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Topics - didito

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Window / how to check for mutated vowels?
« on: November 06, 2009, 12:50:55 pm »
hi all,

i am prototyping a very simple text input application for my project
and since we are currently expecting german speaking users i need
to check for mutated vowels like ö, ä and ü. they are very important in our language and i can't use their alternatives (oe, ae or ue).

is there a way to detect them?
as event.Key.Code i always get a zero value when i press those keys on my mac...

using current revision of SFML 1.5x on macosx 10.5.8

thanks in advance

Graphics / sf::Strings - copy ctor, copy assignment not working
« on: October 14, 2009, 04:52:21 pm »

i was wondering why some of my instanced sf::Strings were not working,
because i ran into some unexpected behavior.

*) what i want to do:
i want to copy a sf::string

*) this is what i was doing (should work IMHO, but does NOT)
Code: [Select]

sf::Font font;
//font gets loaded ... OK

sf::String label1;
//rest of setup (color, style, size) and transformation ... OK

sf::String label2 = label1;  //assuming all attributes get copied - NOT WORKING!
//just setup unique attributes of label2 ...

sf::String label3(label1);  //assuming the same - NOT WORKING!
//setup unique attributes of label3 here ...

*) this is how i should do it in order to get it working
Code: [Select]

sf::Font font;
//font gets loaded ... OK

sf::String label1;
//rest of setup (color, style, size) and transformation ... OK

sf::String label2;

sf::String label3("", font, size);

ok, i could use A and B, but wouldn't it be more natural to just copy it?
it seems like a problem with the copy ctor or copy assignment operator.
and i don't see a problem why this should not be working.
the font reference should be a shallow copy, the content a deep copy
and all the POD-like attributes can be copied easily anyway.

btw, as a kind of little request - what about a TextFormat class?
you can assign font, style, size, etc and assign it to different sf::Strings (which only hold the string content and a reference to this format).
this would save us a lot of typing and nice OO design :)

cheers, didi

General / MAC - EXC_BAD_ACCESS signal in sf::RenderTarget::Clear
« on: August 14, 2009, 09:21:17 pm »

i would like to use SFML in a project on my mac, because i liked the provided functionality and the clean C++ style.
i downloaded the full SDK v.15 but i can't get my simple example working (based on the c++ tool / cmdline SFML xcode template).

my system:
mac book pro, macosx v10.5.8
architecture: intel
gfx: nvidia 8600m gt
IDE: xcode 3.0

here is the code of my simple example:
Code: [Select]

#include <cstdio>
#include <string>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics.hpp>
//#include <SFML/System.hpp>
#include "config_sensorvis.hpp"

int main()
    //allocate resources
    std::string fontFilename("arial.ttf");
    sf::Font font;
    if (!font.LoadFromFile(fontFilename, 50))
        printf("[ERROR] could NOT load font %s\n", fontFilename.c_str());
        //return EXIT_FAILURE;
        font = sf::Font::GetDefaultFont();

    sf::WindowSettings settings;
    settings.DepthBits         = 24;
    settings.StencilBits       = 8;
    settings.AntialiasingLevel = 0;

    sf::RenderWindow app(sf::VideoMode(640, 480, 32), APP_TITLE /*, sf::Style::Close, settings*/);
    //app.SetFramerateLimit(60); // Limit to 60 frames per second
    //app.SetFramerateLimit(0);  // No limit

    app.SetPosition(0, 0);

    /*sf::View view;
    sf::Clock clock;
    sf::Event event;

    const sf::Input& input = app.GetInput();

    //main loop
    while (app.IsOpened())
        //timing update - get elapsed time since last loop
        float dt = clock.GetElapsedTime();
        float framerate = 1.f / clock.GetElapsedTime();

        unsigned int mouseX = input.GetMouseX();
        unsigned int mouseY = input.GetMouseY();

        while (app.GetEvent(event))
            //process all events from message queue ...

            if (event.Type == sf::Event::Closed)
            if (event.Type == sf::Event::KeyPressed)
                if (event.Key.Code == sf::Key::Escape)
                if (event.Key.Code == sf::Key::F1)
                    sf::Image screen = app.Capture();
            if (event.Type == sf::Event::Resized)
               // glViewport(0, 0, event.Size.Width, event.Size.Height);
                printf("[WARNING] uncatched event\n");

        app.Clear(sf::Color(255, 0, 0));
        glClearColor(0.f, 0.f, 0.f, 0.f);


        glTranslatef(0.f, 0.f, -200.f);
        glColor3f(255.f, 0.f, 0.f);

            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f(-50.f,  50.f, -50.f);
            glVertex3f( 50.f,  50.f, -50.f);
            glVertex3f( 50.f, -50.f, -50.f);

            glVertex3f(-50.f, -50.f, 50.f);
            glVertex3f(-50.f,  50.f, 50.f);
            glVertex3f( 50.f,  50.f, 50.f);
            glVertex3f( 50.f, -50.f, 50.f);

            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f(-50.f,  50.f, -50.f);
            glVertex3f(-50.f,  50.f,  50.f);
            glVertex3f(-50.f, -50.f,  50.f);

            glVertex3f(50.f, -50.f, -50.f);
            glVertex3f(50.f,  50.f, -50.f);
            glVertex3f(50.f,  50.f,  50.f);
            glVertex3f(50.f, -50.f,  50.f);

            glVertex3f(-50.f, -50.f,  50.f);
            glVertex3f(-50.f, -50.f, -50.f);
            glVertex3f( 50.f, -50.f, -50.f);
            glVertex3f( 50.f, -50.f,  50.f);

            glVertex3f(-50.f, 50.f,  50.f);
            glVertex3f(-50.f, 50.f, -50.f);
            glVertex3f( 50.f, 50.f, -50.f);
            glVertex3f( 50.f, 50.f,  50.f);


        //render hud
        sf::String fps;
        fps.SetText("fps: ");

        fps.SetColor(sf::Color(128, 128, 0));
        //fps.SetScale(2.f, 2.f);
        fps.Move(100.f, 200.f);



    return EXIT_SUCCESS;

i launch the example and after a short while gdb receives a EXC_BAD_ACCESS signal from "sf::RenderTarget::Clear" and then i only see assembler code (why? i don't strip the symbols as far as i can see and the source comes with the full SDK) in the debugger. so i don't know what is wrong with it. when i comment the SetActive() Clear() or Draw(text) functions of the RenderWindow object it works, but of course i don't see anything then ... maybe there is a problem with the window settings (resolution, depth, ...)? does anybody have any idea?

thanks in advance,

General / trying to build/use SFML2 on mac osx
« on: August 14, 2009, 08:17:13 pm »
hey all,

since i have troubles with the current stable v1.5 i checked out the current working copy (rev 1202) from the subversion repository.
and now i am trying to build SFML2 on my mac (v10.5.8, intel, nvidia 8600m gt, xcode 3.0) but i can't get any further.

i guess the SFML2 branch is mainly developed with windows and linux.
so has it been built on mac before? should i use make or xcode?
which xcode project do i have to build? SFML.xcodeproj or SFML-bare.xcodeproj? what is the difference?
anyway, none of them builds on my computer ...
why does SFML.xcodeproj have also a "Development" configuration? what is it for?

* error for SFML.xcodeproj:
Invalid value '4.2' for GCC_VERSION
obvious problem since on mac we are working with "powerpc-apple-darwin9-gcc-4.0.1", but why does it necessarily need v4.2 of GCC?

* errors for SFML-bare.xcodeproj:
several missing input files for GCC for some targets ...
i am trying to correct that now but so far no progress


i read in the SFML news that the mac maintainer is stopping, which is a pity.
does anybody else use SFML on the mac and can help here?

ah, btw, i guess if i manage to succeed with the building process i will have build those frameworks. can i use the SFML v1.5 and my custom built frameworks side by side?

thanks in advance

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