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 - Jebbs

Pages: 1 ... 22 23 [24]
346
D / Re: OO Wrapper
« on: October 13, 2012, 06:38:08 am »
Nice work! This is really cool!

I too am working on a wrapper, but looks like you beat me!
This is really cool though, and I am glad to look at different ways of doing bindings! It even gave me a few ideas for my own project.


By the way, what did you use to auto generate all this code? That's pretty spiffy.

347
D / Re: Problems with DSFML2 [help!]
« on: October 06, 2012, 10:56:53 pm »
The reason you get a bunch of things telling you it doesn't know the size is because Derelict only users a forward declaration for sfWindow and sfRenderWindow. It never actually defines it, so D doesn't know how much memory to reserve for the object. This is ok because you don't actually need to know.

If you instead use a pointer, you will be fine:

sfRenderWindow* window

All of the C functions with windows and render windows as parameters take a pointer to the window, not a reference to the object. Likewise, the functions that create windows return a pointer to a window object.

348
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!

349
D / Re: OO wrapper for the Derelict Binding
« on: September 21, 2012, 09:13:08 am »
Just thought that I'd post a little update on this!

I have been making a bit of progress, though it is still a long ways away from being really usable.

I have a nice little link http://dl.dropbox.com/u/2911088/Progress.png
showing off a blank render window, but that is really more or less it so far.

Still so much to port, though it is cool to show off a window running from D code!(even though the D code is just a wrapper :P)

350
C / Re: Creating a Context with sfContextSettings?
« on: September 18, 2012, 09:21:38 am »
I most definitely missed that.

Sorry for asking such a silly question! I will make sure to read the documentation more thoroughly in the future.

351
C / Re: Creating a Context with sfContextSettings?
« on: September 18, 2012, 08:46:17 am »
Oh, sweet! I see what you mean now.

I was just confused because the C++ version has a constructor in the Context class which takes a ContextSettings as a parameter but I didn't see any CSFML counterpart.

Thanks for the help!

352
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!

353
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?

354
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!

355
They're in a different path and it's with a brand new project, so I didn't think that it would be that. I'm not sure about the cache but it's worth looking into.


Thanks for the help!


Also, on an somewhat related note, why were things changed to start with a lowercase letter? I liked it better the old way. :(



Edit:

It totally had some cache build up. I just restarted CodeBlocks and it worked. Haha. Man I'm silly.

356
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?

357
Window / Re: Events tiggering when they shouldn't!(SFML 1.6)
« on: August 04, 2012, 09:13:41 pm »
Nope! And I believe that should fix it.

Although the code I was using I took from the tutorials. The code for the screenshot for example came from this one :http://www.sfml-dev.org/tutorials/1.6/graphics-window.php

The code for closing the program was just that but a little different.


Thanks for the reply though. I'll be sure to change it to make certain I check for an actual key press first!

358
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)
{
       App.Close();
}


if (Event.Key.Code == sf::Key::F1)
{
      sf::Image Screen = App.Capture();
      Screen.SaveToFile("screenshot.jpg");
}

Pages: 1 ... 22 23 [24]
anything