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Messages - sirchick

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1
General / Re: Syntax Help
« on: November 11, 2012, 06:45:47 am »
Thanks i'll have a fiddle with it and see what i can do :D

2
General / Syntax Help
« on: November 10, 2012, 06:19:17 am »
Hey

I need help with assign my window as a global with video mode. I can't seem to get the syntax correct.


I get this error:

Code: [Select]
error C2665: 'sf::VideoMode::VideoMode' : none of the 3 overloads could convert all the argument types
Not sure what i have to do to correct it. This is my script:

globals.h && globals.cpp:

//globals.cpp
#include <SFML/Graphics.hpp>
#include <string>

using namespace std;

std::unique_ptr<sf::RenderWindow> window;

//globals.h
#include <SFML/Graphics.hpp>

extern sf::RenderWindow* window;
 


Then my main.cpp has:

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

using namespace std;

#include "globals.h"

int main()
 {


         window( new sf::RenderWindow( sf::VideoMode( (800,600,32), "Test") ) );

 

What am i doing wrong?

3
General / Re: Get mouse position without event
« on: November 09, 2012, 10:08:20 pm »
EDIT: Ah that did work i just changed it to an Else If and seems to do the trick :)

4
General / Get mouse position without event
« on: November 09, 2012, 09:59:25 pm »
Hey

I have a slight issue im stuck with .... i have a button which when the mouse hovers over the button the image changes - this works perfectly fine.

How ever if i add a button pressed event the button no longer thinks the mouse is hovering over it. I'm not sure why! It seems i can't do both events at the same time...

This is my event loop in my main loop:

        bool click = false;
        int mouseX;
        int mouseY;
    // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             if (event.type == sf::Event::Closed) {
                 window.close();
                         }else{
                                 if(event.type == sf::Event::MouseButtonPressed){
                                          click = true;
                                 }
                                 if(event.type == sf::Event::MouseMoved){
                                          mouseX = event.mouseMove.x;
                                          mouseY = event.mouseMove.y;
                                }
                         }
                 }

         // Clear screen
         window.clear();

           btn_quit.RenderBttn(window,mouseX,mouseY,button,button_on,click);
          window.display();
 


Basically if i do a mouseButtonPressed event - the mouse position seems to be lost. Any reason this could happen ?

EDIT: i did a quick check and what occurs. When i do a mouseButtonPressed event, the mouse position becomes 0 : 0, i don't know why how ever.

5
General / Re: Can't get my sprites to display
« on: November 09, 2012, 01:44:51 am »
It seems adding ,true made it work.

Although its super slow when i run it. Like mouse over takes a second or more to react to change the image. Very odd.

6
General / Re: AW: Re: AW: Can't get my sprites to display
« on: November 09, 2012, 01:28:24 am »
When you set the texture to the sprite, do you reset the texture rect?
sprite.setTexture(tex, true);
;)

Can you link me the documentation about that boolean wondering what it does.

EDIT:

Its working :D

7
General / Re: Can't get my sprites to display
« on: November 09, 2012, 01:19:44 am »
EDIT:

Sorry i got confused i set the texture the load function i don't have the boolean though:

        void load(sf::Texture& texture, sf::Sprite& sprite, const std::string& img) {
          if(texture.loadFromFile(img)){
                  sprite.setTexture(texture);
          }
        }
 

8
General / Re: Can't get my sprites to display
« on: November 09, 2012, 01:04:35 am »
Well i took out most of the code because i believe it was the class function causing the problem but here is the loop:

     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
             if (event.type == sf::Event::Closed) {
                 window.close();
                         } else if(event.type == sf::Event::MouseMoved){
                                 mouseX = event.mouseMove.x;
                                 mouseY = event.mouseMove.y;

                         }
                 }
 
         // Clear screen
         window.clear();
                // Draw the sprite BG
         window.draw(background);
                // Draw the sprite LOGO
                 window.draw(logo);

                 btn_quit.RenderBttn(window,mouseX,mouseY,button,button_on);
                 window.display();
}
 

And window is setup like this:

sf::RenderWindow window(sf::VideoMode(atoi(config["ResoX"].c_str()), atoi(config["ResoY"].c_str())), "SFML window");

9
General / Can't get my sprites to display
« on: November 09, 2012, 12:53:33 am »
Hey all,


 I just recently written a class for my sprites to display in my loop but it won't display, i don't get an error of any kind, and it doesn't fail to load the image so I'm lost to why it is not displaying them.


This is how i create the buttons in main():

//there are 2 buttons one for normal & one for mouse hover

 sf::Sprite button;
 sf::Texture button_t;
 sf::Sprite button_on;
 sf::Texture button_on_t;
 load(button_t,button_on,theme["Button"]);
 load(button_on_t,button_on,theme["Button_On"]);
 int width = button.getLocalBounds().width;
 int height = button.getLocalBounds().height;

Button btn_quit(350,450,width,height,"Quit Game");

In my loop i display it like so:

btn_quit.RenderBttn(window,mouseX,mouseY,button,button_on);


And this is the relevant class which deals with it all:

Button::Button(int x, int y, int w, int h, std::string cap)
{
    m_y = y;
    m_x = (x / 2) - ( w / 2 );
    m_w = w;
    m_h = h;
    caption = cap;
}

bool Button::IsIn( int mouseX, int mouseY )
{

    if (((mouseX > m_x) && (mouseX < m_x + m_w))
    && ((mouseY > m_y) && (mouseY < m_y + m_h ) ) ) {

        return true;
    } else {
        return false;
    }
}

void Button::RenderBttn(sf::RenderWindow& destination,int &mouseX, int &mouseY,sf::Sprite& button, sf::Sprite& button_on)
{
    sf::Sprite result;
    result = IsIn(mouseX,mouseY) ? button_on : button;      
    result.setPosition( m_x , m_y );
    destination.draw(result);
}
 

Any idea why it won't display? Even though i get no errors and the image is being loaded?

10
General / Re: I can't setup SFML 2.0
« on: November 06, 2012, 07:25:08 am »
Well first of all, why are you using Winmain? Just use main, Winmain isn't portable or standards compliant.

The problem is that you aren't linking to sfml-graphics or sfml-window.

I figured out the problem in the end :P I accidently left "all configurations" selected whilst i was setting it up.

11
General / I can't setup SFML 2.0
« on: November 06, 2012, 04:15:28 am »
I followed the tutorial to the letter but i got errors and am unsure what part i have got incorrectly.

I have the VS++ 2010 version and have added the image of the end result.



Please help me :)

Thanks

12
General / Setup issues
« on: March 05, 2012, 05:00:41 am »
I wouldn't know how to do that :P Still kinda new to using this application and a SDK

13
General / Setup issues
« on: March 04, 2012, 10:10:42 pm »
Hey

I followed the tutorial to set up my project but its not working =/

I use Visual Studio C++ 2010 Express.

I used the demonstrated code in the tutorial but i get a few errors which is as follows:

Code: [Select]

main.cpp(1): warning C4627: '#include <SFML/System.hpp>': skipped when looking for precompiled header use
Add directive to 'StdAfx.h' or rebuild precompiled header

main.cpp(2): warning C4627: '#include <iostream>': skipped when looking for precompiled header use
Add directive to 'StdAfx.h' or rebuild precompiled header

main.cpp(13): fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "StdAfx.h"' to your source


I'm assuming i messed up the setup of the project but i can't work out what i got wrong, the tutorial doesn't quite follow the way 2010 works, as they made changes in 2010 so i'm wondering if some one knows what my mistake is..

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