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 - barnack

Pages: 1 2 [3] 4
SFML projects / Re: Windows SideBar
« on: March 04, 2018, 10:38:33 pm »
Software now available for download https://barnack-website.herokuapp.com/cpp/software/sidebar!

Graphics / Crazy taskbar integration
« on: December 07, 2017, 12:35:27 pm »
i was trying to integrate my own bottom bar with Windows regular taskbar. I tried taking the handler of the taskbar. And there i'm stuck.
I can create a renderwindow out of that HWND pointer, but then drawing will totally replace the usual taskbar.

Is it possible to "draw behind" a transparent "something" with another "something"? (without creating another window behind it)

SFML projects / Re: Windows SideBar
« on: December 01, 2017, 09:33:52 pm »
Looks quite neat indeed. What's that effect in the task bar?
The taskbar still needs some work, as of now it's just a window placed behind the actual taskbars. I'd need to understand how to draw in the actual taskbar background instead creating another window though.
The effect is the same simple particle system i've used in the side bar, (interaction-less particles) which indexing system i whish to make better performing.
This looks amazing! Could you release the source code? I would like to play with it. Thanks
I mean come on, it's a window with a couple rectangle which checks for mouse clicks, i don't understand people asking for source code of that much simple stuff  ;) you can make it without particles in 1 or 2 hours at most. To do what you want i'd even have to rework on the source "appearence" as well

Graphics / Create a rendering surface in another application's window
« on: November 25, 2017, 02:46:38 pm »
is it possible, given a window's HWND, to forcefully add there an sfml rendering surface? To be more specific i'd whish to add a surface in a cmd window...

Feature requests / Re: File drop
« on: October 27, 2017, 03:47:25 pm »
The Events are all PODs, that's the problem. We can't just put a vector of strings into the Event. They need to be stored elsewhere (but where?) somehow and then retrievable from there and cleaned up when they're no longer needed...
Is "a string pointer" the answer to your question?

Feature requests / Re: File drop
« on: October 27, 2017, 01:10:25 am »
Well yeah being possible is not the issue; but it'd be much more clean to push it as an event within the library rather than having the external call unwrapped

General / Re: Collision between circle and rect
« on: October 26, 2017, 09:09:54 pm »

Lazyness is slightly acceptable, crazyness isn't. Don't let your lazyness evolve in crazyness ;)
Your idea together with aiming at actual precise results, would imply having an amount of rectangles 'n' which is at least equal to half the radius of your circle in pixels...

SFML projects / Windows SideBar
« on: October 26, 2017, 05:45:35 pm »
Download now here: https://barnack-website.herokuapp.com/cpp/software/sidebar
Now that the Game Maker version of Windows SideBar has been used by some people for a while, i started developing a C++ version. The bar itself is already completed, and it can be actually used and customized via file modifications.
A real settings window to make customization easier is currently under development.
An additional decorative only particle effect has been added to your windows taskbar, it can be disabled with a simple "0" in the settings file.

The only things it's missing from the gm version is built-in minigames (such as tetris and mines), i'll add them as last thing,
The entire application is not focus-able by "alt+tab"ing, the bar stays always on top while the taskbar decoration stays always on bottom.
The bar itself is not as tall as the screen is, to allow bottom-right taskbar buttons to be freely accessible without having the bar come over them.

TODO (priority) LIST:
  • Settings window
  • Recalc sidebar position for different taskbar positions (currently only bottom position is supported)
  • Tetris/Mines


If there is any suggestion, let me know!

Feature requests / Re: double click ?
« on: October 26, 2017, 03:19:25 pm »
Yeah, Windows offers you a double click event, but you gotta check if Linux does as well.
Also, yes, as you said double click timing is an user setting on Windows, but you can check in many games, there's an in-game setting for double click timing. Can't you do the same?
(Also note, to distinct double clicks you'd also have to delay the single click event, since when the first click occurs you have no way to know if the second is coming or not. Unless you want to do statistics based on mouse position over certain items, but that'd be crazy, un efficient and... crazy)

Feature requests / Re: sf::Color single values modifier
« on: October 26, 2017, 03:14:42 pm »
Good luck for implementing the hundredth of similar setters that will be needed then, and the fat API that will result from that ;)
Uhm, good point

General / Re: Now to the ram "issues"
« on: October 26, 2017, 02:39:10 pm »
If you're worried you should profile to see where those allocations come from in your C++ program. You should also compare an empty GM and SFML application to see the 'base' investment of memory each takes.

Yeah thanks for the suggestion;
there's definitely plenty of difference between empty state projects, GM requiring 25.9MB whereas SFML requiring 46.8MB. So it all depends on the behind the scenes as Laurent suggested

General / Re: Now to the ram "issues"
« on: October 26, 2017, 02:31:32 pm »
But really you shouldn't be worried.

Not worried, just questioning

You're also making a mistake if the only reason you picked C++ is (imaginary?) GM performance and memory issues instead of actual willingness to 'graduate' into a real multi-purpose heavy duty language like C++ and become a better programmer.

I didn't switch to C++ right now with SFML, i used C++ for quite a decent amount of stuff (despite what you'd think from the stupid error i did in my first post  ::) ), just without any effort in making applications with some little graphics since i had GM to do that. But then i've met gm's limits regarding os interaction, multiple windows not being allowed, the sandboxing mess they did in Studio and other various stuff, and that's why i came here, to add fancy glowing rectangles inside a window to my C++ applications.

My efforts in understanding where does cpu and memory usage come from is to answer a simple question: "could i have done it better"?
The application i'm working on right now is a sidebar with an analog clock and customizable buttons. It's purpose is to autorun at startup and stay there until system's shout down; and you don't want such an application to use more resources than required. I want to minimize that application's impact on resources and battery life for laptops, up to making it totally irrelevant.

You may not think in these terms when you make an application which purpose is to stick the user focused in, so most of computer's resources will not be required somewhere else.
But when you make a background application, or something which purpose is to stay opened, you sould NEVER think in these terms.
Guess if Open Broadcaster Software wasn't made with resources usage in mind for example. Good luck with recording your games ;)

General / Re: Now to the ram "issues"
« on: October 26, 2017, 01:54:41 pm »
uhm so it's an usage implied by OpenGL, that's good to know, thanks for the clear answer!

Feature requests / Re: File drop
« on: October 26, 2017, 01:52:17 pm »
Uhm honestly i think this feature would be appreciated by many people.
I'd eventually help with the coding of the Windows side, but correct me if i'm wrong, i had the impression that SFML libraries aim to be totally cross platform, not allowing to have a platform specific function. If that's the case. And my knowledge of Linux system interaction is little to totally inexistent, hence my help would be meaningless...
But i really whish someone with overall knowledge/time could develop that feature in the library.
Some use examples?
drag images in an image viewer,
drag programs to a shortcut-management custom window,
drag textures in a game supporting custom textures / make character "modding" more user friendly.
But mostly, something which is always hugely undervalued: editors.
Map editors always benefit from drag-drop. May it be a .lua script of events being copied from another map, may it be map's settings exported in an external ini file, up to the simpler and conventional "drag the file type this editor makes in order to open it", which works from any editor, not only games ones.

Feature requests / Re: sf::Color single values modifier
« on: October 26, 2017, 01:33:22 pm »
can't this be done by setting a single attribute as well? You'd still avoid the need to replace the entire sf::Color instance, plus definitely making it more readable.

Pages: 1 2 [3] 4