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Messages - novemberdobby

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1
Graphics / Re: Untolerably Slow Debug
« on: June 01, 2013, 12:41:33 pm »
Are you inadvertently copying large objects? When I ported my game from C#/XNA to C++/SFML, I had similar issues because I was unfamiliar with C++.

2
Feature requests / Re: How to find out if window has focus?
« on: May 14, 2013, 12:11:27 am »
Thanks a lot. Sadly that's not cross platform. I'll use that code, but my feature request to implement that for all platforms in SFML remains.

Luckily I had to also do this in Linux and OSX ;) it's really hacky, but let me know if you'd like the code.

3
Feature requests / Re: How to find out if window has focus?
« on: May 09, 2013, 10:35:34 pm »
I had similar problems, so I added a function for testing focus directly.

Here's the Windows implementation:

bool appInFocus(sf::RenderWindow* app)
{
        if(app == NULL)
                return false;

        HWND handle = app->getSystemHandle();
        bool one = handle == GetFocus();
        bool two = handle == GetForegroundWindow();

        if(one != two) //strange 'half-focus': window is in front but you can't click anything - so we fix it
        {
                SetFocus(handle);
                SetForegroundWindow(handle);
        }

        return one && two;
}
 

This has always worked perfectly for me.

4
Window / Speed issues with Joystick event processing
« on: February 29, 2012, 02:28:39 pm »
Sorry to bump an old topic, but I also had this problem and discovered a different solution.

I modified JoystickImpl::IsConnected to use XInput instead of JoyGetPosEx, and there's no longer any lag. I was getting huge spikes when triggering mouse move events on my SFML window, particularly when a gamepad was recently unplugged (even after restarting the program).


This probably only works for Xbox controllers as I haven't got anything else to test it with, but here's what I changed:

src\SFML\Window\Win32\JoystickImpl.cpp
Code: [Select]

#include <Xinput.h>
...
bool JoystickImpl::IsConnected(unsigned int index)
{
    //removed joyGetPosEx stuff

    XINPUT_STATE dummy;
    ZeroMemory(&dummy, sizeof(XINPUT_STATE));
    DWORD result = XInputGetState(index, &dummy);
    return result == ERROR_SUCCESS;
}


But it allows you to poll the connection state as often as you like with no slowdown.

5
General / SetFramerateLimit does not seem to work correctly
« on: February 01, 2012, 12:23:25 am »
I get this too. I got the latest SFML build today, and this is what happens:

Code: [Select]

//stays fairly constant at 60fps but very visibly stutters every few frames
EnableVerticalSync(true);
SetFramerateLimit(60);

//stays very loosely around 60fps (around 50-80), but runs smoothly
EnableVerticalSync(false);
SetFramerateLimit(60);


oh and also, the first bit of code works perfectly in Ubuntu 11.10 without stuttering.

6
General discussions / New graphics API ready
« on: January 16, 2012, 05:36:34 pm »
I can, since it works now:

Code: [Select]

sf::VertexArray va(sf::Quads, 4);
va.Append(sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red));
va.Append(sf::Vertex(sf::Vector2f(100, 0), sf::Color::White));
va.Append(sf::Vertex(sf::Vector2f(100, 100), sf::Color::Black));
va.Append(sf::Vertex(sf::Vector2f(0, 100), sf::Color::Yellow));
rTarget->Draw(va); //any render target


after my fixes:



Thanks!

7
General discussions / New graphics API ready
« on: January 16, 2012, 04:18:00 pm »
I'm trying to convert my project to the new system, but I've come across a problem. There no longer seems to be a way to set individual point colours in ConvexShapes. I was previously using them to do this:



I could take the polygons that I draw (see below) and set a different fill colour for each one, but that won't interpolate between vertices and looks like coloured squares instead of a nice gradient.



Is this going to be a feature later on?

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