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Topics - shackra

Pages: [1]
1
Audio / I want to use this module for another project!
« on: April 19, 2013, 04:42:37 am »
Hello! :D

I have a project that lacks of "advanced"  audio support (3D sound, load various sound formats and such) and I want to integrate this module to my project using Python's ctypes alà Pymunk, so I want to know:

  • the necessary files for this module to work are just: lib/libsfml-audio.a and lib/libsfml-audio-*.a (for GNU/Linux), bin/libsndfile-1.dll and bin/openal32.dll and bin/sfml-audio-2.dll and bin/sfml-audio-d-2.dll (for Windows) or there are more compiled files involved (for both platforms)?
  • May can I place all compiled files in one directory with (maybe) different names or names cares for the involved libs?

Just for Windows: csfml-audio-2.dll, libsndfile-1.dll and openal32.dll are all the files that I need to make the Audio module works or those files depends on others inside lib/?

cheers! :)

2
Python / python-sfml2: error: 'Back' is not a member of 'sf::Keyboard'
« on: April 19, 2013, 03:21:06 am »
D:

I was recompiling python*-sfml2 because some funky errors appeared when I did import sfml and I cough this error:

==> Retrieving sources...
  -> Found v1.2.zip
==> Validating source files with sha256sums...
    v1.2.zip ... Passed
==> Extracting sources...
  -> Extracting v1.2.zip with bsdtar
==> Starting build()...
running build
running build_py
creating build
creating build/lib.linux-x86_64-2.7
creating build/lib.linux-x86_64-2.7/sfml
copying src/sfml/__init__.py -> build/lib.linux-x86_64-2.7/sfml
copying src/sfml/show.py -> build/lib.linux-x86_64-2.7/sfml
running build_ext
building 'sfml.x11' extension
creating build/temp.linux-x86_64-2.7
creating build/temp.linux-x86_64-2.7/src
creating build/temp.linux-x86_64-2.7/src/sfml
gcc -pthread -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -Iinclude -Isrc/sfml -I/usr/include/python2.7 -c src/sfml/x11.cpp -o build/temp.linux-x86_64-2.7/src/sfml/x11.o
src/sfml/x11.cpp: In function 'PyObject* __pyx_pf_4sfml_3x11_flush_screen(PyObject*, int)':
src/sfml/x11.cpp:536:35: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast]
   __pyx_v_myDisplay = ((Display *)__pyx_v_d);
                                   ^
g++ -pthread -shared -Wl,-O1,--sort-common,--as-needed,-z,relro -Wl,-O1,--sort-common,--as-needed,-z,relro,--hash-style=gnu -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 build/temp.linux-x86_64-2.7/src/sfml/x11.o -L/usr/lib -lX11 -lpython2.7 -o build/lib.linux-x86_64-2.7/sfml/x11.so
building 'sfml.system' extension
gcc -pthread -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -Iinclude -Isrc/sfml -I/usr/include/python2.7 -c src/sfml/system.cpp -o build/temp.linux-x86_64-2.7/src/sfml/system.o
gcc -pthread -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -Iinclude -Isrc/sfml -I/usr/include/python2.7 -c src/sfml/error.cpp -o build/temp.linux-x86_64-2.7/src/sfml/error.o
g++ -pthread -shared -Wl,-O1,--sort-common,--as-needed,-z,relro -Wl,-O1,--sort-common,--as-needed,-z,relro,--hash-style=gnu -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 build/temp.linux-x86_64-2.7/src/sfml/system.o build/temp.linux-x86_64-2.7/src/sfml/error.o -L/usr/lib -lsfml-system -lsfml-graphics -lpython2.7 -o build/lib.linux-x86_64-2.7/sfml/system.so
building 'sfml.window' extension
gcc -pthread -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -Iinclude -Isrc/sfml -I/usr/include/python2.7 -c src/sfml/window.cpp -o build/temp.linux-x86_64-2.7/src/sfml/window.o
src/sfml/window.cpp: In function 'void initwindow()':
src/sfml/window.cpp:20239:30: error: 'Back' is not a member of 'sf::Keyboard'
   __pyx_t_2 = PyInt_FromLong(sf::Keyboard::Back); if (unlikely(!__pyx_t_2)) {__pyx_filename = __pyx_f[0]; __pyx_lineno = 871; __pyx_clineno = __LINE__; goto __pyx_L1_error;}
                              ^
error: command 'gcc' failed with exit status 1
==> ERROR: A failure occurred in build().
    Aborting...
==> ERROR: Build failed, check /mnt/building/root/build
==> ERROR: (libremakepkg): An unknown error has occurred. Exiting...
 


I was compiling using this source code https://github.com/Sonkun/python-sfml/archive/v1.2.zip I think that this comes from a update of the package sfml

jorge [/tmp/python2-sfml2] ~> LC_ALL=C pacman -Qi sfml
Name           : sfml
Version        : 2.0-1
Description    : A simple, fast, cross-platform, and object-oriented multimedia API
Architecture   : x86_64
URL            : http://www.sfml-dev.org/
Licenses       : zlib
Groups         : None
Provides       : None
Depends On     : libsndfile  libxrandr  libjpeg  openal  glew  freetype2
Optional Deps  : None
Required By    : python2-sfml2
Optional For   : None
Conflicts With : None
Replaces       : None
Installed Size : 7992.00 KiB
Packager       : Sven-Hendrik Haase <sh[at]lutzhaase[dot]com>
Build Date     : Fri Apr 12 01:48:59 2013
Install Date   : Mon Apr 15 16:49:22 2013
Install Reason : Installed as a dependency for another package
Install Script : Yes
Validated By   : Signature

jorge [/tmp/python2-sfml2] ~>
 

Looks like that package was updated recently (Install Date: Mon Apr 15 16:49:22 2013). any fix? :)

3
Python / using sfml.audio on Cocos2D, good idea?
« on: April 18, 2013, 10:05:57 am »
sleeeeeeeeep! Dx xd.

I just forked Cocos2D to build from there my own game engine, I noticed many things about Cocos2d (besides they sloooow development). They use pygame's audio module, OMG, they don't have spatial audio compared with SFML!.

So, among the changes that I want to do, I want to change pygame's audio module for Sonkun's SFML binding's audio module.

May I just can copy /usr/lib/python2.7/site-packages/sfml/audio.so file and place it on <project>/cocos/audio/ and start coding or I need to take care about more tough things?

cheers!

4
Graphics / [SOLVED] VertexArray as individual layers: efficiency issue
« on: February 14, 2013, 12:58:00 am »
Hello! ;D

I'm using Tiled to design scenes with multiple layers. I want to keep every layer separate in VertexArrays, so, when I drawn a sprite on the scene, it can be hidden by any layer that is over it (by its z index or something alike, isn't big deal).
I want to draw only those tiles that are visible for the player, so, I can achieve some performance on games with many, many, many tiles. I have achieved that feature on my engine, yes, for every layer (individual VertexArrays) of the scenario.

However: I'm having a very big issue on performance, take a look at my screenshots:



When I move the view I lost like 33 frames per second (because the scenario is transversing the N VertexArrays looking for those visible vertexs on them?), That's no cool ;(.
Actually, if I move the view where just one or two layers are seen, I win some frames per second until reach 63 fps (I'm running the example at 60), yes, 56 fps is by itself indicator that what I'm doing, I'm doing it wrong xd ;(.

So, I'm looking for people that has manage to have good performance for their games using scenarios with N layers; I really need advice on achieving what I want (basically, hiding fully or partially an sprite with those elements of the map, previously designed with Tiled, that are over it).

Source code? Well, I have the relevant code here, but is Python:

# coding: utf-8
# This file is part of Thomas Aquinas.
#    
# Thomas Aquinas is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Thomas Aquinas is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Thomas Aquinas.  If not, see <http://www.gnu.org/licenses/>.
#
#                       veni, Sancte Spiritus.

import logging
from thirdparty.pytmx import tmxloader
from itertools import product, chain, izip_longest, cycle
import common
import media
import sfml
import os
from copy import copy

class TATileImageException(Exception): pass

# Extiende tu mente a esto
#  https://github.com/SFML/SFML/wiki/Source:-TileMap-Render

class AbstractScene(sfml.Drawable):
    """Escena abstracta del juego.
   
    Las escenas representan partes visibles del juego, ya sea una
    pantalla de introduccion, creditos, o un campo de batalla.
   
    Para poder hacer escenas funcionales, debe derivar de esta clase
    cualquier escena que necesite.
   
    Esta clase usa Super para inicializar a sfml.Drawable. Use super
    en sus subclases!
    """

   
    def __init__(self, scenemanager):
        sfml.Drawable.__init__(self)
        self.scenemanager = scenemanager
        # Para cambiar una escena puede hacer lo siguiente:
        #     self.scenemanager.changescene(nuevaescena)
        # Y eso es todo :)
       
    def on_update(self, event):
        """El manejador de escenas llama este metodo para actualizar la logica.

        Aqui se actualizara todaas las entidades pertenecientes a la escena.
        Cada una recibe el mismo evento sacado de windw.events para hacer
        algo con su controlador que quizas quiera algo más que las propiedades
        de la entidad.
        """

        for entity in chain.from_iterable(self.sprites):
            entity.on_update(event)
   
# [···]
   
    def loadmap(self, mapfilepath=None):
        """Carga el mapa de la respectiva escena.
       
        No es necesario reimplementar éste método.
        Todos los archivos de mapa a leer deben ser en
        formato tmx, del software Tiled Map Editor
        http://www.mapeditor.org/"""

        if mapfilepath:
            self.__tmxmapfile = common.settings.joinpaths(
                common.settings.getrootfolder(),
                "maps", mapfilepath)
            self.tmxmapdata = tmxloader.load_tmx(self.__tmxmapfile)
           
            heightlist = []
            widthlist = []
            tilesets = []
           
            logging.info("Cargando las baldosas del escenario...")
            # carga todas las baldosas del set de baldosas
            # basado en el código escrito por bitcraft, del proyecto
            # pytmx. Revisar el método load_images_pygame del archivo
            # pytmx/tmxloader.py. fragmento de código bajo LGPL 3.
            self.tmxmapdata.images = [0] * self.tmxmapdata.maxgid
           
            for firstgid, tile in sorted((tile.firstgid, tile) for tile in \
                                      self.tmxmapdata.tilesets):
                filename = os.path.basename(tile.source)
                tilesets.append(
                    media.loadimg("maps/tilesets/{0}".format(filename)))
               
                w, h = tilesets[-1].size
                widthlist.append(w)
                heightlist.append(h)
                tile_size = (tile.tilewidth, tile.tileheight)
                totalheight = sum(heightlist[1:], 0)
                real_gid = tile.firstgid - 1
               
                # FIXME: sfml no convierte los valores hexadecimales a valores
                # RGB de 0 a 255.
                # colorkey = None
                # if t.trans:
                #     colorkey = pygame.Color("#{0}".format(t.trans))
                tilewidth = tile.tilewidth + tile.spacing
                tileheight = tile.tileheight + tile.spacing
               
                # some tileset images may be slightly larger than the tile area
                # ie: may include a banner, copyright, ect.
                # this compensates for that
                width = ((int((w - tile.margin * 2) + tile.spacing) / tilewidth) \
                         * tilewidth) - tile.spacing
                height = ((int((h - tile.margin * 2) + tile.spacing) / tileheight) \
                          * tileheight) - tile.spacing
               
                # using product avoids the overhead of nested loops
                p = product(xrange(tile.margin, height+tile.margin, tileheight),
                            xrange(tile.margin, width+tile.margin, tilewidth))
               
                for (y, x) in p:
                    real_gid += 1
                    # Puede que el llamado a ese metodo devuelva una tupla
                    # Sólo Dios sabe porqué...
                    gids = self.tmxmapdata.mapGID(real_gid)
                    if gids == []: continue
                   
                    # Esta operacion puede ser algo lenta...
                    # creamos una textura (imagen en memoria de vídeo)
                    # a partir de una imagen cargada de acuerdo a ciertas
                    # coordenadas. En esté caso, "extraeremos" una baldosa
                    # del set de imágenes de baldosas del respectivo mapa.
                   
                    # se usan cuatro Vertexs, uno como cada esquina de un plano
                    # orden de coordenadas: X, Y
                    v1 = sfml.Vertex((0, 0), None, sfml.Vector2(
                            float(x), float(y + totalheight)))
                    v2 = sfml.Vertex((0, 0), None, sfml.Vector2(
                            v1.tex_coords.x + tile_size[0],
                            v1.tex_coords.y))
                    v3 = sfml.Vertex((0, 0), None, sfml.Vector2(
                            v1.tex_coords.x + tile_size[0],
                            v1.tex_coords.y + tile_size[1]))
                    v4 = sfml.Vertex((0, 0), None, sfml.Vector2(
                            v1.tex_coords.x,
                            v1.tex_coords.y + tile_size[1]))
                    quad = (v1, v2, v3, v4,)
                    logging.debug("Quad mapeado en: ({0}),"
                                  " ({1}), ({2}), ({3})".format(
                            v1.tex_coords, v2.tex_coords,
                            v3.tex_coords, v4.tex_coords))
                    # No tengo ni la menor idea sobre que hace esté bucle for
                    for gid, flag in gids:
                        logging.debug("gid: {0}, flag: {1}".format(gid, flag))
                        self.tmxmapdata.images[gid] = quad
                       
            # Unimos todos los tiles sets en una sola imagen
            ## creamos una imagen del tamaño adecuado
            widthlist.sort()
            logging.info("Creando imagen de {0}x{1}".format(widthlist[-1],
                                                            sum(heightlist)))
            alltilesimg = sfml.Image.create(widthlist[-1],
                                            sum(heightlist))
            previousimg = sfml.Rectangle(sfml.Vector2(0.0, 0.0),
                                         sfml.Vector2(0.0, 0.0))
            for tileset in tilesets:
                logging.debug("Bliteando imagen a una altura de {0}".format(
                        previousimg.height))
                alltilesimg.blit(tileset, (0, previousimg.height))
                previousimg.height += tileset.height
               
            # Finalmente, creamos la textura con todos los tilesets
            self.scenetileset = sfml.Texture.from_image(alltilesimg)
            # estos vertexarray llevaran los vertices visibles unicamente,
            # por capa.
            self.__vertexarraytodraw = [
                sfml.VertexArray(sfml.PrimitiveType.QUADS),] * len(
                self.tmxmapdata.tilelayers)
            # Agregamos una lista de listas vacias para colocar a los sprites
            # cada lista vacia representa una capa del scenario.            
            self.sprites = [[],] * len(self.tmxmapdata.tilelayers)
            # POSICONANDO LOS TILES #
            self.__posvertexs()
            # PREPARANDO SOLAMENTE LOS TILES VISIBLES #
            self.__refreshvisibletiles(self.scenemanager.window.view)
            logging.info("Carga de baldosas exitosa!")
        else:
            self.__tmxmapfile = None
            self.sprites = [[]]

    def __refreshvisibletiles(self, currentview):
        """ Revisa cuales baldoas son visibles para el jugador.

        Aunque este metodo sea llamado, la revision de baldosas se realizara
        unicamente si la diferencia entre el centro del view viejo y el view
        actual es mayor al ancho y alto de una baldosa (en los ejes positivos
        y negativos).
        """

        try:
            assert self.__oldviewcenter
        except AttributeError:
            # FIRST time!
            logging.debug("La propiedad '__oldviewcenter'"
                          " no existe, creandola...")
            self.__oldviewcenter = currentview.center
            self.__oldviewcenter += sfml.Vector2(1000.0, 1000.0)

        # obtenemos la diferencia entre los centros de cada view
        currentdiff = self.__oldviewcenter - currentview.center
           
        tileheight, tilewidth = (self.tmxmapdata.tileheight,
                                 self.tmxmapdata.tilewidth)
       
        if ((tilewidth <= currentdiff.x) or
            (-tilewidth >= currentdiff.x)) or ((tileheight <= currentdiff.y) or
                                               (-tileheight >= currentdiff.y)):
            logging.debug("El centro del view de Window"
                          " a cambiado, diferencia: {0}".format(currentdiff))
            # sencillamente limpiamos de vertexs cada vertexarray
            for vertexarray in self.__vertexarraytodraw:
                vertexarray.clear()
            # Sí se ha movido el centro de forma significativa!
            self.__oldviewcenter = currentview.center
            # Creamos un rectangulo que representa la zona visible del escenario
            rect = sfml.Rectangle(currentview.center - currentview.size / 2.0,
                                  currentview.size + sfml.Vector2(tilewidth,
                                                                  tileheight)
                                  )
           
            logging.debug("Recreando baldosas visibles...")
            for array, arrayindex, xarrayrange in self.__vertexarrayranges:
                for vertex in xarrayrange:
                    if (rect.contains(array[vertex].position) or
                        rect.contains(array[vertex + 1].position) or
                        rect.contains(array[vertex + 2].position) or
                        rect.contains(array[vertex + 3].position)):
                        # Esta baldosa existe!
                        self.__vertexarraytodraw[arrayindex].append(
                            array[vertex])
                        self.__vertexarraytodraw[arrayindex].append(
                            array[vertex + 1])
                        self.__vertexarraytodraw[arrayindex].append(
                            array[vertex + 2])
                        self.__vertexarraytodraw[arrayindex].append(
                            array[vertex + 3])
           
    def __posvertexs(self):
        """ Posiciona los vertices y los guarda en la lista de VertexArrays.

        Lo ideal es llamar a esta funcion una vez luego de cargado el mapa.
        Así tendremos posicionados todos los vertices dentro de sus vertexarrays
        """

        # Obtenemos el alto y ancho de las baldosas
        height, width = (self.tmxmapdata.tileheight,
                         self.tmxmapdata.tilewidth)
        tiles = product(
            xrange(len(self.tmxmapdata.tilelayers)),
            xrange(self.tmxmapdata.width),
            xrange(self.tmxmapdata.height - 1, -1, -1) \
                if self.tmxmapdata.orientation == "isometric"\
                else xrange(self.tmxmapdata.height))
       
        vertexarraylist = [
            sfml.VertexArray(sfml.PrimitiveType.QUADS),] * len(
            self.tmxmapdata.tilelayers)
       
        for layer, x, y in tiles:
            quad = self.tmxmapdata.getTileImage(x, y, layer)
            if quad:
                # Tenemos dos formas de dibujar la baldosa
                # si es ortografica, entonces se coloca de
                # la siguiente forma: (x * width, y * height)
                # Si es isometrica, entonces de la siguiente
                # forma: ((x * width / 2) + (y * width / 2),
                # (y * height / 2) - (x * height /2))

                # Desempacamos los Vertexs
                v1, v2, v3, v4 = quad
                if self.tmxmapdata.orientation == "isometric":
                    v1.position = sfml.Vector2(
                        float((x * width / 2) + (y * width / 2)),
                        float((y * height / 2) - (y * height / 2)))
                    v2.position = sfml.Vector2(
                        v1.position.x + width, v1.position.y)
                    v3.position = sfml.Vector2(
                        v1.position.x + width, v1.position.y + height)
                    v4.position = sfml.Vector2(
                        v1.position.x, v1.position.y + height)
                else:
                    v1.position = sfml.Vector2(
                        float(x * width), float(y * height))
                    v2.position = sfml.Vector2(v1.position.x + width,
                                               v1.position.y)
                    v3.position = sfml.Vector2(v1.position.x + width,
                                               v1.position.y + height)
                    v4.position = sfml.Vector2(v1.position.x,
                                               v1.position.y + height)

                vertexarraylist[layer].append(v1)
                vertexarraylist[layer].append(v2)
                vertexarraylist[layer].append(v3)
                vertexarraylist[layer].append(v4)

        # Generamos una comprension de lista, necesitaremos
        # una de estas porque van a ser accedida muchas veces
        # durante la visualizacion del escenario.
        self.__vertexarrayranges = [(array,
                                     vertexarraylist.index(array),
                                     xrange(0, len(array), 4))
                                    for array in
                                    vertexarraylist]

# [···]

    def draw(self, target, states):
        """ Dibuja el mapa del escenario.
       
        se usa el argumento *sprites para pasar grupos de sprites que deban
        ser dibujados en encontrar la capa sprite. Éste grupo de sprites
        deberá de tener un método on_draw que llamara al método on_draw
        de cada uno de los sprites dentro del grupo.
        """

        if self.__tmxmapfile:
            self.__refreshvisibletiles(self.scenemanager.window.view)
            states.texture = self.scenetileset
            drawables = chain.from_iterable(
                izip_longest(self.__vertexarraytodraw, self.sprites))
            for drawable in drawables:
                if isinstance(drawable, list):
                    drawable.sort(key=lambda entity: entity.sprite.position.y)
                    for entity in drawable:
                        sprite.on_draw()
                        target.draw(entity.sprite, states)
                elif isinstance(drawable, sfml.VertexArray):
                    target.draw(drawable, states)
        else:
            target.clear(sfml.Color.WHITE)
            self.sprites[-1].sort(key=lambda entity: entity.sprite.position.y)
            logging.debug("Dibujando {0} entidade(s)".format(
                    len(drawable)))
            for entity in self.sprites[-1]:
                entity.on_draw()
                target.draw(entity.sprite, states)

Thanks! :)

5
Hello! :)

Please watch the following graphic:


I'm trying to wrap my mind on the process of asserting if certain point is or not visible for the user according to any sf::View object(?). In other words, I can't thought on a way of differentiate point A from point B regarding on the issue of if one of them are visible or not for the player...

any thoughts or advices on this? :O
cheers! :)

6
Graphics / is a good idea to combine many sprite atlas in one at runtime?
« on: January 28, 2013, 07:28:03 am »
Hello! :D

I use Tiled to design my maps, so, sometimes I need to use more than one tileset. I was thinking on "paste" each tileset in one texture at loading of my scenery/map, Is It a good idea?

cheers!

7
Python / [SOLVED] VertexArray & Vertex's tilemap nightmare
« on: January 19, 2013, 03:11:49 am »
Hello, hello! :D

I had a great progress on my framework, now, I have animated sprites :'D. BUT, I'm experiencing a lot of lag :-/ :(



A LOT! xd. I thought that was the tilemap drawing's fault, even if I'm drawing black squares on the screen (have to implement something to draw a color if no tmx file is passed), 10x10 pixels size in 80x60 tiles. Anyway, I want to use VertexArrays and Vertexs.

BOY! I don't have any idea at all about using VertexArrays to draw tilemaps, I was reading C++ and C# code but is like reading this:
Code: [Select]
使用系统;
使用SFML.Graphics;
使用SFML.Window;
使用测试;

命名空间SFML.Utils
{
    公共的委托无效TileProvider(X,Y,诠释层,出彩的颜色,出IntRect REC);
    MapRenderer:可绘制对象类
    {
        私人只读持股量TileSize;
        公共只读整型层;

        私人诠释的高度;
        私人诠释宽度;

        私人Vector2i偏移;
        私人顶点顶点;

        提供私人TileProvider;
        私人纹理质感;

        ,公共MapRenderer(纹理质地,TileProvider供应商,持股量tileSize=16,智力层=1)
        {
            (供应商== NULL | |层<= 0)抛出新的ArgumentException();
            this.provider供应商;

            TileSize tileSize;
            层=层;

            顶点=新的顶点[0];
            this.texture质感;

        }

        公共无效刷新()
        {
            RefreshLocal(0,0,宽度,高度);
        }

        私人无效RefreshLocal(左,诠释顶部,诠释的权利,诠释底部)
        {
            (VAR Y =顶部<底部,Y++)
                (VAR所述=左,X权; X ++)
                {
                    刷新(X + offset.X,Y+ offset.Y);
                }
        }

xD
anyway, get the idea, I don't understand ANYTHING! even that I can read C++ code. My question is:

How should I use VertexArray and Vertexs in order to draw tiles? because something that is confusing for me is the choosing a color for the Vertex. What's the idea of using that? Why you don't use a reference to a texture instead? Should I inherit from Drawable class and use the VertexArray and Vertex as an attributes?

I also like the idea of drawing only the vertex that the user sees (what he sees through sfml.View) but I don't know how to proceed, so, maybe a lay explication/mentoring might be helpful (once you understand how to use Vertex) for this.

cheers!

8
Python / [SOLVED] sfml.Sprite inheritance nightmare
« on: January 16, 2013, 01:42:59 am »
import sfml

class BaseSprite(sfml.Sprite):
    def __init__(self, texture, arg1, arg2, arg3, rectangle=None):
        super(sfml.Sprite, self).__init__(texture, rectangle)
        self.__arg1 = arg1
        self.__arg2 = arg2
        self.__arg3 = arg3
    # ...
       
# Later, in other file...
import sfml
import media
from spritefactory import BaseSprite
from scenefactory import BaseScene

class Testsprite(BaseSprite):
    # second time inheritance
    def __init__(self, texture, arg1, arg2, arg3, rectangle=None):
        BaseSprite.__init__(texture, arg1, arg2, arg3, rectangle)
        self.setsomething(0)
       
class Scenetest(BaseScene):
    def __init__(self, scenemanager):
        BaseScene.__init__(self, scenemanager)
        self.loadmap("some/map.tmx")
        self.spritetexture = media.loadimg("some/sprite/sheet.png", False) # returns a Texture not an Image
        self.__sprite = {"mai": Test(self.spritetexture, 0, 1, 3)}
        # a bunch of code...
 

Hello! The code above is a less-detailed version of my actual source code. I'm having a nightmare trying to inheritance BaseSprite one more time. When I run the app, an awkward error shows up.

Traceback (most recent call last):
  File "main.py", line 8, in <module>
    escena = escena_2.Maitest(director)
  File "/home/jorge/coders/desarrollo/thomas-aquinas/scenes/escena_2.py", line 22, in __init__
    "sprites/others/Mai Shiranui "
  File "graphics.pyx", line 1365, in sfml.graphics.Sprite.__cinit__ (src/sfml/graphics.cpp:23985)
TypeError: __cinit__() takes at most 2 positional arguments (4 given)
 

and if I tend to pass just one argument (i.e: the texture for the sprite) the exception change just a little:

Traceback (most recent call last):
  File "main.py", line 8, in <module>
    escena = escena_2.Maitest(director)
  File "/home/jorge/coders/desarrollo/thomas-aquinas/scenes/escena_2.py", line 21, in __init__
    self.__sprite = {"mai": Mai(self.maitext)}#, 0, self.scenemanager.window,
TypeError: __init__() takes exactly 5 arguments (2 given)

and if I don't pass any arguments at all, it changes again:

Traceback (most recent call last):
  File "main.py", line 8, in <module>
    escena = escena_2.Maitest(director)
  File "/home/jorge/coders/desarrollo/thomas-aquinas/scenes/escena_2.py", line 21, in __init__
    self.__sprite = {"mai": Mai()}#self.maitext), 0, self.scenemanager.window,
  File "graphics.pyx", line 1365, in sfml.graphics.Sprite.__cinit__ (src/sfml/graphics.cpp:23985)
TypeError: __cinit__() takes at least 1 positional argument (0 given)

For God's sake, somebody help me!! D':

cheers! :)

9
Python / [SOLVED] How do I Inheritance from sfml.TransformableDrawable??
« on: December 29, 2012, 12:39:02 am »
I'm trying to write a class that Inheritance from  sfml.TransformableDrawable, however, I don't have clear at all how to use the draw method. However, I got a Segmentation Fault and an TypeError exception:

class Tile(sfml.TransformableDrawable):
    def __init__(self, image):
        sfml.TransformableDrawable.__init__(self)
        if isinstance(image, sfml.Texture):
            self.texture = image
        else:
            raise TATileImageException, ("Se esperaba un objeto del tipo "
                                         "sfml.Texture"
                                         " recibido {0}".format(type(image)))

    def draw(self, target, states):
        # states.transform = self.transform #<--- Segmentation Fault :@
        states.texture = self.texture
        target.draw(self.texture, states) #<--- TypeError: Argument 'drawable' has incorrect type (expected sfml.graphics.Drawable, got sfml.graphics.Texture)

Any help to make this class works?

10
Python / [Solved] Text doesn't show up (pysfml-cython)
« on: April 24, 2012, 04:54:52 am »
Hello! :D

I finally can build PySFML :), so, I started playing with it, but Oh Lord!, I can't make appears a simple text in the game window, here is the code:
Code: [Select]
#!/usr/bin/python2
#-*- coding: utf-8 -*-

import sfml

window = sfml.RenderWindow(sfml.VideoMode(640, 480),
                           "Dibujando una imagen en SFML")
window.framerate_limit = 60
running = True
texture = sfml.Texture.load_from_file("mog.png")
sprite = sfml.Sprite(texture)
letra = sfml.Font()
print letra.DEFAULT_FONT
texto = sfml.Text("Hola mundo!", letra, 50)
texto.color = sfml.Color.BLACK
print texto.string

while running:
    for event in window.iter_events():
        if event.type == sfml.Event.CLOSED:
            running = False
        if event.type == sfml.Event.KEY_PRESSED:
            if sfml.Keyboard.is_key_pressed(sfml.Keyboard.W):
                sprite.y -= 10
            if sfml.Keyboard.is_key_pressed(sfml.Keyboard.S):
                sprite.y += 10
            if sfml.Keyboard.is_key_pressed(sfml.Keyboard.A):
                sprite.x -= 10
            if sfml.Keyboard.is_key_pressed(sfml.Keyboard.D):
                sprite.x += 10

    window.clear(sfml.Color.WHITE)
    window.draw(sprite)
    window.draw(texto)
    window.display()

window.close()

what I'm doing wrong?

11
Python / PySFML 2?
« on: January 05, 2012, 09:29:41 pm »
hello, I'm wondering if will be released the Python bindings for SFML 2.

cheers! :)

12
Hello, I'm new here and I have a problem (like everyone else :) ) while I tried to compile PySFML for Python2. I'm in Parabola GNU/Linux and I installed the package sfml-1.99git and csfml-199git (C bindings) for my 64bits distribution right from my respository.

I must say, Cython's PySFML have a huge API incompatibility :-/ since I compiled it from AUR.

So, I downloaded PySFML1-6 source and I did python setup.py build and I get this error:

Code: [Select]
jorge@Abril:~/coders/utilidades/SFML-1.6/python$ python setup.py build
running build
running build_py
running build_ext
building 'PySFML.sf' extension
gcc -pthread -fno-strict-aliasing -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -I../include -I/usr/include/python2.7 -c src/Clock.cpp -o build/temp.linux-x86_64-2.7/src/Clock.o
gcc -pthread -fno-strict-aliasing -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -I../include -I/usr/include/python2.7 -c src/Color.cpp -o build/temp.linux-x86_64-2.7/src/Color.o
gcc -pthread -fno-strict-aliasing -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -DNDEBUG -march=x86-64 -mtune=generic -O2 -pipe -fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2 -fPIC -I../include -I/usr/include/python2.7 -c src/Drawable.cpp -o build/temp.linux-x86_64-2.7/src/Drawable.o
src/Drawable.cpp: En la función ‘PyObject* PySfDrawable_new(PyTypeObject*, PyObject*, PyObject*)’:
src/Drawable.cpp:60:34: error: no se puede asignar un objeto de tipo abstracto ‘CustomDrawable’
src/Drawable.hpp:35:7: nota:   porque las siguientes funciones virtual son pure dentro de ‘CustomDrawable’:
/usr/include/SFML/Graphics/Drawable.hpp:498:18: nota: virtual void sf::Drawable::Render(sf::RenderTarget&, sf::Renderer&) const
src/Drawable.cpp: En la función ‘PyObject* PySfDrawable_SetCenter(PySfDrawable*, PyObject*)’:
src/Drawable.cpp:116:13: error: ‘class CustomDrawable’ no tiene un miembro llamado ‘SetCenter’
src/Drawable.cpp: En la función ‘PyObject* PySfDrawable_GetCenter(PySfDrawable*)’:
src/Drawable.cpp:122:33: error: ‘class CustomDrawable’ no tiene un miembro llamado ‘GetCenter’
error: command 'gcc' failed with exit status 1
jorge@Abril:~/coders/utilidades/SFML-1.6/python$
(Is in spanish because I cant remember how to switch the output to english directly from GNU bash)

if you want to know which files the two SFML packages provides, here is:
Code: [Select]
jorge@Abril:~/coders/utilidades/SFML-1.6/python$ sudo pacman -Ql sfml
sfml /usr/
sfml /usr/include/
sfml /usr/include/SFML/
sfml /usr/include/SFML/Audio.hpp
sfml /usr/include/SFML/Audio/
sfml /usr/include/SFML/Audio/Listener.hpp
sfml /usr/include/SFML/Audio/Music.hpp
sfml /usr/include/SFML/Audio/Sound.hpp
sfml /usr/include/SFML/Audio/SoundBuffer.hpp
sfml /usr/include/SFML/Audio/SoundBufferRecorder.hpp
sfml /usr/include/SFML/Audio/SoundRecorder.hpp
sfml /usr/include/SFML/Audio/SoundSource.hpp
sfml /usr/include/SFML/Audio/SoundStream.hpp
sfml /usr/include/SFML/Config.hpp
sfml /usr/include/SFML/Graphics.hpp
sfml /usr/include/SFML/Graphics/
sfml /usr/include/SFML/Graphics/Color.hpp
sfml /usr/include/SFML/Graphics/Drawable.hpp
sfml /usr/include/SFML/Graphics/Font.hpp
sfml /usr/include/SFML/Graphics/Glyph.hpp
sfml /usr/include/SFML/Graphics/Image.hpp
sfml /usr/include/SFML/Graphics/Matrix3.hpp
sfml /usr/include/SFML/Graphics/Matrix3.inl
sfml /usr/include/SFML/Graphics/Rect.hpp
sfml /usr/include/SFML/Graphics/Rect.inl
sfml /usr/include/SFML/Graphics/RenderTarget.hpp
sfml /usr/include/SFML/Graphics/RenderTexture.hpp
sfml /usr/include/SFML/Graphics/RenderWindow.hpp
sfml /usr/include/SFML/Graphics/Renderer.hpp
sfml /usr/include/SFML/Graphics/Shader.hpp
sfml /usr/include/SFML/Graphics/Shape.hpp
sfml /usr/include/SFML/Graphics/Sprite.hpp
sfml /usr/include/SFML/Graphics/Text.hpp
sfml /usr/include/SFML/Graphics/Texture.hpp
sfml /usr/include/SFML/Graphics/View.hpp
sfml /usr/include/SFML/Network.hpp
sfml /usr/include/SFML/Network/
sfml /usr/include/SFML/Network/Ftp.hpp
sfml /usr/include/SFML/Network/Http.hpp
sfml /usr/include/SFML/Network/IpAddress.hpp
sfml /usr/include/SFML/Network/Packet.hpp
sfml /usr/include/SFML/Network/Socket.hpp
sfml /usr/include/SFML/Network/SocketHandle.hpp
sfml /usr/include/SFML/Network/SocketSelector.hpp
sfml /usr/include/SFML/Network/TcpListener.hpp
sfml /usr/include/SFML/Network/TcpSocket.hpp
sfml /usr/include/SFML/Network/UdpSocket.hpp
sfml /usr/include/SFML/OpenGL.hpp
sfml /usr/include/SFML/System.hpp
sfml /usr/include/SFML/System/
sfml /usr/include/SFML/System/Clock.hpp
sfml /usr/include/SFML/System/Err.hpp
sfml /usr/include/SFML/System/InputStream.hpp
sfml /usr/include/SFML/System/Lock.hpp
sfml /usr/include/SFML/System/Mutex.hpp
sfml /usr/include/SFML/System/NonCopyable.hpp
sfml /usr/include/SFML/System/Resource.hpp
sfml /usr/include/SFML/System/Resource.inl
sfml /usr/include/SFML/System/ResourcePtr.inl
sfml /usr/include/SFML/System/Sleep.hpp
sfml /usr/include/SFML/System/String.hpp
sfml /usr/include/SFML/System/Thread.hpp
sfml /usr/include/SFML/System/Thread.inl
sfml /usr/include/SFML/System/ThreadLocal.hpp
sfml /usr/include/SFML/System/ThreadLocalPtr.hpp
sfml /usr/include/SFML/System/ThreadLocalPtr.inl
sfml /usr/include/SFML/System/Utf.hpp
sfml /usr/include/SFML/System/Utf.inl
sfml /usr/include/SFML/System/Vector2.hpp
sfml /usr/include/SFML/System/Vector2.inl
sfml /usr/include/SFML/System/Vector3.hpp
sfml /usr/include/SFML/System/Vector3.inl
sfml /usr/include/SFML/Window.hpp
sfml /usr/include/SFML/Window/
sfml /usr/include/SFML/Window/Context.hpp
sfml /usr/include/SFML/Window/ContextSettings.hpp
sfml /usr/include/SFML/Window/Event.hpp
sfml /usr/include/SFML/Window/GlResource.hpp
sfml /usr/include/SFML/Window/Joystick.hpp
sfml /usr/include/SFML/Window/Keyboard.hpp
sfml /usr/include/SFML/Window/Mouse.hpp
sfml /usr/include/SFML/Window/VideoMode.hpp
sfml /usr/include/SFML/Window/Window.hpp
sfml /usr/include/SFML/Window/WindowHandle.hpp
sfml /usr/include/SFML/Window/WindowStyle.hpp
sfml /usr/lib/
sfml /usr/lib/libsfml-audio.so
sfml /usr/lib/libsfml-audio.so.2
sfml /usr/lib/libsfml-audio.so.2.0
sfml /usr/lib/libsfml-graphics.so
sfml /usr/lib/libsfml-graphics.so.2
sfml /usr/lib/libsfml-graphics.so.2.0
sfml /usr/lib/libsfml-network.so
sfml /usr/lib/libsfml-network.so.2
sfml /usr/lib/libsfml-network.so.2.0
sfml /usr/lib/libsfml-system.so
sfml /usr/lib/libsfml-system.so.2
sfml /usr/lib/libsfml-system.so.2.0
sfml /usr/lib/libsfml-window.so
sfml /usr/lib/libsfml-window.so.2
sfml /usr/lib/libsfml-window.so.2.0
sfml /usr/share/
sfml /usr/share/SFML/
sfml /usr/share/SFML/doc/
sfml /usr/share/SFML/doc/html/
sfml /usr/share/SFML/doc/html/Audio_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Clock_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Color_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Config_8hpp_source.htm
sfml /usr/share/SFML/doc/html/ContextSettings_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Context_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Drawable_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Err_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Event_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Font_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Ftp_8hpp_source.htm
sfml /usr/share/SFML/doc/html/GlResource_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Glyph_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Graphics_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Http_8hpp_source.htm
sfml /usr/share/SFML/doc/html/Image_8hpp_source.htm
sfml /usr/share/SFML/doc/html/InputStream_8hpp_source.htm
sfml /usr/share/SFML/doc/html/IpAddress_8hpp_source.htm
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sfml /usr/share/SFML/doc/html/group__window.htm
sfml /usr/share/SFML/doc/html/hierarchy.htm
sfml /usr/share/SFML/doc/html/index.htm
sfml /usr/share/SFML/doc/html/jquery.js
sfml /usr/share/SFML/doc/html/logo-bg.jpg
sfml /usr/share/SFML/doc/html/logo.jpg
sfml /usr/share/SFML/doc/html/mainpage_8hpp_source.htm
sfml /usr/share/SFML/doc/html/modules.htm
sfml /usr/share/SFML/doc/html/nav_f.png
sfml /usr/share/SFML/doc/html/nav_h.png
sfml /usr/share/SFML/doc/html/open.png
sfml /usr/share/SFML/doc/html/structsf_1_1ContextSettings.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickButtonEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickButtonEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickConnectEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickConnectEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickMoveEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1JoystickMoveEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1KeyEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1KeyEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseButtonEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseButtonEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseMoveEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseMoveEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseWheelEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1MouseWheelEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1SizeEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1SizeEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1TextEvent-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1Event_1_1TextEvent.htm
sfml /usr/share/SFML/doc/html/structsf_1_1SoundStream_1_1Chunk-members.htm
sfml /usr/share/SFML/doc/html/structsf_1_1SoundStream_1_1Chunk.htm
sfml /usr/share/SFML/doc/html/tab_a.png
sfml /usr/share/SFML/doc/html/tab_b.png
sfml /usr/share/SFML/doc/html/tab_h.png
sfml /usr/share/SFML/doc/html/tab_s.png
sfml /usr/share/SFML/doc/html/tabs.css
sfml /usr/share/SFML/examples/
sfml /usr/share/SFML/examples/X11/
sfml /usr/share/SFML/examples/X11/X11
sfml /usr/share/SFML/examples/ftp/
sfml /usr/share/SFML/examples/ftp/ftp
sfml /usr/share/SFML/examples/opengl/
sfml /usr/share/SFML/examples/opengl/opengl
sfml /usr/share/SFML/examples/opengl/resources/
sfml /usr/share/SFML/examples/opengl/resources/background.jpg
sfml /usr/share/SFML/examples/opengl/resources/texture.jpg
sfml /usr/share/SFML/examples/pong/
sfml /usr/share/SFML/examples/pong/pong
sfml /usr/share/SFML/examples/pong/resources/
sfml /usr/share/SFML/examples/pong/resources/background.jpg
sfml /usr/share/SFML/examples/pong/resources/ball.png
sfml /usr/share/SFML/examples/pong/resources/ball.wav
sfml /usr/share/SFML/examples/pong/resources/paddle_left.png
sfml /usr/share/SFML/examples/pong/resources/paddle_right.png
sfml /usr/share/SFML/examples/pong/resources/sansation.ttf
sfml /usr/share/SFML/examples/shader/
sfml /usr/share/SFML/examples/shader/resources/
sfml /usr/share/SFML/examples/shader/resources/background.jpg
sfml /usr/share/SFML/examples/shader/resources/blur.sfx
sfml /usr/share/SFML/examples/shader/resources/colorize.sfx
sfml /usr/share/SFML/examples/shader/resources/edge.sfx
sfml /usr/share/SFML/examples/shader/resources/fisheye.sfx
sfml /usr/share/SFML/examples/shader/resources/nothing.sfx
sfml /usr/share/SFML/examples/shader/resources/pixelate.sfx
sfml /usr/share/SFML/examples/shader/resources/sansation.ttf
sfml /usr/share/SFML/examples/shader/resources/sprite.png
sfml /usr/share/SFML/examples/shader/resources/wave.jpg
sfml /usr/share/SFML/examples/shader/resources/wave.sfx
sfml /usr/share/SFML/examples/shader/shader
sfml /usr/share/SFML/examples/sockets/
sfml /usr/share/SFML/examples/sockets/sockets
sfml /usr/share/SFML/examples/sound-capture/
sfml /usr/share/SFML/examples/sound-capture/sound-capture
sfml /usr/share/SFML/examples/sound/
sfml /usr/share/SFML/examples/sound/resources/
sfml /usr/share/SFML/examples/sound/resources/canary.wav
sfml /usr/share/SFML/examples/sound/resources/orchestral.ogg
sfml /usr/share/SFML/examples/sound/sound
sfml /usr/share/SFML/examples/voip/
sfml /usr/share/SFML/examples/voip/voip
sfml /usr/share/SFML/examples/window/
sfml /usr/share/SFML/examples/window/window
sfml /usr/share/SFML/license.txt
sfml /usr/share/cmake-2.8/
sfml /usr/share/cmake-2.8/Modules/
sfml /usr/share/cmake-2.8/Modules/FindSFML.cmake
sfml /usr/share/licenses/
sfml /usr/share/licenses/sfml/
sfml /usr/share/licenses/sfml/LICENSE
...and...
Code: [Select]
jorge@Abril:~/coders/utilidades/SFML-1.6/python$ sudo pacman -Ql csfml
csfml /usr/
csfml /usr/include/
csfml /usr/include/SFML/
csfml /usr/include/SFML/Audio.h
csfml /usr/include/SFML/Audio/
csfml /usr/include/SFML/Audio/Listener.h
csfml /usr/include/SFML/Audio/Music.h
csfml /usr/include/SFML/Audio/Sound.h
csfml /usr/include/SFML/Audio/SoundBuffer.h
csfml /usr/include/SFML/Audio/SoundBufferRecorder.h
csfml /usr/include/SFML/Audio/SoundRecorder.h
csfml /usr/include/SFML/Audio/SoundStatus.h
csfml /usr/include/SFML/Audio/SoundStream.h
csfml /usr/include/SFML/Audio/Types.h
csfml /usr/include/SFML/Config.h
csfml /usr/include/SFML/Graphics.h
csfml /usr/include/SFML/Graphics/
csfml /usr/include/SFML/Graphics/BlendMode.h
csfml /usr/include/SFML/Graphics/Color.h
csfml /usr/include/SFML/Graphics/Font.h
csfml /usr/include/SFML/Graphics/Glyph.h
csfml /usr/include/SFML/Graphics/Image.h
csfml /usr/include/SFML/Graphics/Rect.h
csfml /usr/include/SFML/Graphics/RenderTexture.h
csfml /usr/include/SFML/Graphics/RenderWindow.h
csfml /usr/include/SFML/Graphics/Shader.h
csfml /usr/include/SFML/Graphics/Shape.h
csfml /usr/include/SFML/Graphics/Sprite.h
csfml /usr/include/SFML/Graphics/Text.h
csfml /usr/include/SFML/Graphics/Texture.h
csfml /usr/include/SFML/Graphics/Types.h
csfml /usr/include/SFML/Graphics/View.h
csfml /usr/include/SFML/Network.h
csfml /usr/include/SFML/Network/
csfml /usr/include/SFML/Network/Ftp.h
csfml /usr/include/SFML/Network/Http.h
csfml /usr/include/SFML/Network/IpAddress.h
csfml /usr/include/SFML/Network/Packet.h
csfml /usr/include/SFML/Network/SocketSelector.h
csfml /usr/include/SFML/Network/SocketStatus.h
csfml /usr/include/SFML/Network/TcpListener.h
csfml /usr/include/SFML/Network/TcpSocket.h
csfml /usr/include/SFML/Network/Types.h
csfml /usr/include/SFML/Network/UdpSocket.h
csfml /usr/include/SFML/OpenGL.h
csfml /usr/include/SFML/System.h
csfml /usr/include/SFML/System/
csfml /usr/include/SFML/System/Clock.h
csfml /usr/include/SFML/System/InputStream.h
csfml /usr/include/SFML/System/Mutex.h
csfml /usr/include/SFML/System/Sleep.h
csfml /usr/include/SFML/System/Thread.h
csfml /usr/include/SFML/System/Types.h
csfml /usr/include/SFML/Window.h
csfml /usr/include/SFML/Window/
csfml /usr/include/SFML/Window/Context.h
csfml /usr/include/SFML/Window/Event.h
csfml /usr/include/SFML/Window/Joystick.h
csfml /usr/include/SFML/Window/Keyboard.h
csfml /usr/include/SFML/Window/Mouse.h
csfml /usr/include/SFML/Window/Types.h
csfml /usr/include/SFML/Window/VideoMode.h
csfml /usr/include/SFML/Window/Window.h
csfml /usr/include/SFML/Window/WindowHandle.h
csfml /usr/lib/
csfml /usr/lib/libcsfml-audio.so
csfml /usr/lib/libcsfml-audio.so.2
csfml /usr/lib/libcsfml-audio.so.2.0
csfml /usr/lib/libcsfml-graphics.so
csfml /usr/lib/libcsfml-graphics.so.2
csfml /usr/lib/libcsfml-graphics.so.2.0
csfml /usr/lib/libcsfml-network.so
csfml /usr/lib/libcsfml-network.so.2
csfml /usr/lib/libcsfml-network.so.2.0
csfml /usr/lib/libcsfml-system.so
csfml /usr/lib/libcsfml-system.so.2
csfml /usr/lib/libcsfml-system.so.2.0
csfml /usr/lib/libcsfml-window.so
csfml /usr/lib/libcsfml-window.so.2
csfml /usr/lib/libcsfml-window.so.2.0
csfml /usr/share/
csfml /usr/share/CSFML/
csfml /usr/share/CSFML/doc/
csfml /usr/share/CSFML/doc/html/
csfml /usr/share/CSFML/doc/html/Audio_2Types_8h.htm
csfml /usr/share/CSFML/doc/html/Audio_2Types_8h_source.htm
csfml /usr/share/CSFML/doc/html/Audio_8h.htm
csfml /usr/share/CSFML/doc/html/Audio_8h_source.htm
csfml /usr/share/CSFML/doc/html/BlendMode_8h.htm
csfml /usr/share/CSFML/doc/html/BlendMode_8h_source.htm
csfml /usr/share/CSFML/doc/html/Clock_8h.htm
csfml /usr/share/CSFML/doc/html/Clock_8h_source.htm
csfml /usr/share/CSFML/doc/html/Color_8h.htm
csfml /usr/share/CSFML/doc/html/Color_8h_source.htm
csfml /usr/share/CSFML/doc/html/Config_8h.htm
csfml /usr/share/CSFML/doc/html/Config_8h_source.htm
csfml /usr/share/CSFML/doc/html/Context_8h.htm
csfml /usr/share/CSFML/doc/html/Context_8h_source.htm
csfml /usr/share/CSFML/doc/html/Event_8h.htm
csfml /usr/share/CSFML/doc/html/Event_8h_source.htm
csfml /usr/share/CSFML/doc/html/Font_8h.htm
csfml /usr/share/CSFML/doc/html/Font_8h_source.htm
csfml /usr/share/CSFML/doc/html/Ftp_8h.htm
csfml /usr/share/CSFML/doc/html/Ftp_8h_source.htm
csfml /usr/share/CSFML/doc/html/Glyph_8h.htm
csfml /usr/share/CSFML/doc/html/Glyph_8h_source.htm
csfml /usr/share/CSFML/doc/html/Graphics_2Types_8h.htm
csfml /usr/share/CSFML/doc/html/Graphics_2Types_8h_source.htm
csfml /usr/share/CSFML/doc/html/Graphics_8h.htm
csfml /usr/share/CSFML/doc/html/Graphics_8h_source.htm
csfml /usr/share/CSFML/doc/html/Http_8h.htm
csfml /usr/share/CSFML/doc/html/Http_8h_source.htm
csfml /usr/share/CSFML/doc/html/Image_8h.htm
csfml /usr/share/CSFML/doc/html/Image_8h_source.htm
csfml /usr/share/CSFML/doc/html/InputStream_8h.htm
csfml /usr/share/CSFML/doc/html/InputStream_8h_source.htm
csfml /usr/share/CSFML/doc/html/IpAddress_8h.htm
csfml /usr/share/CSFML/doc/html/IpAddress_8h_source.htm
csfml /usr/share/CSFML/doc/html/Joystick_8h.htm
csfml /usr/share/CSFML/doc/html/Joystick_8h_source.htm
csfml /usr/share/CSFML/doc/html/Keyboard_8h.htm
csfml /usr/share/CSFML/doc/html/Keyboard_8h_source.htm
csfml /usr/share/CSFML/doc/html/Listener_8h.htm
csfml /usr/share/CSFML/doc/html/Listener_8h_source.htm
csfml /usr/share/CSFML/doc/html/Mouse_8h.htm
csfml /usr/share/CSFML/doc/html/Mouse_8h_source.htm
csfml /usr/share/CSFML/doc/html/Music_8h.htm
csfml /usr/share/CSFML/doc/html/Music_8h_source.htm
csfml /usr/share/CSFML/doc/html/Mutex_8h.htm
csfml /usr/share/CSFML/doc/html/Mutex_8h_source.htm
csfml /usr/share/CSFML/doc/html/Network_2Types_8h.htm
csfml /usr/share/CSFML/doc/html/Network_2Types_8h_source.htm
csfml /usr/share/CSFML/doc/html/Network_8h.htm
csfml /usr/share/CSFML/doc/html/Network_8h_source.htm
csfml /usr/share/CSFML/doc/html/OpenGL_8h.htm
csfml /usr/share/CSFML/doc/html/OpenGL_8h_source.htm
csfml /usr/share/CSFML/doc/html/Packet_8h.htm
csfml /usr/share/CSFML/doc/html/Packet_8h_source.htm
csfml /usr/share/CSFML/doc/html/Rect_8h.htm
csfml /usr/share/CSFML/doc/html/Rect_8h_source.htm
csfml /usr/share/CSFML/doc/html/RenderTexture_8h.htm
csfml /usr/share/CSFML/doc/html/RenderTexture_8h_source.htm
csfml /usr/share/CSFML/doc/html/RenderWindow_8h.htm
csfml /usr/share/CSFML/doc/html/RenderWindow_8h_source.htm
csfml /usr/share/CSFML/doc/html/Shader_8h.htm
csfml /usr/share/CSFML/doc/html/Shader_8h_source.htm
csfml /usr/share/CSFML/doc/html/Shape_8h.htm
csfml /usr/share/CSFML/doc/html/Shape_8h_source.htm
csfml /usr/share/CSFML/doc/html/Sleep_8h.htm
csfml /usr/share/CSFML/doc/html/Sleep_8h_source.htm
csfml /usr/share/CSFML/doc/html/SocketSelector_8h.htm
csfml /usr/share/CSFML/doc/html/SocketSelector_8h_source.htm
csfml /usr/share/CSFML/doc/html/SocketStatus_8h.htm
csfml /usr/share/CSFML/doc/html/SocketStatus_8h_source.htm
csfml /usr/share/CSFML/doc/html/SoundBufferRecorder_8h.htm
csfml /usr/share/CSFML/doc/html/SoundBufferRecorder_8h_source.htm
csfml /usr/share/CSFML/doc/html/SoundBuffer_8h.htm
csfml /usr/share/CSFML/doc/html/SoundBuffer_8h_source.htm
csfml /usr/share/CSFML/doc/html/SoundRecorder_8h.htm
csfml /usr/share/CSFML/doc/html/SoundRecorder_8h_source.htm
csfml /usr/share/CSFML/doc/html/SoundStatus_8h.htm
csfml /usr/share/CSFML/doc/html/SoundStatus_8h_source.htm
csfml /usr/share/CSFML/doc/html/SoundStream_8h.htm
csfml /usr/share/CSFML/doc/html/SoundStream_8h_source.htm
csfml /usr/share/CSFML/doc/html/Sound_8h.htm
csfml /usr/share/CSFML/doc/html/Sound_8h_source.htm
csfml /usr/share/CSFML/doc/html/Sprite_8h.htm
csfml /usr/share/CSFML/doc/html/Sprite_8h_source.htm
csfml /usr/share/CSFML/doc/html/System_2Types_8h.htm
csfml /usr/share/CSFML/doc/html/System_2Types_8h_source.htm
csfml /usr/share/CSFML/doc/html/System_8h.htm
csfml /usr/share/CSFML/doc/html/System_8h_source.htm
csfml /usr/share/CSFML/doc/html/TcpListener_8h.htm
csfml /usr/share/CSFML/doc/html/TcpListener_8h_source.htm
csfml /usr/share/CSFML/doc/html/TcpSocket_8h.htm
csfml /usr/share/CSFML/doc/html/TcpSocket_8h_source.htm
csfml /usr/share/CSFML/doc/html/Text_8h.htm
csfml /usr/share/CSFML/doc/html/Text_8h_source.htm
csfml /usr/share/CSFML/doc/html/Texture_8h.htm
csfml /usr/share/CSFML/doc/html/Texture_8h_source.htm
csfml /usr/share/CSFML/doc/html/Thread_8h.htm
csfml /usr/share/CSFML/doc/html/Thread_8h_source.htm
csfml /usr/share/CSFML/doc/html/UdpSocket_8h.htm
csfml /usr/share/CSFML/doc/html/UdpSocket_8h_source.htm
csfml /usr/share/CSFML/doc/html/VideoMode_8h.htm
csfml /usr/share/CSFML/doc/html/VideoMode_8h_source.htm
csfml /usr/share/CSFML/doc/html/View_8h.htm
csfml /usr/share/CSFML/doc/html/View_8h_source.htm
csfml /usr/share/CSFML/doc/html/WindowHandle_8h.htm
csfml /usr/share/CSFML/doc/html/WindowHandle_8h_source.htm
csfml /usr/share/CSFML/doc/html/Window_2Types_8h.htm
csfml /usr/share/CSFML/doc/html/Window_2Types_8h_source.htm
csfml /usr/share/CSFML/doc/html/Window_2Window_8h.htm
csfml /usr/share/CSFML/doc/html/Window_2Window_8h_source.htm
csfml /usr/share/CSFML/doc/html/Window_8h.htm
csfml /usr/share/CSFML/doc/html/Window_8h_source.htm
csfml /usr/share/CSFML/doc/html/annotated.htm
csfml /usr/share/CSFML/doc/html/bc_s.png
csfml /usr/share/CSFML/doc/html/classes.htm
csfml /usr/share/CSFML/doc/html/closed.png
csfml /usr/share/CSFML/doc/html/doxygen.css
csfml /usr/share/CSFML/doc/html/doxygen.png
csfml /usr/share/CSFML/doc/html/files.htm
csfml /usr/share/CSFML/doc/html/functions.htm
csfml /usr/share/CSFML/doc/html/functions_vars.htm
csfml /usr/share/CSFML/doc/html/globals.htm
csfml /usr/share/CSFML/doc/html/globals_0x73.htm
csfml /usr/share/CSFML/doc/html/globals_defs.htm
csfml /usr/share/CSFML/doc/html/globals_enum.htm
csfml /usr/share/CSFML/doc/html/globals_eval.htm
csfml /usr/share/CSFML/doc/html/globals_func.htm
csfml /usr/share/CSFML/doc/html/globals_type.htm
csfml /usr/share/CSFML/doc/html/globals_vars.htm
csfml /usr/share/CSFML/doc/html/index.htm
csfml /usr/share/CSFML/doc/html/jquery.js
csfml /usr/share/CSFML/doc/html/logo-bg.jpg
csfml /usr/share/CSFML/doc/html/logo.jpg
csfml /usr/share/CSFML/doc/html/mainpage_8hpp.htm
csfml /usr/share/CSFML/doc/html/mainpage_8hpp_source.htm
csfml /usr/share/CSFML/doc/html/nav_f.png
csfml /usr/share/CSFML/doc/html/nav_h.png
csfml /usr/share/CSFML/doc/html/open.png
csfml /usr/share/CSFML/doc/html/structsfColor.htm
csfml /usr/share/CSFML/doc/html/structsfContextSettings.htm
csfml /usr/share/CSFML/doc/html/structsfFloatRect.htm
csfml /usr/share/CSFML/doc/html/structsfGlyph.htm
csfml /usr/share/CSFML/doc/html/structsfInputStream.htm
csfml /usr/share/CSFML/doc/html/structsfIntRect.htm
csfml /usr/share/CSFML/doc/html/structsfIpAddress.htm
csfml /usr/share/CSFML/doc/html/structsfJoystickButtonEvent.htm
csfml /usr/share/CSFML/doc/html/structsfJoystickConnectEvent.htm
csfml /usr/share/CSFML/doc/html/structsfJoystickMoveEvent.htm
csfml /usr/share/CSFML/doc/html/structsfKeyEvent.htm
csfml /usr/share/CSFML/doc/html/structsfMouseButtonEvent.htm
csfml /usr/share/CSFML/doc/html/structsfMouseMoveEvent.htm
csfml /usr/share/CSFML/doc/html/structsfMouseWheelEvent.htm
csfml /usr/share/CSFML/doc/html/structsfSizeEvent.htm
csfml /usr/share/CSFML/doc/html/structsfSoundStreamChunk.htm
csfml /usr/share/CSFML/doc/html/structsfTextEvent.htm
csfml /usr/share/CSFML/doc/html/structsfVideoMode.htm
csfml /usr/share/CSFML/doc/html/tab_a.png
csfml /usr/share/CSFML/doc/html/tab_b.png
csfml /usr/share/CSFML/doc/html/tab_h.png
csfml /usr/share/CSFML/doc/html/tab_s.png
csfml /usr/share/CSFML/doc/html/tabs.css
csfml /usr/share/CSFML/doc/html/unionsfEvent.htm
csfml /usr/share/CSFML/license.txt
csfml /usr/share/licenses/
csfml /usr/share/licenses/csfml/
csfml /usr/share/licenses/csfml/LICENSE
jorge@Abril:~/coders/utilidades/SFML-1.6/python$

sorry if the threatd is too large.
thanks!

Pages: [1]
anything