GLBox()
	{
		// Create the main window
		App = new sf::Window(sf::VideoMode(RESOLUTION, RESOLUTION, 32), "program1");
		
		sf::Clock clock;
		clock.Reset();
		graphicsInit();
		board = new Board(shaderProg);
		
		// Start render loop
		while (App->IsOpened())
		{			
			// Set the active window before using OpenGL commands
			// It's not needed here because the active window is always the same,
			// but don't forget it if you use multiple windows or controls
			App->SetActive();
		
			// Handle any events that are in the queue
			handleEvents();
		
			// Render the scene
			//display();
			board->display();
		
			//printf("Frame time is %.2fs\n", clock.GetElapsedTime());
			// Finally, display rendered frame on screen
			App->Display();		

		}
	}
void registerClasses()
{
	RGA = rb_define_module("RGA");
	graphicsInit();
	spriteInit();
	bitmapInit();
	rectInit();
	colorInit();
}
Exemple #3
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	GLBox()
	{
		// Create the main window
		sf::Window window(sf::VideoMode(RESOLUTION, RESOLUTION, 32), "program1");
		
		graphicsInit();
        unsigned int frameCount = 0;
		
		// Start render loop
		while (window.isOpen())
		{			
			// Set the active window before using OpenGL commands
			// It's not needed here because the active window is always the same,
			// but don't forget it if you use multiple windows or controls
            window.setActive();
			
			// Handle any events that are in the queue
			sf::Event event;
			while (window.pollEvent(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::Keyboard::Escape))
					window.close();
				
				// This is for grading your code. DO NOT REMOVE
				if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Equal)
				{
                    saveBuffer(window);
				}
			}
			
			// Render the scene
			display();
            frameCount++;
            if(frameCount == 100)
                saveBuffer(window);
			
			// Finally, display rendered frame on screen
			window.display();
		}
	}
Exemple #4
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    GLBox()
    {
        //sf::err().rdbuf(NULL); //hide errors
        
#ifdef __APPLE__
        //int nullFD = open("/dev/null", O_WRONLY);
        //int oldFD = dup(2); // Duplicate the old file descriptor, so it can be restored
        //dup2(nullFD, 2); // Redirect
#endif
        
        sf::VideoMode mode(RESOLUTION, RESOLUTION, 32);
#ifdef __linux__
        sf::ContextSettings settings(32, 0, 0, 3, 3);
#else
        sf::ContextSettings settings(0, 0, 0, 3, 3);
#endif
        sf::Window window(mode, "glver", sf::Style::Default, settings);
        float ver = getVer();
        
#ifdef __APPLE__
        //dup2(oldFD, 2); // Redirect back
        //close(oldFD); // Not needed anymore
#endif
        
        if( ver < 1.0f ) {
            printf("OpenGL is not supported.\n");
            exit(1);
        }
        printf("OpenGL version %.1f is supported.\n", ver);
        
        
        sf::Clock time;
        WorldState state;
        graphicsInit();
        
        while (state.isRunning())
        {
            this->handleEvents(window, state);
            state.timeStep( time.getElapsedTime().asSeconds() );
            display(state);
            window.display();
        }
        window.close();
    }
Exemple #5
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int main(int argc, char* argv[])
{
  /* Initialize the graphics system */
  graphicsInit(&argc, argv);

  if(!netClient)
  {
    if (testWorld == 1)
      build_test_world();
    else
    {
      build_world();
      place_mobs();
    }
  }

  trimout();
  /* starts the graphics processing loop */
  glutMainLoop();
  
  return 0; 
}
void SDLFunction (Graphics *graphics) {
    SDL_Init (SDL_INIT_EVERYTHING);
    graphicsInit(graphics);
}