Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Code::Blocks WxSmith-provided code and SFML 2.  (Read 1319 times)

0 Members and 1 Guest are viewing this topic.

Ammandril

  • Newbie
  • *
  • Posts: 4
    • View Profile
Code::Blocks WxSmith-provided code and SFML 2.
« on: February 21, 2013, 07:40:55 pm »
Hello.
I've recently felt that I badly need something to create a good GUI, and my library of chose has been WxWidgets.
I'm using Code::Blocks and it's built-in WxSmith Editor to get some basic knowledge about how to use it. I'm really impressed by what it's shown me so far. I've read the official tutorial on integrating Wx with SFML, but as of my current knowledge state I don't really now whether I'm able to use the code generated in WxSmith with my SFML project, or should I rather go straightly for learning the pure WxWidgets programming?

Thanks for Your patience.

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11034
    • View Profile
    • development blog
    • Email
AW: Code::Blocks WxSmith-provided code and SFML 2.
« Reply #1 on: February 21, 2013, 10:08:16 pm »
I'm not familiar with WxWidget nor WxSmith, but afaik SFML can only be integrated into WxWidget, thus you get a canvas widget you can render to, bit you can't place the widgets on top of SFML's rendering. If that's what you wamt, I don't see a reason why WxSmith shouldn't work for the surrounding widgets.

If however you want an 'in-game' (i.e. on top of the rendering, you'll have to use something else. See the FAQ on the GitHub wiki for an incomplete list of GUIs.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/