Init
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commit
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# This file is used to ignore files which are generated
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# ----------------------------------------------------------------------------
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*~
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*.autosave
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*.a
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*.core
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*.moc
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*.o
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*.obj
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*.orig
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*.rej
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*.so
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*.so.*
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*_pch.h.cpp
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*_resource.rc
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*.qm
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.#*
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*.*#
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core
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!core/
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tags
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.DS_Store
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.directory
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*.debug
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Makefile*
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*.prl
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*.app
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moc_*.cpp
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ui_*.h
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qrc_*.cpp
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Thumbs.db
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*.res
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*.rc
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/.qmake.cache
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/.qmake.stash
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# qtcreator generated files
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*.pro.user*
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# xemacs temporary files
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*.flc
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# Vim temporary files
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.*.swp
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# Visual Studio generated files
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*.ib_pdb_index
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*.idb
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*.ilk
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*.pdb
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*.sln
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*.suo
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*.vcproj
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*vcproj.*.*.user
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*.ncb
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*.sdf
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*.opensdf
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*.vcxproj
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*vcxproj.*
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# MinGW generated files
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*.Debug
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*.Release
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# Python byte code
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*.pyc
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# Binaries
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# --------
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*.dll
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*.exe
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cmake_minimum_required(VERSION 3.5)
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project(project-kyoku LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(SOURCES application.cpp main.cpp)
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set(HEADER_FILES application.h)
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# STATIC #
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# You need to build SFML from sources with cmake
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set(SFML_LIB_DIR
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so.2.5)
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set(SFML_INCL_DIR ${CMAKE_SOURCE_DIR}/SFML-2.5.1/include)
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include_directories(${SFML_INCL_DIR})
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add_executable(project-kyoku ${SOURCES} ${HEADER_FILES} )
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target_link_libraries(project-kyoku ${SFML_LIB_DIR})
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#include "application.h"
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Window/Event.hpp>
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Application::Application() :
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game_window({1280, 720}, "Test")
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{
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float x = game_window.getSize().x;
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float y = game_window.getSize().y;
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pulse_mask.setSize({x, y});
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pulse_mask.setOrigin(0.f, 0.f);
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pulse_mask.setFillColor(sf::Color(255, 0, 0, 0));
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}
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void Application::run()
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{
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game_window.display();
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timeline.push(5500000);
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timeline.push(5000000);
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timeline.push(4500000);
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timeline.push(4000000);
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timeline.push(3500000);
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timeline.push(3000000);
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timeline.push(2500000);
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timeline.push(2000000);
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timeline.push(1500000);
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timeline.push(1000000);
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//music.openFromFile("/home/egor/test.flac");
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//usic.play();
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music.restart();
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while (game_window.isOpen())
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{
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sf::Event event;
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while (game_window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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game_window.close();
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}
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update();
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draw();
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}
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}
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void Application::update()
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{
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if (!timeline.empty() && timeline.top() <= music.getElapsedTime().asMicroseconds())
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{
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timeline.pop();
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pulse_mask.setFillColor(sf::Color(255, 0, 0, 255));
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}
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if (pulse_mask.getFillColor().a > 0)
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{
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const auto alpha = pulse_mask.getFillColor().a - 1;
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pulse_mask.setFillColor(sf::Color(255, 0, 0, alpha));
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}
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}
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void Application::draw()
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{
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game_window.clear();
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game_window.draw(pulse_mask);
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game_window.display();
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}
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@ -0,0 +1,28 @@
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#ifndef APPLICATION_H
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#define APPLICATION_H
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#include <SFML/Graphics/RenderWindow.hpp>
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//#include <SFML/Audio/Music.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <stack>
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class Application
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{
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public:
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Application();
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void run();
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void update();
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void draw();
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private:
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sf::RenderWindow game_window;
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sf::Clock music;
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//sf::Music music;
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sf::RectangleShape pulse_mask;
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std::stack<sf::Int64> timeline;
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};
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#endif // APPLICATION_H
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