Пример #1
0
LRESULT WINAPI WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch(msg)
	{
	case WM_KEYDOWN:
		switch (wParam)
		{
		case VK_UP:
			cube.Move(-delta, TETHA);
			break;
		case VK_DOWN:
			cube.Move(delta, TETHA);
			break;
		case VK_LEFT:
			cube.Move(delta, PHI);
			break;
		case VK_RIGHT:
			cube.Move(-delta, PHI);
			break;
		} 
		break;
	case WM_DESTROY:
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hwnd, msg, wParam, lParam);
}
Пример #2
0
int main()
{
    RessourceManager &rsm = nsHanoi :: RessourceManager :: getInstance();


    rsm.Initialize_All_Cubes();

    sf::RenderWindow window(sf::VideoMode(800, 600), "xX_HanoiCube_Xx", sf::Style::Default, sf::ContextSettings(32));
    window.setVerticalSyncEnabled(true);

    Cube Pave = Cube(Point(6, 5, 5), Point(6, 6, 5),
                         Point(5, 5, 5), Point(6, 5, 5.5));

    const sf::Time timePerFrame = sf::seconds(1.f / 60.f); //60fps
    sf::Clock clock;


    unsigned Cpt = 0;
    bool running = true;
    while (running)
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            clock.restart();
            if (event.type == sf::Event::Closed)
            {

                running = false;
            }
            else if (event.type == sf::Event::Resized)
            {
#ifdef GRENABLED
                glViewport(0, 0, event.size.width, event.size.height);
#endif
            }
        }
#ifdef GRENABLED
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();
        gluPerspective(90,(double)640/480,1,1000);
        glEnable(GL_DEPTH_TEST);


        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();


        rsm.setView();


        rsm.RenderAll();
#endif
        if (Cpt < 100)
        {
            Pave.Move(0.01, 0, 0);
            ++Cpt;
        }
        else if(Cpt >= 100 && Cpt < 200)
        {
            Pave.Move(0, 0, 0.01);
            ++Cpt;
        }

        window.display();
        while (clock.getElapsedTime () < timePerFrame)
            sf::sleep (sf::milliseconds (1));
    }



    return 0;
}