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Messages - Flaco

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1
General discussions / Re: SFML 3 - What is your vision?
« on: July 15, 2014, 12:25:24 pm »
That's a great thread, nice idea here. :)

I don't really know, since I never have been in the depth of SFML and its use.
But here's a little list:

  • Making C++11 use and integration non-optional
  • Integrating some of Tor features directly in SFML functions if there's high-level or "misc." functions, providing them as well in a dedicated module
  • Maybe supporting vectorial files (.swg and such)?

Thanks! :)

2
SFML game jam / Re: Potential Schedule
« on: July 13, 2014, 08:24:20 pm »
@Nexus: I see! :)

Also; 3 seems cool, even if I'm not really familiar with game jams planning and organization 6 seems redundant and a painful (and long!) process.
It's better to have more time to prepare and check the other aspects of the jam. :)

Good evening y'all!

3
SFML game jam / Re: Potential Schedule
« on: July 13, 2014, 06:13:18 pm »
Why not just using a pseudo-random number generator to pseudo-randomly pick a theme?

4
Hello Laurent, thanks for your help.
I will read a tutorial about std::function, you are right. :)

I "kinda" see how it works; it was the parenthesis after the name of the std::function that confused me.
So, void(SceneNode& foo, sf::Time dt) is the lambda expression signature.
And derivedAction<Aircraft> is the derivedAction's parameter type (since Function is a generic type).

I get it, thank you Laurent, thank you Golden Eagle, now, it's time to read some tutorial. :D

(Good evening/day to you!)

5
Oh right, looks like I didn't fully understood the uses of std::function. :D Thank you!
But one mystery remains in my case... what is the purpose of the two parameters putted in the std::function declaration?

/* ... */

std::function<void(SceneNode& node, sf::Time dt)> foo;

/* ... */
 

I think I shall RTFM a second time. :)

EDIT: Read it on a bunch of sources, still didn't found a function wrapped by a std::function having "its own" parameters (I thought the <void(int, int)> were the wrapped element's parameters and return type).

6
Greetins y'all !  :D

Well; I'm actually reading SFML Game Development and in the chapter 4, sub-chapter "Handling Player Input" there's something I don't understand.

Here's the code (I explain what I don't understand below):

(click to show/hide)

Where the class Aircraft is (basically) a scene node handling its sf::Sprite, its type, etc...

So, what I don't get here is, if derivedAction() expects two parameters (SceneNode& and sf::Time), why in this snippet it just receives one argument (of type SceneNode&, I assume, since the code changes further in the chapter I can't really be sure it is one or just some "basic key word so it's simpler and lighter").

So yes, I know, as I just said, the code changes so it may just be an example but could somebody explain me if this code would work and (most of all) why?
I have read the documentation about std::function on cppreference and as I understood, this code is not legal.

Maybe I'm just taking a simple example too seriously, if so; I'm sorry to have bothered you. :D

Thank you !

7
(Very) Interesting! Thank you! :)

Have a nice Day/Evening! :)

8
Well, not really. I test CEGUI, I though CEGUI's GUI was more "customizable".
But I test SFGUI and it's really easy to use, I just use CEGUI to "compare" them. (Not really compare, more like.. trying!) .

For CEGUI I had no worries to "keep the code updated".

Well, thank you for your advices eXpl0it3r. :)

I think I'll take a... "in-depth look" to SFGUI, see if I can customize easily the GUI... :)

Thank you for your help everybody! :D

9
Nobody can help me? I try to resolve this since my last message but in vain. :/

10
Okay thank you! Yes I wrote:
g++ main.cpp -o myApp -lCEGUIBase -lCEGUIOpenGLRenderer -lSILLY -lsfml-graphics -lsfml-window -lsfml-system

Thank you for your help! :)

EDIT: Oh when I say "when I compile" is when I wrote:
./myApp
because gcc create that file, I'm relatively new with Gnu/Linux so I don't know if "compile" is appropriate at this step...

I'm sorry

EDIT²: I tried to compile de same code (adapted) with SFML 1.6 but I have the same error. I try a apt-get remove gcc and a re-installation but it doesn't change anything. I'll try to compile on Backtrack or on Windows. Anybody knows who can I "repair" gcc? :/

Thank you again!

11
I don't think, I haven't any problems to compile a CEGUI application. It seems that I have that problem when CEGUI & SFML are together.

12
Hi guys!

So, I try to using CEGUI in SFML like in this tutorial, but with the SFML 2.0 (that I had on the SFGUI repositories ^^') and with the latest release of CEGUI (0.7.7).

But when I try to compile, my compiler (GCC 4.6.3 on Ubuntu 12.04) return me this:

terminate called after throwing an instance of 'char const*'
Abandon (core dumped)


I make some test, apparently I haven't any problems with SFML. Here's the minimal code for the error:

#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/System.hpp>
#include <CEGUI/CEGUI.h>
#include <CEGUI/RendererModules/OpenGL/CEGUIOpenGLRenderer.h>

int main(int argc, char* argv[])
{

  sf::RenderWindow win(sf::VideoMode(800, 600, 32), "ExceptionTest");
 
  //create an OpenGL renderer and initialize a CEGUI::System object
  CEGUI::OpenGLRenderer& myRenderer = CEGUI::OpenGLRenderer::bootstrapSystem();

  while(win.isOpen())
    {
      sf::Event evt;
      while(win.pollEvent(evt))
        {
          switch(evt.type)
            {
            case sf::Event::Closed:
              win.close();
              break;
            }
        }
      win.clear();
      CEGUI::System::getSingleton().renderGUI();
      win.display();
    }

  return EXIT_SUCCESS;
}
 


Soo.. hum.. I don't really understand what's happening... hope you can help me!

Thank you! :)

13
No worries!  :D Thank you Laurent! :)

14
Window / ERROR - [Keyboard.hpp] - Coincidence problem Class ~ Wiki
« on: July 23, 2012, 05:40:57 am »
Hi,

I was in trouble all the week with an error (I use SFML 2.0):

Back is not a member of sf::Keyboard

(Well, not really a week...)

So I read again and again the Wiki & the Doc' about the sf::Keyboard class and I read that:

In the documentation:
enum Key{
//Some enums
Space,
Return,
Back, /* Here */
Tab,
PageUp,
//Some enums
}


So after a while I read the file Keyboard.hpp and found something else:

In Keyboard.hpp (SFML/Window/):
enum Key{
//Some enums yeah
Space,
Return,
BackSpace, /* Different enum here! */
Tab,
PageUp,
//enums, enums, enums
}
 


Sorry for the long topic but I just wan't to be clear about the what and where is error. ^^'

Thank you and hope I help! :)

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