本文整理汇总了C++中sf::Window::IsOpened方法的典型用法代码示例。如果您正苦于以下问题:C++ Window::IsOpened方法的具体用法?C++ Window::IsOpened怎么用?C++ Window::IsOpened使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类sf::Window
的用法示例。
在下文中一共展示了Window::IsOpened方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
int main(int argc, char** argv) {
// Put your game loop here (i.e., render with OpenGL, update animation)
while (window.IsOpened()) {
window.Display();
}
return 0;
}
示例2: main
int main() {
Renderable3DS object("models/cat-braizer.3ds");
object.printInfo();
while (window.IsOpened()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
handleInput();
createView();
object.render();
window.Display();
}
}
示例3: main
int main(int argc, const char * argv[]) {
initGL();
loadShader();
_scene.initialize("current_mesh_texture.ply");
InputHandler inputHandler(_window, _window.GetInput(), &_camera);
while (_window.IsOpened()) {
inputHandler.handleInput();
renderFrame();
_window.Display();
}
return 0;
}
示例4: main
int main(int argc, const char **argv)
{
init(argc, argv);
loadAssets();
while (window.IsOpened()) {
clockdiff = clck.GetElapsedTime();
elapsed += clockdiff;
clck.Reset();
inputFn();
renderFn();
window.Display();
}
return 0;
}
示例5: main
int main(int argc, char** argv) {
initOpenGL();
loadAssets();
// Put your game loop here (i.e., render with OpenGL, update animation)
while (window.IsOpened()) {
handleInput();
renderFrame();
window.Display();
}
return 0;
}
示例6: main
int main(int argc, char** argv) {
initOpenGL();
loadAssets();
// go to a square Viewport
glViewport(0, 0, CUBE_MAP_SIZE, CUBE_MAP_SIZE);
generateEnvironmentMap();
// go to our window Viewport
glViewport(0, 0, window.GetWidth(), window.GetHeight());
// Put your game loop here (i.e., render with OpenGL, update animation)
while (window.IsOpened()) {
handleInput();
renderFrame();
window.Display();
updatePositions();
}
return 0;
}
示例7: main
int main ( int argc, char **argv )
{
// On cr�e notre fen�tre gr�ce � SFML
Application.Create( sf::VideoMode( 800, 500, 32 ), "SFML : Bullet physics", sf::Style::Titlebar | sf::Style::Resize | sf::Style::Close);
//Application.Create(sf::VideoMode::GetMode(0), "SFML Window", sf::Style::Fullscreen);
// Creation d'une fen�tre plein �cran avec le meilleur mode vid�o
/// Bullet physics
///collision configuration contains default setup for memory, collision setup
myCollisionConfiguration = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
myDispatcher = new btCollisionDispatcher(myCollisionConfiguration);
myBroadphase = new btDbvtBroadphase();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
mySequentialImpulseConstraintSolver = new btSequentialImpulseConstraintSolver;
// initialisation du monde bullet
myWorld = new btDiscreteDynamicsWorld(myDispatcher,myBroadphase,mySequentialImpulseConstraintSolver,myCollisionConfiguration);
// On d�finit la gravit�, de fa�on � ce que les objets tombent vers le bas (-Y).
myWorld->setGravity( btVector3(0,-10,0) );
/// SOL ///////////////////////////////////////////
// create a shape
btCollisionShape* shape_sol = new btBoxShape( btVector3(100,1,100) );
myTransform.setIdentity();
myTransform.setOrigin( btVector3(0,0,0) );
btVector3 localInertiaSol(0,0,0);
btScalar mass = 0;
// Using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
myMotionState_Sol = new btDefaultMotionState(myTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo_sol( mass, myMotionState_Sol, shape_sol, localInertiaSol );
body_sol = new btRigidBody(rbInfo_sol);
// Add the body to the dynamics world
myWorld->addRigidBody(body_sol);
// Create a clock for measuring time elapsed
sf::Clock montre;
//Variable pour calculer le delta de d�placement de la souris quand les clicks droit et gauche de la souris sont enfonc� pour manipuler la cam�ra
// Pour d�clancher la chute d'un seul kapla quand la touche Espace est relach�e
bool trigger = false;
unsigned int windowsWidth = Application.GetWidth();
unsigned int windowsHeight = Application.GetHeight();
int startPointX(0),startPointY(0);
float deltaX(0),deltaY(0),prevDeltaX(1),prevDeltaY(1);
int MouseX(0);
int MouseY(0);
bool show = true;
//unsigned int sizeWidth = sf::Window::GetWidth();
//On initialise une cam�ra qui sera plac� par d�faut par le constructeur
Camera camcam(110,60.0,60.0);
Cursor cursor;
bool test = false;
float time;
// pour avoir les infos clavier en temps r�el
const sf::Input& Input = Application.GetInput();
// Notre boucle d'affichage
while(Application.IsOpened() )
{
Application.ShowMouseCursor (false);
// r�f�rence vers l'entr�e associ�e � une fen�tre (pour r�cup�rer les donn�s clavier en temps r�el
sf::Event Event;
//Utilise les fl�che pour d�placer le Kapla qui va �tre lach�
// Get some useless input states, just to illustrate the tutorial
bool LeftKeyDown = Input.IsKeyDown(sf::Key::Left);
bool RightKeyDown = Input.IsKeyDown(sf::Key::Right);
bool UpKeyDown = Input.IsKeyDown(sf::Key::Up);
bool DownKeyDown = Input.IsKeyDown(sf::Key::Down);
bool RightButtonDown = Input.IsMouseButtonDown(sf::Mouse::Right);
bool LeftButtonDown = Input.IsMouseButtonDown(sf::Mouse::Left);
bool Espace = Input.IsKeyDown(sf::Key::Space);
bool Shift = Input.IsKeyDown(sf::Key::LShift);
MouseX = Input.GetMouseX() ;
MouseY = Input.GetMouseY() ;
//.........这里部分代码省略.........