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Messages - tymofey

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1
Window / Window and multiple threads
« on: September 19, 2011, 11:07:17 pm »
thanks, that explains everything. i believe this should be mentioned in the docs.

2
Window / Window and multiple threads
« on: September 19, 2011, 10:47:10 pm »
then appearently i am doing something really wrong as the window does not seem to generate any events this way

3
Window / Window and multiple threads
« on: September 19, 2011, 10:15:50 pm »
i dont. i want to draw in one thread and poll events in another. but it appears that i still need the window to be active to poll events from it.

4
Window / Window and multiple threads
« on: September 19, 2011, 08:42:39 pm »
Would doing that really often (like every frame) introduce huge overhead?

5
Window / Window and multiple threads
« on: September 19, 2011, 07:51:15 pm »
I have a thread one where i create the window:
Code: [Select]
sf::Window* wnd = new sf::Window(sf::VideoMode(400, 300), "some title", sf::Style::Close);
Then i pass the wnd ponter to two other threads.
In thread two i query window for events:
Code: [Select]
sf::Event event;
while (true)
    while(wnd->PollEvent(event))
    {
         //....
    }

And in thread three I draw in it:
Code: [Select]
while (true)
{
    //...
    wnd->Display();
}


The window is of course protected by proper locking.

This causes lots of
Quote
Failed to activate window's context
messages to the console. Is what i am trying to do even possible?

6
Graphics / RenderTarget::ConvertCoords backwards
« on: September 12, 2011, 08:33:30 pm »
I wanted to draw some text in RenderWindow that would be positioned near a sprite, like a label or tag always moving along with the sprite, attached to some point of it and not rotating or scaling regardless of sprite's transformations. And I was really surprised to not find a complementary function to ConvertCoords, that would convert world coordinates to screen coordinates. I believe this to be a frequently occuring task and i guess it is only reasonable to add such functionality to RenderTarget

7
Window / Event::MouseWheelEvent::Delta bug
« on: September 11, 2011, 09:38:08 am »
Under windows/sfml2 i enountered a problem where  Event::MouseWheelEvent::Delta is almost allways zero, you need to scroll the wheel REALLY fast to obtain some other sensible value. After taking a look at the ProcessEvent function in /src/SFML/Window/Win32/WindowImplWin32.cpp, i found this:
Code: [Select]

        // Mouse wheel event
        case WM_MOUSEWHEEL :
        {
            // Mouse position is in screen coordinates, convert it to window coordinates
            POINT position;
            position.x = static_cast<Int16>(LOWORD(lParam));
            position.y = static_cast<Int16>(HIWORD(lParam));
            ScreenToClient(myHandle, &position);

            Event event;
            event.Type = Event::MouseWheelMoved;
            event.MouseWheel.Delta = static_cast<Int16>(HIWORD(wParam)) / 120;
            event.MouseButton.X    = position.x;
            event.MouseButton.Y    = position.y;
            PushEvent(event);
            break;
        }


Now, after carefully reading http://msdn.microsoft.com/en-us/library/ms645617(v=vs.85).aspx, the following was noticed:
Quote
The high-order word indicates the distance the wheel is rotated, expressed in multiples or divisions of WHEEL_DELTA, which is 120.

so it becomes appearent that
Code: [Select]
event.MouseWheel.Delta = static_cast<Int16>(HIWORD(wParam)) / 120;
sets Delta to zero whenever the absolute value of HIWORD(wParam) is less than 120, which happens to be quite often.

After taking a look at the Linux implementation:
Code: [Select]
event.MouseWheel.Delta = windowEvent.xbutton.button == Button4 ? 1 : -1; which can return only 1 or -1 i believe the windows one should be changed to something like
Code: [Select]
event.MouseWheel.Delta = static_cast<Int16>(HIWORD(wParam)) > 0 ? 1 : -1;
as well, or make Delta a float to allow fractional values.

Pages: [1]
anything