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 - JayArby

Pages: 1 [2] 3 4 5
D / Re: Candidate for new official DSFML
« on: April 13, 2013, 05:55:25 am »
Looks great! It's good to have someone working on this again.

It really fits into the D style, yet remains faithful to the C++ API, which is great to see.

General / Re: Integration with Qt Widgets
« on: March 24, 2013, 01:19:49 pm »
Hmm...I guess no one has any ideas.

Anyway, at long last I found something that seems to work, although there is probably something technically wrong with it.  I'm using a QGLWidget and create a sf::RenderWindow from my QGLWidget::winId(), but I'm doing painting inside of QGLWidget::paintEvent() rather than paintGL(). I guess QGLWidget disable double buffering or something.

Anyway, if anyone has any insight into whether this is cross-platform or a good practice or whether it will cause any issues, please speak up!

Laurent, maybe the tutorial should be updated to use a QGLWidget?

General / Integration with Qt Widgets
« on: March 21, 2013, 07:54:02 pm »
So I've been working on a project for a while now in which I am integrating SFML and Qt5. I'm just using SFML for drawing. But I have not found any really good way to manage it.

I have tried three different techniques so far:
1) create a sf::RenderWindow from my QWidget::winId() and set the QWidget attribute WS_PaintOnScreen
This works to a certain extent, but besides only working properly on Linux (which will be a problem) it causes other issues (I get lots of errors pertaining to QBackingStore::flush() and QWidget::paintEngine())

2) render into a sf::RenderTexture, then copy the texture to a sf::Image, load the data into a QImage and draw onto the QWidget with a QPainter.
This also worked to some extent, but besides the obvious performance hit that this method would cause, the pixel format used in sf::Image is not compatible with QImage, so some of the color channels get mixed up.

3) use a QGLWidget instead of a QWidget, create a sf::RenderWindow from my QGLWidget::winId(), and do painting inside of QGLWidget::paintGL().
I was kind of surprised that this worked at all, but I don't know the details of opengl or the way it is used in wither SFML or QGLWidget, so maybe someone can explain the behavior I observed. I understand that SFML's version of opengl may not be supported in Qt5, so that's probably part of the problem. But some things worked, such as drawing lines, shapes, etc. Loading textures did not work. I also got several opengl errors pertaining to invalid calls. What confused me about this was that I thought sf::RenderWindow QGLWidget would each create its own context, so I didn't really expect it to work at all. Then again, I don't know much about opengl.

Anyways, does anybody know a correct, cross-platform way to integrate sf::RenderTarget into Qt Widgets? The only material I've been able to find is outdated--it deals with Qt4 and SFML 1.6. Also, I guess I could roll back to Qt4 if absolutely necessary, but I'd really like not to.

SFML projects / Re: SFGUI (0.1.0 released)
« on: February 27, 2013, 11:53:00 pm »
The SFGUI downloads on the website say that they include compatible sfml libs.

However, the "sfml-system.lib" library is not included. I am getting linker errors without it. Am I missing something?

I'm going to try compiling with eXpl0it3r's build of sfml-system.lib, but I'm pretty sure it's incompatible with SFGUI's libs.

I compiled with eXpl0it3r's unofficial nightly build of sfml-system.lib and it seems to work fine. I'm sure this is not a good idea, however, because I know that there is some incompatibility between them (I tried linking sfgui applications against eXpl0it3r's libs before and had dll errors).

FYI the sfgui package I downloaded was for vs2012

General discussions / Re: A new logo for SFML
« on: January 21, 2013, 09:26:15 pm »
I agree; the random floating joysticks and keyboards look clunky. Even in the current logo.

SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: December 17, 2012, 09:21:38 pm »
Ah, I only saw the "objects" in the "FormBuilder" folder, so that explains it.

The main issue for me now is that I don't know what parameters to put into my form.txt. If you could just put up a list of form parameters for each object, that would be great (because they don't all use the same parameters).

Graphics / Re: patterned textures
« on: December 12, 2012, 02:56:35 am »
Ah, perfect! I don't know how I missed that.

SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: December 12, 2012, 02:42:24 am »

I am trying out your lib for my current project. I think the design is great; very flexible and straightforward. It would be great to have some tutorials on your website about the way the different controls work with regards to the "load" function, that is, what my pngs should be named, what their functionality is, and what should go in the config text file. For example, I want to use a SpinButton, but you supply no example theme (that I could find) for that type of control, so I don't know how to create one.

Also instructions for writing forms would be helpful. The current FormBuilder does not support all the controls available, so I need to be able to hand-write forms.


Graphics / patterned textures
« on: December 11, 2012, 06:13:55 am »

Is it currently possible to draw a shape with a texture patterned across it? If not, this would be a very useful feature. Is hardware accelerated patterning possible with opengl? I assume it must be.


General / Re: Handling lowercase tilde? (`) accent key?
« on: November 02, 2012, 04:17:54 am »
in other words, use Tilde and check to see if shift was held.

D / Re: OO wrapper for the Derelict Binding
« on: September 13, 2012, 09:04:30 pm »
Sounds good! I'm excited for a DSFML that will actually compile! :)

General discussions / Re: Does Code::Blocks have support for C++11?
« on: August 25, 2012, 06:38:44 am »
Also, just FYI, Code::Blocks is extremely extensible and can be set up to compile with just about any compiler under the sun, so actually the question is not whether Code::Blocks supports C++11, but whether your compiler does.

Feature requests / Re: Cursor icon
« on: May 01, 2012, 11:22:46 pm »
Yeah, I still think this is a very important feature that should be included. But I guess Laurent doesn't think so.

SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: April 27, 2012, 06:20:18 pm »
I found a bug I don't think anyone else mentioned: if you manage to get up to the top of the map and then jump, the screen goes black and the game freezes.

SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: April 27, 2012, 06:18:14 pm »
This is addictive! Good job. :)

Pages: 1 [2] 3 4 5