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Messages - binary1248

Pages: 1 ... 91 92 [93]
1381
SFML projects / SFGUI
« on: November 04, 2011, 06:24:20 pm »
The current examples don't cover all widgets. More examples are bound to come soon covering the other widgets. Until then... I guess you can play around with the current ones :P

1382
SFML projects / SFGUI
« on: November 03, 2011, 08:38:31 pm »
Quote from: "asdatapel"
oh yeah and i forgot to mention the test app exe provided doesnt work on my comp. It'll hang for a few minutes, and then randomly pop out button and stuff. its wierd.


Normally I wouldn't recommend just executing the exe on your computer without knowing against what versions of SFML and SFGUI it was linked against (assuming it was linked dynamically) if you aren't compiling it yourself that is. If it was linked statically and still exhibits such behavior, it would help if you could be more specific about what doesn't work or how it works if at all. Further you can try to comment out sections of the test app source and keep compiling and testing to isolate the offending code block / widget.

Better sample apps are coming soon though so hang in there.

1383
SFML projects / SFGUI
« on: November 03, 2011, 01:33:42 am »
Quote from: "asdatapel"
ive checked it, but its kinda confusing. a small tutorial of the very basics would be very helpful


Yeah I admit we didn't think of the straightforwardness of the sample app. It was meant more for testing and showcasing purposes (hence it being samples/Test.cpp). Maybe if I find time tomorrow I'll write a small and concise example of the basic usage of the library with a bit more comments in the code. :wink:

For more advanced usage of the library we still expect users to refer to the doxygen API documentation that you can generate yourself if you have doxygen installed on your system. Soon we'll provide it online too at http://sfgui.sfml-dev.de/ so stay tuned.

1384
SFML projects / SFGUI
« on: November 01, 2011, 01:28:55 am »
Quote from: "Laurent"
This is so complicated...

Even if you didn't install SFML, you just have to copy FindSFML.cmake to <cmake install>/share/cmake-2.8/Modules, then set the SFMLDIR variable to the root of the "include" and "lib" directories of SFML, and magically, "Configure" works the very first time you click it ;)

Even better: set it as an environment variable, and you don't even have to do it everytime you configure a CMake project that uses SFML.


AFAIR I tried setting the environment variable but it didn't work for me. Maybe I did something wrong, but instead of trying to figure out why it didn't work I figured just spend 2 mins more and do it by hand as described above and it'll work. On my Linux system this was all over in 3 commands of course ^^. The people who say Linux is harder to use than Windows definitely have to try out CMake.

1385
SFML projects / SFGUI
« on: October 31, 2011, 08:56:41 pm »
Quote from: "Naufr4g0"
Thanks for the tutorial Binary! Very well done! :)
Unfortunately I've another error.
CMake can't still find the SFML library. :(


"CMake Error at {SFML root directory}/cmake/Modules/FindSFML.cmake ..." is an expected error message after step 9. Proceed with step 10.

If you check the Advanced box as per step 6. you should see the entries you have to modify in step 10.

1386
SFML projects / SFGUI
« on: October 31, 2011, 04:19:49 am »
For those who still can't figure out how to use CMake on Windows:

{SFML root directory} is the directory with the SFML source. (I don't like to install libs all over my system so the source copy is good enough.)

[list=1]
  • Run the CMake GUI. (Yes, for those who laugh at GUI users it IS in fact the easier way on Windows.)
  • Enter the SFGUI root directory as source code directory and directory in which to build the binaries. (The directory where the SFGUI CMakeLists.txt is.)
  • Press Configure and select your preferred build system.
  • CMake will then go through the usual probing and stop with a few errors (which are worth reading).
  • If you're running the standard installation you won't have a system-wide CMake modules path set.
  • Check the Grouped and Advanced boxes next to the Add Entry button.
  • Click on Add Entry.
  • Type in

Name: CMAKE_MODULE_PATH
Type: PATH
Value: {SFML root directory}\cmake\Modules (The directory where FindSFML.cmake is.)

  • Press OK and Configure again.
  • In the main treeview area expand the SFML category and fill in all entries in that category.

The SFML_xxx_LIBRARY_yyy-NOTFOUND entries should be the compiled SFML library files themselves. (Not the directories they are in!)
The SFML_INCLUDE_DIR-NOTFOUND should be the directory where the SFML includes can be found: {SFML root directory}\include
If you compiled SFML with only 1 build type then select the same library file for both debug and release.
You do NOT have to fill in the SFML_DIR entry if the others are present.

  • Once done with the previous step, press Configure again.
  • If you compiled SFML as a static library mark the box for SFML_STATIC under the SFML category.
  • If you want to compile SFGUI as a static library mark the box for SFGUI_STATIC under Ungrouped Entries
  • You should be able to configure and generate a project configuration / Makefile now. If CMake complains about missing Boost continue to step 15.
  • Under the Boost category set the Boost_INCLUDE_DIR entry to the directory where the Boost include directory is located.
    (The directory where you find the boost directory in which all the boost headers can be found.)

  • Press configure. Check your settings one last time and press Generate when you're satisfied.
  • Have fun with SFGUI.[/list:o]

    Hopefully I was able to help someone with this list. If not then.. oh well..

    If anybody is going to say this isn't the best/right/whatever way to do it, I am fully aware of that. This is how I got it to work for me on this wonderful operating system. Don't fix that which ain't broken (or a hack that actually works).

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