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Messages - Krofna

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1
Graphics / Re: sf::Text, UTF-8 and Debian
« on: October 24, 2013, 07:01:23 pm »
Looks like this is not SFML issue. Apparently Debian picks different font for displaying japanese characters and with correct style and size if current one doesn't support it. I solved the issue by loading correct font.

I'm sorry for bothering.  :'(

2
Graphics / Re: sf::Text, UTF-8 and Debian
« on: October 24, 2013, 06:54:46 pm »
Well.... I downloaded the package, checked the contained TTFs and none of them had support for the glyphs you want. Correct me if I'm wrong but what I understand from that table is that it also says that none of the fonts have Hiragana or Katakana support (the row is empty). So... I guess the people on IRC lied? :-\

On Windows, if I copy Arial Unicode MS (which has almost full unicode glyph support) into the test directory and use it instead, the glyphs show up perfectly, so I don't think SFML can fix your problem...

... Then how can I display those characters in both terminal and text editor?

3
Graphics / sf::Text, UTF-8 and Debian
« on: October 24, 2013, 11:23:04 am »
#include <SFML/Graphics.hpp>

int main()
{
    sf::RenderWindow window(sf::VideoMode(800, 600), "Bug");
    sf::Text text;
    sf::Font font;
    sf::Event event;

    if (!font.loadFromFile("test.ttf"))
        return 0;

    std::basic_string<sf::Uint32> utf32line;
    std::string line = "&#12384;&#12365;&#12414;&#12367;&#12425;";
    sf::Utf8::toUtf32(line.begin(), line.end(), back_inserter(utf32line));
   
    text.setFont(font);
    text.setCharacterSize(30);
    text.setColor(sf::Color::Red);
    text.setString(utf32line);

    while (window.isOpen())
    {
        while (window.pollEvent(event))
            if (event.type == sf::Event::Closed)
                window.close();

        window.clear(sf::Color::White);
        window.draw(text);
        window.display();
    }
}

test.ttf is Freemono from Debian package fonts-freefont-ttf. line variable contains UTF-8 encoded string だきまくら, but code tag somehow breaks it.
And here is some FAQ from irc: Yes, freemono supports kana(see; http://www.gnu.org/software/freefont/coverage.html ), No  wchar_t is not going to work. I see (correct number of) boxes with ? in them.

tl;dr: Should work, doesn't.

4
Feature requests / Re: Native Wayland Support on Linux
« on: March 09, 2013, 11:01:43 am »
I predict changes from X to Wayland in the next 6-12 months.

Careful with predictions. Bleeding edge distros like fedora might change to wayland soon, however I bet "stable" distros like Debian (and its derivatives ofcourse) won't do it in a very long time because X has passed the test of time and they prefer to not break stuff. Although this doesn't stop users from installing wayland, default is always the most popular choice.

5
Feature requests / Re: Native Wayland Support on Linux
« on: March 07, 2013, 09:17:52 pm »
There's no point supporting Wayland as long as X is supported (and it will for a long time). It won't enable new features, it won't bring anything noticeable for the end user, just a lot of work for me. So what's the point, other than "it's the new cool thing to support"?

There is overhead when running X applications on wayland because it pretty much means starting an X server for the app (Altho this is hidden from the user, because xwayland does it behind the scenes). X is bad (I will not go into details), and thats why Linux users want wayland.

6
General discussions / Re: SFML 2.0 Tutorials?
« on: February 27, 2013, 09:24:54 pm »
Sorry for reviving an old topic but if anybody is in need of some sfml 2.0 tutorials then you can always check here. I have started a new sfml 2.0 tutorial series.



Currently there's 16 tutorials but there's lot more to come.



Is it just me or he is doing it wrong?

7
General discussions / Re: SFML 2.0?
« on: November 24, 2012, 05:41:09 pm »

8
SFML projects / Re: Open Hexagon - challenging fast paced game
« on: November 18, 2012, 03:06:41 pm »
Great game! Fun and addictive. Thank you!

9
SFML projects / Re: SFML Resource Wrapper (Update)
« on: November 11, 2012, 08:31:50 pm »
Cool tip: Instead of annoying .get() function, why not overload operator sf::Texture&() ?

10
SFML projects / Re: ASFML-1.6 Ada binding to SFML
« on: November 01, 2012, 10:20:16 am »
Why 1.6? Its obsolete...

11
SFML projects / Re: QuickSnap - Screenshot program
« on: October 27, 2012, 09:49:08 pm »
main.cpp, line 10:
Where did you get those numbers from?!?! Hex editor?

12
SFML projects / Re: [WIP] MMORPG project - recruiting
« on: October 11, 2012, 05:39:36 pm »
I would have tested this myself, but after I realized how much work it takes to get the server up and running I just stopped.
What was 'so much work'? SQL database? It can be set up in ~4 lines in terminal...

13
SFML projects / Re: [WIP] MMORPG project - recruiting
« on: October 08, 2012, 07:59:15 pm »
Holy attitude, batman!

Apart from all of the crude remarks by the OP, I must comment on something that was said:

'Smart' pointers are only smart if 1) you use them correctly and 2) if you don't really want to hassle with proper pointer usage.

Personally I never, ever use smart pointers, but that's a matter of preference.

After gprof reported 99% of program execution spent on smart ptrs, I got rid of most of them. Most of my objects have well defined lifetime anyway.

14
SFML projects / Re: [WIP] MMORPG project - recruiting
« on: October 08, 2012, 06:25:32 pm »
SFGUI seems to break the SFML
Would be nice to know how, so it can be fixed. This is clearly a bug if it can be reproduced.

I don't know - but I will ask the guy who was trying to make GUI. IIRC SFGUI and SFML were breaking eachothers GL states.

15
SFML projects / Re: [WIP] MMORPG project - recruiting
« on: October 06, 2012, 06:34:56 pm »
le BUMP
Project is still alive!

Changelog:
- Re-wrote most of the project to fix major limitations and code ugliness
- Countless bugs and memory leaks fixed
- Fixed most of biggest server performance issues

- Items and Bags (Client side GUI is still placeholder/incomplete )
- Quests
- Allow Interacting with other units: Implement vendors and quest givers (Client side GUI incomplete..)
- Allow chat & add commands (Client side ugly...)
- Add cmake files to make compilation less painfull (Also some instructions for debian/ubuntu users)

Server side now has all features needed for the game to be playable! But I am having some serious issues with client side, especially GUI. SFGUI seems to break the SFML, and writing my own widgets would be very time consuming. I could use some suggestions here...

There are currently 2 active developers working on it, and we could really use some help. PM me if you are interested in helping :))

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