howdy,
Executive Summary:
I'm getting an error when moving class definition to a separate .h file -
(no instance of overloaded function "sf::RenderWindow::draw" matches the argument list)
Narrative:
Having a dumb issues that I'm too dumb to figure out.
I have a pretty decent game going (avatar related) that is entirely sprite based.
I have been needing a major upgrade to vertex arrays
Just trying to adapt the vertex array tutorial the game and will rebuild around it.
Trying to move class definitions (interpret loosely - terminology?) to a .h file. First step in adaptation...
heres the error: (no instance of overloaded function "sf::RenderWindow::draw" matches the argument list)
and the .h:
class TileMap {
public:
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height);
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
};
class loop {
int main();
};
and the .cpp (spoiler alert - its the tutorial):
bool load(const std::string& tileset, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height) {
sf::VertexArray m_vertices;
sf::Texture m_tileset;
// load the tileset texture
if (!m_tileset.loadFromFile(tileset))
return false;
// resize the vertex array to fit the level size
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
// populate the vertex array, with one quad per tile
for (unsigned int i = 0; i < width; ++i)
for (unsigned int j = 0; j < height; ++j)
{
// get the current tile number
int tileNumber = tiles[i + j * width];
// find its position in the tileset texture
int tu = tileNumber % (m_tileset.getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset.getSize().x / tileSize.x);
// get a pointer to the current tile's quad
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
// define its 4 corners
quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
// define its 4 texture coordinates
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
}
return true;
}
void draw(sf::RenderTarget& target, sf::RenderStates states) {
sf::VertexArray m_vertices;
sf::Texture m_tileset;
// apply the tileset texture
states.texture = &m_tileset;
// draw the vertex array
target.draw(m_vertices, states);
}
int main() {
// create the window
sf::RenderWindow window(sf::VideoMode(512, 256), "Tilemap");
// define the level with an array of tile indices
const int level[] =
{
0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3,
0, 1, 0, 0, 2, 0, 3, 3, 3, 0, 1, 1, 1, 0, 0, 0,
0, 1, 1, 0, 3, 3, 3, 0, 0, 0, 1, 1, 1, 2, 0, 0,
0, 0, 1, 0, 3, 0, 2, 2, 0, 0, 1, 1, 1, 1, 2, 0,
2, 0, 1, 0, 3, 0, 2, 2, 2, 0, 1, 1, 1, 1, 1, 1,
0, 0, 1, 0, 3, 2, 2, 2, 0, 0, 0, 0, 1, 1, 1, 1,
};
// create the tilemap from the level definition
TileMap map;
if (!map.load("tileset.png", sf::Vector2u(32, 32), level, 16, 8))
return -1;
// run the main loop
while (window.isOpen())
{
// handle events
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
// draw the map
window.clear();
window.draw(map);
window.display();
}
return 0;
}