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Messages - svrtgujbhk

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1
Network / Can you upload/download entire directories?
« on: August 11, 2011, 04:57:48 pm »
It's not ideal, but it'll do. :) Thanks.

2
Network / Compatibility with Windows API
« on: August 11, 2011, 04:43:25 pm »
Thank you two for your help.

3
Network / Can you upload/download entire directories?
« on: August 11, 2011, 04:42:32 pm »
Or, how can I check whether a path represents a directory or a file? (So I could write my own code for downloading directories.)

4
Network / Compatibility with Windows API
« on: August 11, 2011, 03:37:31 pm »
I wanted to use SFML's networking module, but it seems there are some compatibility issues with WinAPI.

The first issue, which I guess you know about, is that you must include <SFML/Network.hpp> before <windows.h> or it won't compile (some symbols are redefined).

However, if you include SFML first, the functions in the WinAPI header are no longer available. I tried to use ShellExecute, for example, and compiler cannot find the function declared anywhere.

Is there a way to solve this?
Or is there a way to run shell commands from SFML?

5
General / Asserts
« on: June 10, 2011, 10:41:28 am »
Are there any asserts in SFML that I should disable in the production code?

6
Window / Reading input globally
« on: June 07, 2011, 06:04:42 pm »
Okay, thanks.  Guess I'll have to resort to the singleton.

I was thinking something like an aggregate of all input occurring on all Window objects, not global as in operating system global.

Out of curiosity, is it hard for you to implement something like this in SFML (an aggregate of all Window inputs)? It's not a request, just a question. :)

7
Window / Reading input globally
« on: June 07, 2011, 04:59:35 pm »
The way my engine is set up right now, input events are entirely separate from the view/window (they are two unrelated modules).

From what I've seen, input in SFML can only be read through a specific Window; this is a bit at odds with how my engine works. Is there a way to read input globally in SFML (ie. not through a Window)?

I could solve the problem by having a singleton wrapper over the SFML Window, but I'd rather avoid that if possible.

8
General / Compiling without zlib
« on: June 07, 2011, 08:25:10 am »
Atm I'm linking SFML statically (when I finish the code I'll switch to DLL, most likely). PhysFS, the other library that uses zlib, I also link statically. The conflict is caused by multiple definitions of the functions from zlib (they are defined in both libraries).

I want to have static libraries for both SFML and PhysFS that don't include definitions for the zlib functions: I want to statically link zlib.lib myself. How can I remove the zlib fucntion definitions from SFML?

9
General / Compiling without zlib
« on: June 06, 2011, 10:15:44 pm »
I want to add PhysFS to my project, but there's a conflict: both PhysFS and SFML include zlib. I'd like to compile them both without zlib. How can I do that for SFML? (I'm using Visual Studio 2010.)

10
General / Loading from memory
« on: June 05, 2011, 07:18:42 pm »
Thank you! I think you should add this bit of information to the documentation. :)

11
General / Loading from memory
« on: June 05, 2011, 06:13:00 pm »
I mean like this:

Code: [Select]

char* buffer = ...;
size_t size = ...;

sf::Font font;
font.LoadFromMemory(buffer, size);

// Is it safe for me to delete the buffer now?
free(buffer);

12
General / Loading from memory
« on: June 05, 2011, 05:55:41 pm »
After loading from memory, does SFML assume possession of the buffer data, or is it safe to delete it? The documentation says nothing, which leads me to assume it can be deleted, but I want to make sure.

13
General / What to do with multiple windows?
« on: June 05, 2011, 02:58:04 pm »
Quote from: "Mjonir"
So it's not often necessary, but there are some rare uses... and why not? :)


It's not that I'm saying it should be available in the library. I just wanted to make sure my understanding of how games are usually written is flawed. There's nothing wrong with having this extra functionality.

14
General / Getting the error message string
« on: June 05, 2011, 01:50:06 pm »
Thank you for your quick help.

15
General / What to do with multiple windows?
« on: June 05, 2011, 01:48:42 pm »
Beware, this may sound like a very noobish question! Why does SFML (and many other game dev libraries) offer a way to create multiple windows? I never saw a game with more than one window and honestly, as a beginning game developer, I can't conceive of any way I might use more than one window.

Are they used as separate game views/states (in-game, main menu, pause menu, etc)? If that's so, how do you switch between windows seamlessly? Why not use the same windows to draw multiple states?

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