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Messages - eXpl0it3r

Pages: [1] 2 3 ... 743
1
C / Re: SFML 3 C Binding?
« on: April 03, 2025, 07:57:32 am »
We've already published an release candidate: https://github.com/SFML/CSFML/tree/3.0.0-rc.1

So far there hasn't been any negative feedback on it, which means, once we find the time, it will be officially released.
Would be great if you could give it a try and see if you spot any issues. :)

2
General / Re: Missing SFML.framework for arm64 architecture on macOS
« on: March 28, 2025, 08:08:33 am »
Seems like an oversight during the packaging process.

Linking the specific frameworks directly isn't hacky or error-prone just a bit more characters to type ;D

Will double check the packaging script and hopefully it should be available again with SFML 3.0.1.
Thank you for letting us know!

3
There isn't a singular cause. Anti-virus software uses lots and lots of different heuristics and code signatures. Whether your binary triggers such a heuristic is impossible to say or predict.
Signatures might match with some tool that used the same Windows API as SFML and that might already be enough.

Avoiding sf::Keyboard::isKeyPressed() and potentially sf::Mouse::getPosition() are a good idea, because they use "global" APIs and aren't restricted to a specific window, as such are often used for "spying" on the users. Which is why on macOS you need to explicitly granted monitoring access to the application to be able to utilize them and Wayland doesn't even directly offer certain functionality.

If you want your applications to not be flagged, you may submit it to virustotal and open false-positive reports with the AV companies that wrongly flag it.
If you're really serious about this, you can sign your application with a certificate, but this usually requires some sort of legal entity and money.

4
General / Re: sf::Sprite undefined / no default value
« on: March 24, 2025, 04:30:00 pm »
sf::Sprite no longer has a default constructor.

Two migration paths are:
  • Use std::optional<sf::Sprite> if you still need an uninitialized sprite
  • Pass the needed texture to the sprite

For the second option, Ii your class holds a sf::Sprite instance, you'll need to initialize it in the initialization list. I would also then make sure, that you're passing the texture into class as well and to not load the texture in the constructor after the initialization list.

For your code, I'd probably pick the first option.

class Game {
// ...
std::optional<sf::Sprite> m_mushroom;
// ...
};

5
Audio / Re: Wrong openFromFile Mangling
« on: March 24, 2025, 01:24:39 pm »
Make sure to download the ones linked on the download page!

6
General / Re: Visual Studio Default Settings being reset
« on: March 24, 2025, 10:12:24 am »
The settings are stored in your project file (kind of the whole point of having a project file).

In theory you could just copy that and start renaming things. Which is essentially what a template does, just a bit better supported.

Another alternative is to use CMake, which VS 2022 natively supports, and then you can just copy around the  CMake code or start with the SFML CMake Template.

7
General / Re: Trying to inspect Textures stalls Visual Studio
« on: March 19, 2025, 08:41:13 am »
Maybe run SMART checks on your HDD. Such odd behavior shouldn't happen and might indicate an imminent failure of the drive.

8
Window / Re: How to create a window with debugging context?
« on: March 18, 2025, 11:29:39 am »
The fact that you're getting warnings means, that the debug context is active.

glUseProgram(0) alone shouldn't necessarily trigger an error.

Can you post your GLFW and SFML code?

9
General / Re: Trying to inspect Textures stalls Visual Studio
« on: March 18, 2025, 08:33:19 am »
Never heard of such an issue, so maybe it's more some temporary VS problem?

I couldn't get it to create the dynamic libraries so have linked it statically but am not sure that's even the issue.
You'd need to set BUILD_SHARED_LIBS to ON

10
Window / Re: How to create a window with debugging context?
« on: March 17, 2025, 07:15:41 pm »
SFML already wraps all internal OpenGL calls in glGetError and consumes them. I don't know what takes priority with the callback, but it might cause unwanted conflicts.

See also: https://github.com/SFML/SFML/blob/master/src/SFML/Graphics/GLCheck.cpp

11
Window / Re: How to create a window with debugging context?
« on: March 17, 2025, 03:06:39 pm »
You set it the same way you would set the core context.

For example like this (untested code):
auto context = sf::ContextSettings{0, 0, 0, 4, 6, sf::ContextSettings::Attribute::Core | sf::ContextSettings::Attribute::Debug, false};

12
General / Re: libstdc++-6.dll and libgcc_s_seh-1.dll are not found
« on: March 13, 2025, 10:12:32 pm »
If you pass -static it should link all "standard" libs statically. Note though that SFML also needs to be built with SFML_USE_STATIC_STD_LIBS enabled, as you really don't want to mix runtime libraries.

The alternative if you don't want to link things statically, is to copy the referenced DLLs from the bin/ directory of your compiler (e.g. C:\mingw64\bin\libwinpthread-1.dll).

13
C / Re: CFML and MVS
« on: March 13, 2025, 10:08:57 pm »
It's not valid C code.

You either need to initialize the structs when declaring them or otherwise assign the values individually.

14
Graphics / Re: SFML 3 and Android, full black screen and gl erros
« on: March 11, 2025, 01:06:12 pm »
Are you doing this at a global scope or in a separate thread?

15
Graphics / Re: Window to fill all screen and Texture transparent color
« on: March 10, 2025, 03:55:54 pm »
It's the same for SFML.Net as it is for SFML and it's shown in the example code, assuming you're referring to the Wiki entry: https://github.com/SFML/SFML/wiki/Source%3A-Letterbox-effect-using-a-view

You pass in the current view and the wanted resolution and you get out a view that you can use with setView. It needs to be updated when the window size changes, i.e. when the Resized event is triggered.

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