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Topics - Jebbs

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Window / Icon display at window's creation?
« on: October 16, 2012, 11:34:28 am »
I don't know about other systems, but this happens for me on Windows. Every time I set the window's icon, there is always a delay between when the window is created and when the icon I set to the window actually get's displayed as the application's icon in the taskbar. This isn't a huge deal, but it does bug me a little bit.

Is there anything I can do to have the icon loaded and displaying at the same time the window is created and pops up? Or perhaps this is a problem specific to my computer, as I tried to do a search for this and didn't find anything on the subject.

Thanks very much guys!

Window / Input differences for different controllers
« on: September 23, 2012, 10:20:48 am »
Hey guys,

I've been playing around with some joystick stuff today and it made me wonder how the input varies from controller to controller. Does anyone know if companies make them more or less the same in terms of which thumbstick relates to which set of axis, button numbers to button locations, etc? I only have one controller so I can't really test this out, but I would really want more than one kind of game pad to work with my games with out the need to a lot of testing in this area.

Also, if input does varies from controller to controller, how do you guys handle things?

Thanks as usual!

C / Creating a Context with sfContextSettings?
« on: September 18, 2012, 07:13:11 am »
I guess this question is mainly for Laurent, but anyone else is welcome to school me on the subject!

Anyways, my question revolves around the sfContext functions. The sfContextSettings struct is clearly defined, but there doesn't seem to be any use for it when defining an sfContext. Was this done on purpose or am I completely missing something?

Thanks, guys!

D / OO wrapper for the Derelict Binding
« on: August 18, 2012, 07:36:26 pm »
Hi everyone!

It appears to me that the Derelict binding to SFML is the best out there so far so I was wondering if anyone was working on a OO wrapper for it. If not, then I'll probably start working on one. If so, then I would love to help!

Since Derelict3 works with SFML2 I think that would be the way to go with the wrapper.

I feel like this might be a good solution in getting SFML working in D. What do you guys think?

General discussions / Distributing a game on Linux
« on: August 13, 2012, 03:55:50 am »
Hey guys!

I finally got SFML running under Linux! It took some doing, but I feel pretty accomplished. I'm definitely not a Linux user at all.
Anyways, I was curious about how one would go about getting a SFML program running on other Linux machines. Do they need to install the SFML dev package like I did? Or will it just run on their system(given they are compatible distros) with out anything going wrong? I was reading on the forums earlier and saw that static linking on Linux isn't the best idea. Why is that? Wouldn't it be a good thing if all they had to do was run the application and not have to install anything on their system?

This is something I've always wondered so any insight would be awesome!

Thanks in advance!

Hey guys!

I just made the jump from 1.6 to 2.0 today and I noticed a strange problem with Code Completion inside CodeBlocks. Every time it pops up, it always starts with a capital letter instead of a lowercase one that I have noticed things have switched to. Is that just a part of Code Completion that I have to deal with or are there still some settings that need tweaking that I haven't realized?

Window / Events tiggering when they shouldn't!(SFML 1.6)
« on: August 04, 2012, 08:59:59 pm »
Hey guys!

I'm having a pretty interesting issue. I have a particular even that I use to close the window simply by a key press, but the thing is that it sometimes get's triggered when I don't even press any keys!
This isn't the only event that triggers itself either! I have a different event that saves a screenshot of the program running that also has gone off by itself.
Any thoughts?

The code in question.
if(Event.Key.Code == sf::Key::Escape)

if (Event.Key.Code == sf::Key::F1)
      sf::Image Screen = App.Capture();

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