Application::Impl::Impl() : mWindow( sf::VideoMode( 1024, 768 ), "SFML Application", sf::Style::Close ), mTextures(), mFonts(), mMusic(), mSounds(), mKeyBinding1( 1 ), mKeyBinding2( 2 ), mStateStack( State::Context( mWindow, mTextures, mFonts, mMusic, mSounds, mKeyBinding1, mKeyBinding2 ) ), mFPSText(), mStatisticsUpdateTime(), mFramesRendered(0) { mWindow.setFramerateLimit( 60 ); //mWindow.setVerticalSyncEnabled( true ); mWindow.setKeyRepeatEnabled( false ); mTextures.Load( Texture::TitleScreen, "Media/Textures/TitleScreen.png" ); mTextures.Load( Texture::Buttons, "Media/Textures/Buttons.png" ); mFonts.Load( Font::Main, "Media/Fonts/Sansation.ttf" ); mFPSText.setFont( mFonts.Get( Font::Main ) ); mFPSText.setPosition( 5.f, 5.f ); mFPSText.setCharacterSize( 10u ); RegisterStates(); mStateStack.PushState( StateID::Title ); mMusic.SetVolume( 25.f ); }
Game::Game() : m_window(sf::VideoMode(640, 480), "Application", sf::Style::Close) , m_textures() , m_fonts() , m_controller() , m_stateStack(State::Context(m_window, m_textures, m_fonts, m_controller)) , m_statisticsText() , m_statisticsUpdateTime() , m_statisticsNumFrames(0) { // Prevent KeyPressed event from continuously being polled when held down. m_window.setKeyRepeatEnabled(false); m_fonts.Load(Fonts::ID::Main, "media/fonts/Sansation.ttf"); m_textures.Load(Textures::ID::IntroScreen, "media/textures/intro.png"); m_statisticsText.setFont(m_fonts.Get(Fonts::Main)); m_statisticsText.setPosition(5.f, 5.f); m_statisticsText.setCharacterSize(10); // State configuring. RegisterStates(); //m_stateStack.PushState(States::ID::Intro); m_stateStack.PushState(States::ID::Game); }