Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HawkDeath

Pages: [1]
1
General / Re: Own button - wrong cursor position
« on: July 16, 2017, 07:58:41 pm »
I fix this .. :). I only change this line.
Code: [Select]
if(buttonArea.contains(win->mapPixelToCoords(mousePos)))
return true;
On this
Code: [Select]
if(shape.getGlobalBounds().contains(win->mapPixelToCoords(mousePosition)))
return true;

2
General / Re: SFML book, chapter 2 white box issue
« on: July 16, 2017, 12:30:25 pm »
Now should work
Code: [Select]
template<typename Resource, typename Identifier>
class ResourceHolder
{
public:
void load(Identifier id, const std::string& filename)
{
std::unique_ptr<Resource> resource = std::make_unique<Resource>(Resource());
if (!resource->loadFromFile(filename))
throw std::runtime_error("ResourceHolder::load - failed to load " + filename);
auto inserted = mResourceMap.insert(std::make_pair(id, std::move( resource )));
assert(inserted.second);
}

Resource* get(Identifier id)
{
auto found = mResourceMap.find(id);
assert(found != mResourceMap.end());

return found->second.get();
}

const Resource* get(Identifier id) const
{
auto found = mResourceMap.find(id);
assert(found != mResourceMap.end());

return found->second;
}

private:
std::map<Identifier,std::unique_ptr<Resource>> mResourceMap;
};

sf::Texture *t = mTextures.get(Textures::ID::Airplane);
shape.setTexture(t);


3
General / Re: SFML book, chapter 2 white box issue
« on: July 16, 2017, 11:08:26 am »
Should help.
Code: [Select]
sf::Texture *mTexture = new sf::Texture();
mTexture ->loadFromFile("");

4
General / Own button - wrong cursor position
« on: July 16, 2017, 10:51:09 am »
Hi,
I want to create own GUI system and I create a simple button test.  After added second button this button wrong detects a cursor position. How to fix this?

Code: [Select]
#include <SFML/Graphics.hpp>
#include <SFML\Network.hpp>
#include <string>
#include <memory>
#include <ctime>
#include <iostream>
#include <functional>

struct button {
public:
explicit button() {}
explicit button(std::string t,sf::Vector2f position,sf::RenderWindow *w) : text(t), win(w) {
std::cout << "Start init button\n";
buttonArea.top = position.x;
buttonArea.left = position.y;
buttonArea.width = 175.0f;
buttonArea.height = 90.0f;
drawText.setString(text);
drawText.setFillColor(sf::Color::Black);
drawText.setCharacterSize(24);


drawText.setPosition( position.x + (buttonArea.width / 2 ), position.y + (buttonArea.height / 2) - 24  );

colorNormal = sf::Color(115, 90, 246, 150);
c = colorNormal;
colorOnButton = colorNormal * sf::Color(200, 200, 200);
shape.setFillColor(c);
shape.setPosition(position);
shape.setSize( sf::Vector2f(buttonArea.width, buttonArea.height));

sf::Texture *tex = new sf::Texture();
tex->loadFromFile("button_tex.png");
shape.setTexture(tex);

}

void handleEvent(sf::Event &e)
{
if (isOnButton())
{
if (e.type == sf::Event::MouseButtonReleased && e.mouseButton.button == sf::Mouse::Left)
{
shape.setFillColor(colorOnButton);
if(isOnButton())
pressed = true;
}

}
}

void connect(const std::function<bool()> &f)
{
function = std::move(f);
std::cout << "Function connect\n";
}

void update()
{
sf::Vector2i mousePos = sf::Mouse::getPosition(*win);
drawText.setString(std::to_string(mousePos.x) + ", " + std::to_string(mousePos.y));
if (pressed)
{
//wykona się funkcja
function();
++num;
std::cout << "Pressed " + std::to_string(num) +"\n";
c = colorNormal;
pressed = false;
}
if (isOnButton())
{
c = colorOnButton;
shape.setFillColor(c);
}
else
{
c = colorNormal;
shape.setFillColor(c);
}
}
void setFont(sf::Font &f) {
drawText.setFont(f);
}
void setWindow(sf::RenderWindow *w) {
win = w;
}
void draw(std::unique_ptr<sf::RenderWindow> &w) {
w->draw(shape);
w->draw(drawText);
}
sf::FloatRect getRect() const {
return buttonArea;
}

private:
sf::RenderWindow * win = nullptr;
bool pressed = false;
bool isOnButton()
{
if (win == nullptr)
{
std::cout << "Button window is empty!!!!\n";
return false;
}

sf::Vector2i mousePos = sf::Mouse::getPosition(*win);

if(buttonArea.contains(win->mapPixelToCoords(mousePos)))
{

return true;
}

return false;
}
static int num;
sf::FloatRect buttonArea;
std::function<bool()> function = nullptr;
std::string text;
sf::Text drawText;
sf::RectangleShape shape;
sf::Color colorNormal, colorOnButton;
sf::Color c;
};
int button::num = 0;


namespace def_sett
{
constexpr int w = 1920;
constexpr int h = 1080;
unsigned short port = 48000;
}
std::vector<sf::CircleShape> c;
std::vector<sf::RectangleShape> r;
bool test()
{
bool b = ((rand() % 2)  == 1)? true : false;
if (b)
{
sf::CircleShape s;
s.setFillColor(sf::Color(rand() % 255, rand() % 255, rand() % 255));
double r = 10 + rand() % 80;
s.setRadius(r);
s.setPointCount(800);
sf::Vector2f pos = sf::Vector2f(rand() % def_sett::w, rand() % def_sett::h);
if (r + pos.x >= def_sett::w || r + pos.y >= def_sett::h)
pos = sf::Vector2f(pos.x - r, pos.y = r);

s.setPosition(pos);
c.push_back(s);
}
else
{
sf::RectangleShape s;
s.setFillColor(sf::Color(rand() % 255, rand() % 255, rand() % 255));
s.setSize(sf::Vector2f(rand() % 150, rand() % 150));
sf::Vector2f pos = sf::Vector2f(rand() % def_sett::w, rand() % def_sett::h);

s.setPosition(pos);
r.push_back(s);
}
return true;
}

int main()
{
sf::Uint8 myStyle = sf::Style::Fullscreen; //sf::Style::Close | sf::Style::Titlebar | sf::Style::Resize;
sf::ContextSettings settings;
settings.antialiasingLevel = 8;
settings.majorVersion = 3;
settings.minorVersion = 3;

std::string title = "Simple multiplayer game";
std::unique_ptr<sf::RenderWindow> window = std::make_unique<sf::RenderWindow>(sf::VideoMode(def_sett::w, def_sett::h),
title,myStyle,settings);

window->setVerticalSyncEnabled(!true);


sf::Clock clock;
sf::Time time = clock.restart(),last = clock.restart();

sf::Font f;
if (!f.loadFromFile("Ubuntu-R.ttf"))
return 0;
button b,b1;
try
{
b = button("Hello World", sf::Vector2f(100, 100), window.get());
b.setFont(f);
b.connect(std::bind(test));
b1 = button("Hello World2", sf::Vector2f(1000, 800), window.get());
b1.setFont(f);
b1.connect(std::bind(test));
}
catch (std::exception &e)
{
std::cout << e.what() << "\n";
}

sf::Text mousP;
mousP.setFont(f);
mousP.setCharacterSize(24);
mousP.setPosition(sf::Vector2f(10, 10));
while (window->isOpen())
{
time = clock.restart();
sf::Event event;
while (window->pollEvent(event))
{
b.handleEvent(event);
b1.handleEvent(event);
if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
window->close();
if (event.type == sf::Event::Resized)
{
window->setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
b1.setWindow(window.get());
}


}

mousP.setString(std::string("button 1 pos: " + std::to_string(b.getRect().top) + ", " + std::to_string(b.getRect().left) +
"\nbutton 2 pos" + std::to_string(b1.getRect().top) + ", " + std::to_string(b1.getRect().left) ));

b.update();
b1.update();


for (auto & i : c)
window->draw(i);
for (auto &i : r)
window->draw(i);

b.draw(window);
b1.draw(window);
window->draw(mousP);
window->display();
last = time;
}

return 0;
}

5
Graphics / Re: Drawing sf::Sprite together with OpenGL 4.x
« on: December 16, 2016, 02:49:12 pm »
Still not work. :( I try this way:
#version 420 compatibility
and this way:
#version 420
both not work.

6
Graphics / Re: Drawing sf::Sprite together with OpenGL 4.x
« on: December 09, 2016, 06:34:33 pm »
The image doesn't load for us. Also maybe explain a bit more what you expect and what already tried to get it to work prior to posting here. :)
Fixed. :)

7
Graphics / Drawing sf::Sprite together with OpenGL 4.x
« on: December 07, 2016, 07:20:04 pm »
Hi,
I try draw simple triangle (OpenGL) with simple sprite and font.
#include <SFML\Graphics.hpp>
#include <GL\glew.h>

GLuint program = 0, vao = 0;
namespace OpenGL
{
   void Initialize()
   {
      glewExperimental = true;
      glewInit();
      static const char * vs_source[] =
      {
         "#version 420 core                                                 \n"
         "                                                                  \n"
         "void main(void)                                                   \n"
         "{                                                                 \n"
         "    const vec4 vertices[] = vec4[](vec4( 1, -1, 0.5, 1.0),  \n"
         "                                   vec4(-1, -1, 0.5, 1.0),  \n"
         "                                   vec4( 0.0,  1.0, 0.5, 1.0)); \n"
         "                                                                  \n"
         "    gl_Position = vertices[gl_VertexID];                          \n"
         "}                                                                 \n"
      };

      static const char * fs_source[] =
      {
         "#version 420 core                                                 \n"
         "                                                                  \n"
         "out vec4 color;                                                   \n"
         "                                                                  \n"
         "void main(void)                                                   \n"
         "{                                                                 \n"
         "    color = vec4(0.0, 0.8, 1.0, 1.0);                             \n"
         "}                                                                 \n"
      };
      program = glCreateProgram();
      GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
      glShaderSource(fs, 1, fs_source, nullptr);
      glCompileShader(fs);

      GLuint vs = glCreateShader(GL_VERTEX_SHADER);
      glShaderSource(vs, 1, vs_source, nullptr);
      glCompileShader(vs);

      glAttachShader(program, vs);
      glAttachShader(program, fs);

      glLinkProgram(program);

      glGenVertexArrays(1, &vao);
      glBindVertexArray(vao);

   }

   void glRender()
   {
      static const GLfloat green[] = { 0.0f, 0.25f, 0.0f, 1.0f };
      //glClearBufferfv(GL_COLOR, 0, green);
      glClearColor(0.0f, 0.25f, 0.0f, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glUseProgram(program);
      glDrawArrays(GL_TRIANGLES, 0, 3);

   }

   void Shutdown()
   {
      glDeleteVertexArrays(1, &vao);
      glDeleteProgram(program);
   }
};
int main()
{
   sf::ContextSettings glContextSettings;
   glContextSettings.majorVersion = 4;
   glContextSettings.minorVersion = 2;
   glContextSettings.antialiasingLevel = 8;
   glContextSettings.depthBits = 24;
   sf::RenderWindow window(sf::VideoMode(800, 600), "SFML and OpenGL 4.x or 3.2+ test",
      sf::Style::Default,glContextSettings);

   sf::Texture tex;
   tex.loadFromFile("CHAPTER1.TGA");
   sf::Sprite sprite;
   sprite.setTexture(tex);

   sf::Font font;
   font.loadFromFile("Ubuntu-R.ttf");
   sf::Text text;
   text.setFont(font);
   text.setString("test string");

   OpenGL::Initialize();

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

      window.pushGLStates();
      window.draw(sprite);
      window.draw(text);
      window.popGLStates();
     
      window.display();
   }
   OpenGL::Shutdown();
   return 0;
}
 
The result I get this error:

Pages: [1]
anything