize") CurrentEffect.Current.Value.SetParameter("color", 0.3f, X, Y);
                else if (CurrentEffect.Current.Key == "fisheye")  CurrentEffect.Current.Value.SetParameter("mouse", X, 1.0F - Y);
                else if (CurrentEffect.Current.Key == "wave")     CurrentEffect.Current.Value.SetParameter("offset", X, Y);

                // Clear the window
                App.Clear();

                // Draw background and apply the post-fx
                App.Draw(Background);
                App.Draw(CurrentEffect.Current.Value);

                // Draw interface strings
                App.Draw(CurFXStr);
                App.Draw(InfoStr);

                // Finally, display the rendered frame on screen
                App.Display();
            }
        }
示例#9
0
文件: Menu.cs 项目: amPerl/2DCraft
 public Label(string _text, Font _font, float _x = 0, float _y = 0)
 {
     Text = new String2D(_text, _font, 14);
     Text.Position = new Vector2(_x, _y);
 }