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Swoosh/ExampleDemo/Demo.cpp at master · TheMaverickProgrammer/Swoosh · GitHub
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/
ExampleDemo
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Demo.cpp
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//
This file contains the C++ entry main function and demonstrates
//
using the Activity Controller with SFML's main loop
#
include
<
SFML/Window.hpp
>
#
include
<
Swoosh/ActivityController.h
>
#
include
<
Segues/ZoomOut.h
>
#
include
"
Scenes/MainMenuScene.h
"
#
include
<
Swoosh/ActionList.h
>
using
namespace
swoosh
;
int
main
()
{
sf::RenderWindow
window
(
sf::VideoMode
(
800
,
600
),
"
Swoosh Demo
"
);
window.
setFramerateLimit
(
60
);
//
call this once, after creating the window
window.
setVerticalSyncEnabled
(
true
);
window.
setMouseCursorVisible
(
false
);
//
Create an AC with the current window as our target to draw to
ActivityController
app
(window);
//
10/9/2020
//
For mobile devices or low-end GPU's, you can request optimized
//
effects any time by setting the performance quality to
//
one of the following: { realtime, reduced, mobile }
app.
optimizeForPerformance
(quality::realtime);
//
app.optimizeForPerformance(quality::mobile); // <-- uncomment me!
//
(DEFAULT BEHAVIOR!)
//
Add the Main Menu Scene as the first and only scene in our stack
//
This is our starting point for the user
//
app.push<MainMenuScene>(); // <-- uncomment to see a simple push
//
10/9/2020 (NEW BEHAVIOR!)
//
Swoosh now supports generating blank activities from window contents!
//
The segue will copy the window at startup and use it as part of
//
the screen transition as demonstrated here
app.
push
<segue<ZoomOut>::to<MainMenuScene>>();
sf::Texture* cursorTexture =
loadTexture
(
CURSOR_PATH
);
sf::Sprite cursor;
cursor.
setTexture
(*cursorTexture);
//
run the program as long as the window is open
float
elapsed =
0
.
0f
;
sf::Clock clock;
bool
pause =
false
;
srand
((
unsigned
int
)
time
(
0
));
while
(window.
isOpen
())
{
clock.
restart
();
//
check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while
(window.
pollEvent
(event))
{
//
"close requested" event: we close the window
if
(event.
type
== sf::Event::Closed) {
window.
close
();
}
else
if
(event.
type
== sf::Event::LostFocus) {
pause =
true
;
}
else
if
(event.
type
== sf::Event::GainedFocus) {
pause =
false
;
}
}
//
do not update segues when the window is frozen
if
(!pause) {
app.
update
(elapsed);
}
//
We clear after updating so that other items can copy the screen's contents
window.
clear
();
//
draw() will directly draw onto the window's render buffer
app.
draw
();
sf::Vector2f mousepos = window.
mapPixelToCoords
(
sf::Mouse::getPosition
(window));
cursor.
setPosition
(mousepos);
//
Draw the mouse cursor over everything else
window.
draw
(cursor);
//
Display to our screen
window.
display
();
elapsed =
static_cast
<
float
>(clock.
getElapsedTime
().
asSeconds
());
}
delete
cursorTexture;
return
0
;
}
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