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General => General discussions => Topic started by: Laurent on July 27, 2013, 01:51:11 pm

Title: SFML 2.1
Post by: Laurent on July 27, 2013, 01:51:11 pm
I'm happy to announce the release of SFML 2.1 :)

It's a bug fix release, so don't expect anything new.

I'll focus on implementing new stuff in the next release, SFML 2.2.
Title: Re: SFML 2.1
Post by: Nexus on July 27, 2013, 02:36:02 pm
Nice :)

Are there specific plans for SFML 2.2?
Title: Re: SFML 2.1
Post by: Laurent on July 27, 2013, 03:03:07 pm
Except iOS and Android ports, nothing is decided yet.
Title: Re: SFML 2.1
Post by: Lo-X on July 27, 2013, 03:04:30 pm
Except iOS and Android ports, nothing is decided yet.

Just a question : for minor versions you don't want any modification in the API right ? Or things can be added/altered ?
Title: Re: SFML 2.1
Post by: FRex on July 27, 2013, 03:05:43 pm
Quote
Are there specific plans for SFML 2.2?
Yes, LaurentScript, it'll be AWESOME, it'll be garbage collected, dynamically strongly duck typed, imperative, iterative, nooberative, structural, functional scripting language for use with Irrlicht(finally bringing 3D into SFML!!), totally foolproof, with syntax mix of C#, Perl, COBOL and Brainfuck with most important sigil being euro sign, I can't wait!  :D

On a more serious note: I'm glad it didn't take another few years like jump from 'official but unattended and obsolete'1.6 to 'stable, better, faster, easier but still RC' 2.0 did, why weren't there 1.7 through 1.9 thought? Did old rendering and transformation path got too cumbersome compared to light everything-as-array-of-vertices + states we have now and there has to be major version number up for something like that (and/or API) to change?
Title: Re: SFML 2.1
Post by: Laurent on July 27, 2013, 03:14:50 pm
Quote
Just a question : for minor versions you don't want any modification in the API right ? Or things can be added/altered ?
Things can be added, but I want to keep API compatibility. In other words, a SFML 2.x code should compile and run with any older SFML 2 version.

Quote
On a more serious note: I'm glad it didn't take another few years like jump from 'official but unattended and obsolete'1.6 to 'stable, better, faster, easier but still RC' 2.0 did, why weren't there 1.7 through 1.9 thought? Did old rendering and transformation path got too cumbersome compared to light everything-as-array-of-vertices + states we have now and there has to be major version number up for something like that (and/or API) to change?
Between 1.6 and 2.0, API compatibility was not preserved, so 2.0 was a new major version.

And 2.0 is not supposed to be the version next to 1.9. In fact these numbers have nothing to do; if an API-compatible version was released after 1.9, it would be 1.10.
Title: Re: SFML 2.1
Post by: FRex on July 27, 2013, 03:20:06 pm
I see, so major numbers are bumped for (api) overhauls and minor ones are bumped for fixes and small changes.
Title: Re: SFML 2.1
Post by: Rachen on July 27, 2013, 11:27:58 pm
I'm very new to SFML(downloaded 2.0 yesterday and still working on getting everything setup correctly), but I noticed 2.1 doesn't come with a CMakeLists.txt file like 2.0 does.  Can I just use the 2.0 CMakeLists.txt file in it's place or am I missing something entirely? 
Title: Re: SFML 2.1
Post by: eXpl0it3r on July 28, 2013, 12:52:53 am
I'm very new to SFML(downloaded 2.0 yesterday and still working on getting everything setup correctly), but I noticed 2.1 doesn't come with a CMakeLists.txt file like 2.0 does.  Can I just use the 2.0 CMakeLists.txt file in it's place or am I missing something entirely? 
Not sure what you were looking at. There are binary packages, where SFML was already built and thus doesn't include the source, which also means there isn't a CMakeLists.txt.
But then you can download the full source with the CMakeLists.txt, but without the binaries so you'll have to build it yourself.

http://www.sfml-dev.org/download/sfml/2.1/
Top: Binaries
Bottom: Source
Title: Re: SFML 2.1
Post by: XeRaCKeR on July 28, 2013, 01:49:50 am
Hi, there's an issue with sf::Event in Win7 x64bits

#include <SFML/Graphics.hpp>
#include <iostream>

int main()
{
    sf::RenderWindow window(sf::VideoMode(800,640,32),"My window");
    sf::Event event;

    while(window.isOpen())
    {
        while(window.pollEvent(event))
        {
            switch(event.type)
            {
                case sf::Event::Closed:
                    std::cout << "Don't close me! :(" << std::endl;
                    break;
                default:
                    break;
            }
        }
    }
}

ALT+F4 only returns sf::Event::Closed state when mouse cursor is outside of sf::RenderWindow

EDIT: Another issues:

Title: Re: SFML 2.1
Post by: Laurent on July 28, 2013, 09:49:03 am
Quote
sf::Text just doesn't work unless you set the font
Yes, this is the expected behaviour. There's no more default font (already in 2.0).
Title: Re: SFML 2.1
Post by: Lo-X on July 28, 2013, 11:53:10 am
I cant find the post anymore, but I remember a feature request for few more features about collision between shapes. Dunno if it can really be part of SFML or if too specific, but it would be nice to have that in a next version :D
Title: Re: SFML 2.1
Post by: XeRaCKeR on July 28, 2013, 03:50:51 pm
Quote
sf::Text just doesn't work unless you set the font
Yes, this is the expected behaviour. There's no more default font (already in 2.0).

I was able to use sf::Text without set a font in 2.0, lol, nvm.

What about the sf::Event::Closed issue? will be fixed soon?

EDIT: Another issue:

           case sf::Event::GainedFocus:
                std::cout << "The window gained focus." << std::endl;
                break;
            case sf::Event::LostFocus:
                std::cout << "The window lost focus." << std::endl;
                break;

sf::RenderWindow doesn't gain focus unless you click the titlebar, clicking inside the sf::RenderWindow doesn't work :/

Seems there's some bit issues with sf::Event, but at least, the taskbar bug has been fixed, nice fix, really.  ;)

Regards
Title: Re: SFML 2.1
Post by: Laurent on July 28, 2013, 04:54:17 pm
Quote
I was able to use sf::Text without set a font in 2.0, lol, nvm.
No, really, there's no default font in SFML 2.0 final (maybe you got an old revision).

Quote
What about the sf::Event::Closed issue? will be fixed soon?
I just tested it, and I can confirm that there is a new bug. Damn... whenever you fix one bug, a new one pops up to replace it >:(

Quote
sf::RenderWindow doesn't gain focus unless you click the titlebar, clicking inside the sf::RenderWindow doesn't work :/
Ok, this is also related to the first bug. So this is worse: you fix one bug, two new bugs appear.

For the record, these two bugs are caused by the SetCapture function, which was added to solve issue #225 (https://github.com/SFML/SFML/issues/225).
Title: Re: SFML 2.1
Post by: MorleyDev on July 28, 2013, 06:46:52 pm
I'm starting to wonder if perhaps SFML would benefit from a suite of integration/acceptance tests to run. I know graphics and such are notoriously difficult to test, but still...

I may give it a shot just to see how feasible this would be. I've already integrated SFML into my automated continuous integration set-up, so may just give writing a "SFML.test" project a shot to drop it between my SFML.build and SFML.package jenkins jobs xD

Obviously not low-level unit tests, but maybe just something that fires up a bunch of sample programs and does a mix of automated and maybe some manual checks from the runner to verify the expected things to happen...well, happened.

It'd not be too difficult for me to do this for Windows at least, it's pretty easy to hijack the keyboard and mouse and just force some inputs using the Windows API, but I've not enough experience with this kind of thing on other OSes. With any luck a framework already exists.

It's also something I think would be required if ever SFML were to have more "community-driven development" for whatever reason, since I can't be the only one who likes to be able to code fearlessly (http://cam.ly/blog/2010/12/code-fearlessly/), and the lack of tests giving me some assurance I haven't somehow broken everything and missed it, my biggest fear, would be the main deterrent for me taking part in that community-driven development.
Title: Re: SFML 2.1
Post by: Laurent on July 28, 2013, 08:29:30 pm
Indeed, having automated tests would be a major improvement and a way to ensure as few regressions as possible.

But there would be so many things to test; look at this example, who would have thought to write a test for the "Alt+F4 while cursor in window" case? Sure, once you get a bug, you write the test that checks it, but generally after you get a bug it's fixed and rarely comes back.

And of course it would be very hard, and require a huge effort. But if you want to try, that's great, thanks a lot :)
Title: Re: SFML 2.1
Post by: Yemeni Cpluspluser on July 29, 2013, 12:02:47 am
I love updates ^_^ it makes SFML look fresh for new fresh users like me.  ;D
I saw the change log, mostly bugs fixed in functions that I did not learn yet
I will just wait to 2.2 to download it since my ISP counts every mega byte being downloaded   >:(

Title: Re: SFML 2.1
Post by: eXpl0it3r on July 29, 2013, 12:09:17 am
I will just wait to 2.2 to download it since my ISP counts every mega byte being downloaded   >:(
That will take a while. SFML 2.1 was only released so fast, since it only contains bug fixes. SFML 2.2 will be in the works for a bit longer, since iOS and Android ports will take a bit more time to finalize.
So if you ever get a better ISP, make sure to grab the bugfix update. ;)
Title: Re: SFML 2.1
Post by: Yemeni Cpluspluser on July 29, 2013, 12:27:58 am
I will just wait to 2.2 to download it since my ISP counts every mega byte being downloaded   >:(
That will take a while. SFML 2.1 was only released so fast, since it only contains bug fixes. SFML 2.2 will be in the works for a bit longer, since iOS and Android ports will take a bit more time to finalize.
So if you ever get a better ISP, make sure to grab the bugfix update. ;)
Not after the Telecommunication ministry stops the monopoly in the name of capitalism.
Any way thanks for the advice :) I will download it soon from my neighbor wireless network lol .
Title: Re: SFML 2.1
Post by: ChronicRat on July 29, 2013, 08:19:34 pm
SFML 2.2 will be in the works for a bit longer, since iOS and Android ports will take a bit more time to finalize.
Any ideas when will be Android port? Halfyear, year or more?
Title: Re: SFML 2.1
Post by: Laurent on July 29, 2013, 09:02:19 pm
The Android port is almost finished, thanks to Sonkun.

https://github.com/Sonkun/esfml/tree/Android
Title: Re: SFML 2.1
Post by: ChronicRat on July 31, 2013, 12:04:12 pm
Wow! Great news! (Or oldies... =)) Thank you and Sonkun!
Title: Re: SFML 2.1
Post by: netrick on August 02, 2013, 09:35:03 am
How does for example SDL or Qt handle window input on Windows? Is there imperfect mouse left tracking as well?

Maybe it's just bug in winapi and reverting to bug #225 is the only real solution.
Title: Re: SFML 2.1
Post by: eXpl0it3r on August 02, 2013, 02:12:40 pm
How does for example SDL or Qt handle window input on Windows? Is there imperfect mouse left tracking as well?

Maybe it's just bug in winapi and reverting to bug #225 is the only real solution.
Can you please add a bit more context to your statement? Seems a bit taken out of no where and I'm not sure, if everyone can follow. :D
Title: Re: SFML 2.1
Post by: Laurent on August 02, 2013, 02:25:33 pm
He's referring to the discussion started 10 posts ago (http://en.sfml-dev.org/forums/index.php?topic=12400.msg86580#msg86580) ;)
Title: Re: SFML 2.1
Post by: netrick on August 02, 2013, 03:54:30 pm
Haha sorry, I forget to write that I refer to the bug #437 as Laurent said.
Title: Re: SFML 2.1
Post by: Manuel on August 07, 2013, 02:26:28 am
Hey Laurent, first of all thanks for the fantastic work with SFML.
Thanks to this neat library I managed to write my first C++ game and overcome my irrational fear of the language. I started out with version 2.0 and then moved on to 2.1.

Sadly, it seems there are some bugs in version 2.1 under OS X.
When I resize the window my code to keep the correct Aspect ratio seems to go crazy. It worked before in version 2.0 so I'm not sure my code is to blame. Also it seems to do nothing under Linux (SFML 2.1, Ubuntu).


I have attached a minimum example based on my main loop that reproduces the problem reliably.
Do you think it is possible to devise a work around until the issue is fixed?


Thanks again for your time!
Title: Re: SFML 2.1
Post by: eXpl0it3r on August 07, 2013, 02:48:15 am
Sadly, it seems there are some bugs in version 2.1 under OS X.
When I resize the window my code to keep the correct Aspect ratio seems to go crazy. It worked before in version 2.0 so I'm not sure my code is to blame. Also it seems to do nothing under Linux (SFML 2.1, Ubuntu).


I have attached a minimum example based on my main loop that reproduces the problem reliably.
Do you think it is possible to devise a work around until the issue is fixed?
You should rather open a new forum topic in the help section. This thread should not be about fixing the issue at hand. ;)

When you do so, you should describe better what doesn't work with the code.
Title: Re: SFML 2.1
Post by: Manuel on August 07, 2013, 02:50:37 am
Good point, will make a new thread to avoid spamming up this one.