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Author Topic: SFML app behaving like active app, but it does not create any window  (Read 1089 times)

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SimonB

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SFML Forum. I come to you in a time of great need.

I am starting to learn C++, after learning Python, and I want to learn C++ in an entreating way; that is, by making games with SFML. I am following a book which you can find [here][1]. The problem is that, when using a basic example, listed below, SFML does not create a window. (Sorry for my use of using namespace)

My Code:

    // Include important C++ libraries here
    #include <SFML/Graphics.hpp>
   
    // Make code easier to type with "using namespace"
    using namespace sf;
   
    int main()
    {
   
        // Create a video mode object
        VideoMode vm(1920, 1080);
   
        // Create and open a window for the game
        // RenderWindow window(vm, "Timber!!!", Style::Fullscreen);
   
        // Low res code
        RenderWindow window(vm, "Timber!!!");
   
        // Create a texture to hold a graphic on the GPU
        Texture textureBackground;
   
        // Load a graphic into the texture
        textureBackground.loadFromFile("graphics/background.png");
   
        // Create a sprite
        Sprite spriteBackground;
   
        // Attach the texture to the sprite
        spriteBackground.setTexture(textureBackground);
   
        // Set the spriteBackground to cover the screen
        spriteBackground.setPosition(0, 0);
   
   
        while (window.isOpen())
        {
   
            /*
            ****************************************
            Handle the players input
            ****************************************
            */
   
            if (Keyboard::isKeyPressed(Keyboard::Escape))
            {
                window.close();
            }
   
            /*
            ****************************************
            Update the scene
            ****************************************
            */
   
   
            /*
            ****************************************
            Draw the scene
            ****************************************
            */
   
            // Clear everything from the last frame
            window.clear();
   
            // Draw our game scene here
            window.draw(spriteBackground);
   
            // Show everything we just drew
            window.display();
   
   
        }
   
        return 0;
    }

An image of what happens when I build and execute is below
[![The Image][2]][2]

I tried to reinstall SFML, make the window smaller (the book suggests that I create a smaller, 960-pixel-wide VideoMode object and then window.draw() the original 1920/1080 picture*, but this did not work), re-build the project, execute it from XCode, and copy the SFML.dll files into my main project directory (and also I checked for my project directory).

Is this normal? Do you know how I can fix it? Notice how it takes up my screen as if it were the app which I am currently using. Thank you for your time.



*  As a footnote, I ran some other SFML examples to check the correctness of my SFML installation. The ran successfully.

  [1]: https://www.amazon.com/Beginning-Game-Programming-program-building/dp/1838648577/ref=sr_1_2?dchild=1&keywords=learn%20c%2B%2B%20by%20making%20games&qid=1593817894&sr=8-2
 

The link to my photo is here: https://i.stack.imgur.com/D8KuF.png
« Last Edit: July 04, 2020, 06:12:03 am by SimonB »

Laurent

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Re: SFML app behaving like active app, but it does not create any window
« Reply #1 on: July 04, 2020, 08:00:16 am »
Please don't duplicate posts (on github and here).
Laurent Gomila - SFML developer