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Topics - Resethel

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Audio / [Mac] SFML using deprecated Carbon Component Manager ?
« on: November 04, 2015, 11:38:20 pm »
Hi there!
I just recently passed to OSX 10.11.1 and noticed a warning on exit when using the SFML audio module. It says

2015-11-04 23:17:10.816 Breakout-Clone
[8530:1171230] 23:17:10.816 WARNING:  140: This application, or a library it uses, is using the
deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed
in a future release. Also, this makes the host incompatible with version 3 audio units. Please
transition to the API's in AudioComponent.h.

And here is the minimal code that trigger it!

#include "ResourcePath.hpp"
#include <SFML/Audio.hpp>

int main(int, char const**)
    sf::SoundBuffer Buffer;
    Buffer.loadFromFile(resourcePath() + "Sound.ogg");
    sf::Sound newSound;

The warning is triggered on exit ( since it's a deprecation issue ) and is also triggered while using sf::Music

I hardly used SFML for sounds purpose, so I didn't noticed this until now !
I'm currently using SFML 2.3.2 alongside Xcode 7.0.1 and since i found no issue request about this, I wanted to ask if the problem comes from me ( which would be quite astonishing ) or if there is a fix already planned?

Thanks you for listening

General / Advices needed for a HUD/GUI
« on: July 24, 2015, 08:51:15 pm »
Hello everyone,

I've reached, in a recent project, the point where I must develop a HUD/GUI.
So I was wondering, how to correctly implement it?

Right now the solution I'm trying to build is:

  • Creating a base class from which each widget like buttons, sliders (and so on) will inherit
  • Creating a HUD/GUI class which will contain all the widget currently displayed, create them and draw them
  • The HUD/GUI class could handle the widgets' informations, I mean when I click on a button, the information will be sent to the HUD/GUI container class which will perform an action according to the message received

But I guess there are plenty of flaws by this method. So I thought that the HUD could be build as a single class with a vertex array, but I have no clue how to handle the "widgets" this way...

So I was wondering, is my first idea good and how can I improve it?Is the second method better? or should I process in a totally other way?

Anyway, thanks a lot for hearing my request :)

Graphics / Tiles: Questions about Layers[SOLVED]
« on: July 07, 2015, 04:02:24 pm »
Hello everyone

I'm currently working on a hexagonal tile based game and I got a little problem when it comes to layers.

Since in the game, all Layers are not forced to be drown at the same time I use only one vertexArray to stock the Layers of the map. When I have to draw all of them, I will just call my drawing function for layer-0,-1,-2,...,layer-N.

Given that each layer has a different texture, a specific texture is set for every single one of them.

The problem I got is that even with a color mask for each texture, while drown, tiles of inferior layers with no Tiles above them ( so they're theorically visible ) are not shown.

Here are my drawing functions:

bool MapManager::displayGlobalMap(sf::RenderWindow &window, int Layer)
    if (m_mapLoaded and Layer < m_Layers)
        int tileType;
        int textureX,textureY;
        m_CurrentTileSet = Layer;
        Vector2f Center(0,0);
        m_vertices.resize(m_TileNumber * 4);
        for (int j(0); j < m_MapSize.y; ++j)
            for (int i(0); i < m_MapSize.x; ++i)
                tileType = m_Map[i][j][Layer]; // le numéro de tuiles dans le set
                textureX = tileType % (LayersTilesets[Layer].getSize().x / m_TileSize.x);
                textureY = tileType / (LayersTilesets[Layer].getSize().x / m_TileSize.x);
                Vertex* quad = &m_vertices[(i + j * m_MapSize.x) * 4]; // on récupere 4 vertex(quads) que l'on va modifié
                Center = Vector2f(m_TileSize.x * ( (0.5*(j%2) + i) ), 0.75 * m_TileSize.y * j );
                // Position des vertex par rapport au centre
                quad[0].position = Center + Vector2f(+m_TileSize.x/2 , -m_TileSize.y/2);
                quad[1].position = Center + Vector2f(-m_TileSize.x/2 , -m_TileSize.y/2);
                quad[2].position = Center + Vector2f(-m_TileSize.x/2 , +m_TileSize.y/2);
                quad[3].position = Center + Vector2f(+m_TileSize.x/2 , +m_TileSize.y/2);
                // Texturage de la tuile
                quad[0].texCoords = sf::Vector2f(textureX * m_TileSize.x, textureY * m_TileSize.y);
                quad[1].texCoords = sf::Vector2f((textureX + 1) * m_TileSize.x, textureY * m_TileSize.y);
                quad[2].texCoords = sf::Vector2f((textureX + 1) * m_TileSize.x, (textureY + 1) * m_TileSize.y);
                quad[3].texCoords = sf::Vector2f(textureX * m_TileSize.x, (textureY + 1) * m_TileSize.y);
    return m_mapLoaded;

bool MapManager::displayGlobalMap(sf::RenderWindow &window)
    for (int i(0); i < m_Layers; ++i)
        displayGlobalMap(window, i);


So i guessed it was a bad idea to stock them all in a single VertexArray/ As I understand it, while re-calling the draw function i just redefine the previous vertex, and I just erase from screen the previous layers?

In your opinion, how should I process to display them correctly? Like making multiple vertexArray but then, how do I draw them separately????

Thank you for taking the time to read my lounge post and my bad english :D

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