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Topics - Glenn

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1
DotNet / SFML window blocking windows form
« on: September 17, 2012, 08:39:02 pm »
Hi,

So as seen in this thread: http://en.sfml-dev.org/forums/index.php?topic=9141.0 I am using SFML2.0 .NET within windows forms.

What I have is a windows forms application with a picturebox in it that I use as the container for my SFML window.

A problem I have run into is that when I create a child form within the mainform, even if I set it as the topmost window, the sfml renderwindow will always block it.

Is there a way to make it so the new form will display on top of the render window?

Here is a small snippet of code I have:

           
            SFMLWindow = new RenderWindow(this.pictureBox1.Handle);

            form2 = new Form2();
            form2.MdiParent = this;
            form2.TopMost = true;
            form2.Show();
 

This will show:



The only way I have been able to see the child form is if I hide the sfml window

            SFMLWindow = new RenderWindow(this.pictureBox1.Handle);

            form2 = new Form2();
            form2.MdiParent = this;
            form2.TopMost = true;
            form2.Show();
            SFMLWindow.SetVisible(false);
 

This will show:


I have also tried the form2.BringToFront() method, which also does not work.

2
DotNet / SFML within windows forms
« on: September 14, 2012, 12:11:45 am »
Could someone create a tutorial on how to create a sfml window within windows forms? I want to use sfml .Net
and c# windows forms to create a map editor, but I really don't have a clue how to integrate the two.

I searched the forums and found a handful of threads, but those didn't really help. I imagine there are other people who want to do the same thing, but don't know how.

Thanks

3
Graphics / Release build crashes
« on: September 19, 2011, 06:13:10 am »
So I've just updated to the latest snapshot of SFML 2 and after fixing everything that was broken my app works in debug mode, but not release.

In both cases I am linking to the SFML static builds (-s-d for debug and just -s for release)

When I run in release mode it crashes during initialization.

Here's the call stack:
Code: [Select]

  alphaClient.exe!sf::priv::MutexImpl::Lock()  + 0x7 bytes C++
  alphaClient.exe!sf::Lock::Lock()  + 0x10 bytes C++
  alphaClient.exe!sf::GlResource::GlResource()  + 0x33 bytes C++
  alphaClient.exe!sf::Window::Window()  + 0x32 bytes C++
  alphaClient.exe!sf::RenderWindow::RenderWindow()  + 0x2f bytes C++
alphaClient.exe!App::App()  Line 6 + 0x31 bytes C++
  alphaClient.exe!main(int argc, char * * argv)  Line 15 + 0x26 bytes C++


Here's the exception:
Code: [Select]
Unhandled exception at 0x777c22c2 in alphaClient.exe: 0xC0000005: Access violation writing location 0x00000004.

I have disabled compiler optimization and rebuilt the libs, but I still can't seem to find the issue.

Anybody have any ideas?


EDIT: If I use dynamic libraries it works fine, so it seems to be some issue with the static libraries, which is odd.

4
Graphics / Making a gui
« on: January 05, 2009, 10:20:43 am »
If I wanted to make a gui inside an sfml window (like text boxes and all that fun stuff) what other library would be good to use (using visual studio c++)?

Or would it be a better idea to use a different game library entirely?

5
Graphics / Problem with tiles and performance
« on: December 03, 2008, 10:16:27 am »
Ok so I use this function to draw tiles to my screen:

Code: [Select]
for(i = 0; i < 40; i++)
{
for(j = 0; j < 20; j++)
{
int tileId = 0;
currentTile.SetImage(tilesImage);
tileId = gameMap[i][j].tileId;

currentRect.Left =  32 * tileId;
currentRect.Right = 32 + 32 * tileId;
currentRect.Top = 0;
currentRect.Bottom = 32;
currentTile.SetSubRect(currentRect);


currentTile.SetPosition(32 * i, 32 * j);

App.Draw(currentTile);
}
}


On my laptop when I run the game it runs fine, but on my desktop, which is considerably better than my laptop, I get about 1/3 of the fps.

I've narrowed it down to this bit of code right here.
Why does it run so slow on my desktop? and is there a better way of drawing tiles to the screen?

Edit: Upon further inspection the App.Draw(currentTile); is whats slowing everything down, is there any way to fix it?

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