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Messages - malkierian

Pages: 1 2 [3]
D / Re: Problems Compiling DSFML-C
« on: November 19, 2013, 04:18:11 pm »
Oh, it was.  It has been for months.

And thanks :D.

D / Re: Problems Compiling DSFML-C
« on: November 18, 2013, 07:43:46 pm »
Well, either way.  I just want to get working, ya know?  LOL.

D / Re: LibGDX's Scene2d in SFML
« on: November 18, 2013, 06:53:39 pm »
Guess I'll just have to do that from scratch too, lol.

D / Re: Problems Compiling DSFML-C
« on: November 18, 2013, 06:52:12 pm »
Windows 7 64-bit, but I have MinGW installed on my D drive instead of C, which is probably where it's looking by default.  Its there some way to configure the makelist/makefile manually so that it looks in the right spot for everything instead of just those two?

D / Problems Compiling DSFML-C
« on: November 18, 2013, 05:46:26 am »
OK, so I understand the reasoning behind wanting people to build on their own systems, but sometimes...

Anyway, so I can't actually get DSFML-C to compile because CMakeGUI won't find or let me choose entire MinGW installations.  I can assign gcc and g++, but then it starts looking for other things in the default folder instead of where those two programs are found.  How do I go about building this so I can build DSFML and start using it?

D / Re: LibGDX's Scene2d in SFML
« on: November 18, 2013, 05:28:22 am »
Yeah, that's why I asked in here, as I'm almost certain some of the things they do in LibGDX's Scene2d aren't possible in C++, but would be in D.  Guess I'll just have to try my hand at porting/creating it myself.

By the way, I read somewhere that SFML could possibly have batching going on for sprite rendering.  Is that true, and where could I go to read up on more of that?  It's kind of crucial to the entire Scene2d thing.

D / LibGDX's Scene2d in SFML
« on: November 07, 2013, 06:35:20 pm »
Anyone know of anything that people have made that's like LibGDX's Scene2d for SFML?  I have a game that I was programming in Java with LibGDX, and I was just going to get into D because it looks like it could finally handle things like I would need them to and be native code (security), but without a Scene2d equivalent, it's going to be much harder than I was expecting.

By the way, I posted this in the D section because from what I understand, D would be required to even write something like Scene2d for SFML.

Window / Re: Clicking in Window Doesn't Give Focus
« on: October 17, 2013, 05:12:54 am »
Ah, I see.  And there just happens to be a link to some dev builds in your sig!  How convenient :D

Window / Clicking in Window Doesn't Give Focus
« on: October 17, 2013, 03:53:30 am »
So I just started developing games using SFML, and I've got a major problem.  I have my main loop set up thusly:

while (window.isOpen())
        sf::Event event;
        while (window.pollEvent(event))
            if (event.type == sf::Event::Closed)
                        if (event.type == sf::Event::LostFocus)
                                paused = true;
                        if (event.type == sf::Event::GainedFocus)
                                paused = false;
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
                        ship.direction[3] = true;
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
                        ship.direction[1] = true;


Now, you'll notice, in the polling loop, I have a pausing thing going on.  Losing focus pauses the game, gaining focus resumes the game.  Pretty basic pausing system for now (I'll make a pause menu eventually).  But, when I click inside the window frame (anywhere but the title bar, or the outline around the black that the background currently is), the window isn't actually getting focus.  It doesn't, unless I actually go and click the window frame, or click the program's icon on my start bar (Windows 7).  I'm using VS2012, and have it going through the System package to maintain compatibility.

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