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Topics - BaneTrapper

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31
General / Minimizing application on alt+tab keypress
« on: November 28, 2012, 01:00:34 pm »
Hello.
I am trying to minimize the application window when user alt tabs.

I tried using void sf::Window::setVisible(bool visible)
but it hides drawing window but also hides from taskbar and user cant access it ever again.
also when in console it gives this "Failed to share openGL context"

Does sfml support this, or i most go OS specific function?
Also how to invoke the "Minimize" on a window using windows7?

EDIT::
The problem is fixed at 5th replay to this post(Scroll down), if your having problems go check it out.

32
Graphics / c++ sfml. Text displayed as blurry
« on: November 11, 2012, 07:23:14 pm »
Hello.
I am hawing issues when drawing sf::Text onto screen. It is blurry in some cases!
The font on its own is not blurry at.
//TAKE NOTE When i changed the font, the problem remains

The problem occurs when text is some specified sizes.

Here are two examples: /* The "Height is" where the problem is if you don't see */
Image 1
http://postimage.org/image/6t4oj5a2h/
Image 2
http://postimage.org/image/98rr1cg51/

The code to images

//TAKE NOTE that the copy paste added errors where the '&;' sign is, it added ";amp;" for some reason
Quote
// The sequence the code goes is
objOptions.SetupOptions(*objApp);
objOptions.UpdateOptions(*objApp);
while( theGame == true )
{
        objOptions.DrawOptions(objWindow.Screen);
}

//The Actual code

void Options::SetupOptions(Application& objApp)
{
        recWindowInfo.setPosition(50.f, 50.f);
        recWindowInfo.setSize(sf::Vector2f(300.f, 150.f));
        recWindowInfo.setFillColor(sf::Color(150, 120, 200));
        recWindowInfo.setOutlineColor(sf::Color::Black);
        recWindowInfo.setOutlineThickness(1.f);
        txtWindowInfo.setCharacterSize(48);
        txtWindowInfo.setColor(sf::Color::White);
        txtWindowInfo.setFont(objApp.objFonts.Font1);
        txtWindowInfo.setString("Window size");
        objApp.objFunctions.CentertxtinrecTop(txtWindowInfo, recWindowInfo);
        txtWindowLine1.setCharacterSize(48);
        txtWindowLine1.setColor(sf::Color::White);
        txtWindowLine1.setFont(objApp.objFonts.Font1);
        txtWindowLine2.setCharacterSize(48);
        txtWindowLine2.setColor(sf::Color::White);
        txtWindowLine2.setFont(objApp.objFonts.Font1);
}
void Options::UpdateOptions(Application& objApp)
{
        std::stringstream conv;
        conv << "Width is " << objApp.objWindow.VidMod.width;
        txtWindowLine1.setString(conv.str());
        conv.clear();
        conv.str(std::string());
        conv << "Height " << objApp.objWindow.VidMod.height;
        txtWindowLine2.setString(conv.str());
        objApp.objFunctions.Centertxtinrec(txtWindowLine1, recWindowInfo);
        objApp.objFunctions.CentertxtinrecBot(txtWindowLine2, recWindowInfo);
}
void Options::DrawOptions(sf::RenderWindow& Screen)
{
        Screen.draw(recWindowInfo);
        Screen.draw(txtWindowInfo);
        Screen.draw(txtWindowLine1);
        Screen.draw(txtWindowLine2);
}
//Functions for centering the text
void Functions::Centertxtinrec(sf::Text& txt, sf::RectangleShape&; rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left / 2,
                                        rec.getPosition().y + rec.getSize().y / 2 - txt.getGlobalBounds().height / 2 - txt.getGlobalBounds().top / 2);
}
//Top
void Functions::CentertxtinrecTop(sf::Text& txt, sf::RectangleShape& rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left,
                                        rec.getPosition().y - txt.getGlobalBounds().top);
}
//Bot
void Functions::CentertxtinrecBot(sf::Text& txt, sf::RectangleShape& rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left,
                                        rec.getPosition().y + rec.getSize().y - txt.getGlobalBounds().height - txt.getGlobalBounds().top);
}

33
General / How to free sf::Texture during runtime
« on: October 29, 2012, 03:51:45 pm »
Hello.
I am making a game, and at main menu i have allot of images, and i am wondering how to "free / empty" them to improve performance during game, i will reload them once menu is up.

I thought about reloading 1x1 image, that would work.
But id really prefer to empty it somehow.
What are ways to do this?

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