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Messages - Elgan

Pages: [1] 2 3 ... 6
1
SFML website / Re: New forum
« on: March 27, 2012, 01:09:18 pm »
Any ETA on new theme with better contrast?

not liking the grey on grey hard to readness

2
SFML website / Re: New forum
« on: March 25, 2012, 06:06:43 pm »
good job

but am looking forward to the new theme.

This one is very difficult to read, the grey? back to the grey? fonts are not very high contract. and quite hard to read.





3
Window / help setting fullscreen resolution with view.
« on: March 15, 2012, 01:50:57 pm »
still stuck :(

4
Window / help setting fullscreen resolution with view.
« on: March 08, 2012, 11:32:45 pm »
Quote from: "Tex Killer"
Elgan, I meant for you to mess with your monitor options.


tried that too, thank you tho :\

I cant make em bigger though, 2550x1440

5
Window / help setting fullscreen resolution with view.
« on: March 08, 2012, 05:35:46 pm »
sorry , I don't understand?

6
Window / help setting fullscreen resolution with view.
« on: March 08, 2012, 04:17:10 pm »
been messing about for ages now.

Code: [Select]
//Window.Create(sf::VideoMode(DesktopMode.Width / devide, DesktopMode.Height / devide, DesktopMode.BitsPerPixel), "SFML Graphics", style);
Window.Create(sf::VideoMode(DesktopMode.Width , DesktopMode.Height , DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);


should be "my screen size" though, right?

edit:

but, even:    Window.Create(sf::VideoMode(800, 600  , DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);


doesnt show the 800x600 pic properly.

-going to try a minimal again, but I'm sure I had the same problems before (code first,2nd post)

7
Window / help setting fullscreen resolution with view.
« on: March 08, 2012, 03:44:26 pm »
i still really need some help on this guys

Code: [Select]


Window.Create(sf::VideoMode(DesktopMode.Width , DesktopMode.Height , DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
sf::View view;
view = Window.GetView();

view.SetSize(640  , 480  );
view.SetCenter(640 /2 , 480 / 2);


Window.SetView(view);



how can i set it up, so that my 640x480 image is fullscreen?

windows-no problem.
fullscreen - image is zoomed in, never right.

8
Graphics / Feature request for sf::Texture
« on: March 06, 2012, 02:04:42 pm »
nice, one of my fave games, a little descrip[tion, screenshot, and a notice that it is windows would be good for peeps.

it should show the best score;

I had a go, got 13.

9
SFML projects / DisplayBooth
« on: March 05, 2012, 11:19:45 am »
that's pretty cool, thanx for sharing

10
Window / help setting fullscreen resolution with view.
« on: March 01, 2012, 07:41:16 pm »
Any ideas?

so I can set it up like so for windowed mode (which works anyway)

Code: [Select]



////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/OpenGl.hpp>
#include <iostream>

////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
sf::Texture texBack; //640 ,480 size
texBack.LoadFromFile("introback.bmp");
sf::Sprite sprBack;
sprBack.SetTexture(texBack);

//current video mode
sf::VideoMode DesktopMode = sf::VideoMode::GetDesktopMode();

 std::vector<sf::VideoMode> modes = sf::VideoMode::GetFullscreenModes();
for (std::size_t i = 0; i < modes.size(); ++i)
 {
     sf::VideoMode mode = modes[i];
     std::cout << "Mode #" << i << ": "
               << mode.Width << "x" << mode.Height << " - "
               << mode.BitsPerPixel << " bpp" << std::endl;
 }
    // Create the main rendering window
sf::RenderWindow App; //(sf::VideoMode(320, 224, 32), "SFML Graphics", sf::Style::None);
sf::View view;
// App.Create(sf::VideoMode(320, 220, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::None);

//App.Create(sf::VideoMode(DesktopMode.Width / 2, DesktopMode.Height / 2, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
//App.Create(sf::VideoMode(1024, 720, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::None );

App.Create(sf::VideoMode(DesktopMode.Width , DesktopMode.Height , DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
view = App.GetView();
//App.Create(sf::VideoMode(DesktopMode.Width , DesktopMode.Height, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
view.SetSize(640 ,480 );
view.SetCenter(640 / 2 ,480/ 2  );
App.SetView(view);
//

    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.PollEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();

// Resize event : adjust viewport
if (Event.Type == sf::Event::Resized)
{
//glViewport(0, 0, 640, 480);
view = App.GetView();
//App.Create(sf::VideoMode(DesktopMode.Width , DesktopMode.Height, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
view.SetSize(640 ,480 );
view.SetCenter(640 / 2 ,480/ 2  );
App.SetView(view);
}
        }

        // Clear the screen with red color
        App.Clear();

App.Draw(sprBack);
        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}



Setting the rest, and then setting the view to the size of the image.

BUT the image is too big for the screen when I do this....what?! surly it should be fine? it makes no sense to me? the image should thus match the view

Code: [Select]

sf::Vector2f CGameEngine::GetSize()
{
return Window.ConvertCoords(Window.GetWidth() / 2 , Window.GetHeight() / 2);


The above returns place my sprites exactly where I want them :\

11
DotNet / SFML.Net GUI?
« on: March 01, 2012, 08:27:12 am »
there is gwen.net

12
Window / help setting fullscreen resolution with view.
« on: February 29, 2012, 07:44:17 pm »
Hello,

In window mode, I create the window, then I can scale it with setsize, and it scales the internal view perfectly. Allowing me to initially create a window to the size of my background and images, then have them all scaled up. In full screen mode I am struggling to do the same.

Here is my code;
Code: [Select]



////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>

////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
sf::Texture texBack;
texBack.LoadFromFile("introback.bmp");
sf::Sprite sprBack;
sprBack.SetTexture(texBack);

//current video mode
sf::VideoMode DesktopMode = sf::VideoMode::GetDesktopMode();

    // Create the main rendering window
sf::RenderWindow App; //(sf::VideoMode(320, 224, 32), "SFML Graphics", sf::Style::None);
sf::View view;
App.Create(sf::VideoMode(320, 220, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::None);
view = App.GetView();
//App.Create(sf::VideoMode(DesktopMode.Width / 2, DesktopMode.Height / 2, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
App.Create(sf::VideoMode(DesktopMode.Width, DesktopMode.Height, DesktopMode.BitsPerPixel), "SFML Graphics", sf::Style::Fullscreen);
[color=red] view.SetSize(320 * 2, 220 * 2);
view.SetCenter(320 , 220 );
App.SetView(view);[/color]

    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.PollEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }

        // Clear the screen with red color
        App.Clear();

App.Draw(sprBack);
        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}



The image is 320, 220, and I want it, so when I go to full screen, it scales with the window, no matter what resolution.

now I can not get it to do this, it always just rebuilds the view and my background is tiny,

UNLESS... I add these
Code: [Select]

[color=red] view.SetSize(320 * 2, 220 * 2);
view.SetCenter(320 , 220 );
App.SetView(view);[/color]


320 * 2 is not even my monitor res.....which is 2560x1440

which make no sense to me? and mess up window sizing anyway.

Also if I want to place a sprite at the edge of the window...should I use ;

   return Window.ConvertCoords(Window.GetWidth() , Window.GetHeight());

or the view size?

13
Feature requests / Better input support
« on: February 24, 2012, 11:12:39 pm »
OIS does look real nice, when I looked at it before I dropped it as I did not want to play about with directinput....maybe that's a bit prude of me...but at the moment I'm not playing with input yet anyway.


1.4 sounds nice, I mean
-* Native Win32 Mouse/Keyboard support - no DirectInput

but still road mapped :\

14
Graphics / Vector Graphics?
« on: February 22, 2012, 10:22:40 pm »
Quote from: "Groogy"
If you are so interested in getting it integrated then why not try and do it yourself ;)

SFML is open-source so if you have an idea of an addition and Laurent don't have time to do it right now. Why not try and help out? Worst case: You just put it up on the Wiki for others to use as well.


I was proposing I would, but I don't have time too, I was also asking if it would ever happen as a better job would be done than me anyway,

I would...once day, when I have time, if its not done, its not a rpiority right now for me either.

I would love to do it myself, I obviously have no idea, I don't even know how to make a graphic image outside of GD2!

15
Graphics / Vector Graphics?
« on: February 21, 2012, 11:03:59 pm »
Quote from: "Laurent"
OpenVG ;)

Quote
will it ever?

I don't think so. There are so many things to do before that.


Ahh that's it! I knew there was something of the sort.

It would be very very interesting, I'm thinking maybe it would be very portable over tablets, phones too ..

if I do ever have time it might be interesting to look at how it can be ported, ive never done any vector stuff though, I'm no graphics guy..

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