gamedevframework / gf Goto Github PK
View Code? Open in Web Editor NEWA C++17 framework for 2D games
Home Page: https://gamedevframework.github.io/
License: Other
A C++17 framework for 2D games
Home Page: https://gamedevframework.github.io/
License: Other
When a wrong path has given to the ResourceManager, no warning message was displayed.
It would be nice to have a little message to debug purpose ; )
I'm not sure about the part of the system that could be related to this issue ?
The system uses
[alarm@alarm build]$ make
[ 0%] Building CXX object library/CMakeFiles/gf0.dir/Range.cc.o
/home/alarm/misc/gf/library/Range.cc:31:19: error: duplicate explicit instantiation of 'struct gf::v1::Range' [-fpermissive]
template struct Rangestd::size_t;
^~~~~~~~~~~~~~~~~~
make[2]: *** [library/CMakeFiles/gf0.dir/build.make:327: library/CMakeFiles/gf0.dir/Range.cc.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:118: library/CMakeFiles/gf0.dir/all] Error 2
make: *** [Makefile:128: all] Error 2
Line 155 in 627af8f
#18
WidgetContainer doesn't do the job in the pointTo function on resized window....
Have to handle window resizing in it....
For now, the minimum versions of the dependencies are based on Debian stable. Before gf 1.0, a new Debian stable (stretch) will be out with new version:
The question is: do we put these versions as a minimum?
The answer will probably be yes for SDL2, Freetype and Boost but no for CMake (we can rely on an older CMake version for building gf, but which one?).
Hi!
I think that a little function like Keyboard::getKeyFromName()
would be nice :)
when using the SquareGrid Class when the window is resized the grid is shown twice , if you continue resizing the window the issue is more visible.
this is the code that i used
#include <gf/Event.h>
#include <gf/RenderWindow.h>
#include <gf/Window.h>
#include <gf/Grid.h>
int main() {
gf::Window window("GFBattleship", { 500, 500});
gf::RenderWindow renderer(window);
gf::SquareGrid test(gf::Vector2u(50,50),gf::Vector2f(10.0f,10.0f) , gf::Color::White ,1.0f);
while (window.isOpen()) {
gf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case gf::EventType::Closed:
window.close();
break;
}
}
renderer.draw(test);
renderer.display();
}
return 0;
}
resized
I really loved the choices made by this library, but it's unfortunate that it doesn't support macos as of now. Any plans on supporting MacOS in the near future?
If you put a line width greater than 7, nothing change in the render of the line of the square grid
Hello! I've read about this project following a comment on an user from the FastTracker II repo (an issue from it). And there was something curious that I wanted to know about this project in particular.
See, the project advertises itself as "It is not a game engine, it is more something like a framework, similar to libGDX in the Java world." and that is something that I am curious about, because LibGDX, by virtue of its Java heritage, can cross-compile and export on a variety of platforms from a single host/PC to many other OSes or devices. And this is where I am going with this.
What's the official way to release binaries from multiple OSes with this? Could one install something like MinGW on a Linux box and be able to cross-compile and build for Windows? I've noticed from this link (https://gamedevframework.github.io/v1.2.0/build_and_install.html) on the docs that Linux requires GCC or Clang while Windows requires MSVC. No mention of MinGW (be it from MSYS on Windows or from Linux itself)
Lastly. What's the scripting language support for this framework? Or are you meant to work natively with what the examples give? (so, C++)
Cheers!
MetalMaxMX
Why not doing that ? Then one can use the “smart” for
to go through the Vector.
I can do it, but I will not spend my time unnecessarily if you prefer C array.
Hello,
When we update his position/scale/rotation the background texture is not updated correctly, and stay at the created position.
The current workaround is to call setState function, so it's calling the updateGeometry function.
Hi there,
I installed gf and tried compiling the simplest program with it but it seems cmake can't find gf::gf0
.
Here is my project structure, alternatively I put it on a repo
.
├── assets
├── build
├── CMakeLists.txt
├── include
│ └── main.hpp
└── src
└── main.cpp
when I try to cmake ..
from the build directory I got this message :
-- Found GF (version "0.17.4") in /usr/local/lib/cmake/gf with components: graphics;core
-- Configuring done
CMake Error at CMakeLists.txt:11 (add_executable):
Target "Spaceformer" links to target "gf::gf0" but the target was not
found. Perhaps a find_package() call is missing for an IMPORTED target, or
an ALIAS target is missing?
-- Generating done
CMake Generate step failed. Build files cannot be regenerated correctly.
Here is my CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
#set(CMAKE_BUILD_TYPE Debug)
project(Spaceformer VERSION 1.0.0)
find_package(gf REQUIRED)
include_directories(${PROJECT_NAME} "include")
add_executable(${PROJECT_NAME}
src/main.cpp
)
target_link_libraries(${PROJECT_NAME}
gf::gf0
)
Here are some info on my system :
ArchLinux
Hello,
When generated files with Cmake, he generated only a configuration for x64 on windows.
My version : Windows 10 and Cmake 3.17.0-rc3 and Visual Studio 2019
If it's should be like that, maybe update the documentation for windows and use .\vcpkg install sdl2:x64-windows freetype:x64-windows boost:x64-windows zlib:x64-windows
instead .\vcpkg install sdl2 freetype boost zlib
because vcpkg only install x86 packages if not defining it.
Hi,
I am trying to write a shader (taken from there, see attachment) to display a grid (as an alternative to gf::SquareGrid
) but I get a bunch of OpenGL errors every frame.
[2019-01-24 13:35:11.362051][Warn] Uniform not found: 'u_texture'
[2019-01-24 13:35:11.362092][Warn] Attribute not found: 'a_color'
[2019-01-24 13:35:11.362108][Error] Error in OpenGL call:
Location: /xxx/gf/library/graphics/RenderTarget.cc:273
Expression: glEnableVertexAttribArray(colorLoc)
Error: GL_INVALID_VALUE
Description: A numeric argument is out of range.
[2019-01-24 13:35:11.362121][Error] Error in OpenGL call:
Location: /xxx/gf/library/graphics/RenderTarget.cc:281
Expression: glVertexAttribPointer(colorLoc, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), colorPointer)
Error: GL_INVALID_VALUE
Description: A numeric argument is out of range.
[2019-01-24 13:35:11.362148][Error] Error in OpenGL call:
Location: /xxx/gf/library/graphics/RenderTarget.cc:291
Expression: glDisableVertexAttribArray(locations.colorLoc)
Error: GL_INVALID_VALUE
Description: A numeric argument is out of range.
They originate from the fact that I don't use u_texture
in the fragment shader, so while this uniform is present in the shader code, it is probably removed by the GLSL compiler. So, when GF sets the uniform every frame, it fails. The same issue also occurs with the vertex shader and a_color
.
Could GF only set these uniforms if they are present in the compiled shader code?
OS: Ubuntu 18.04
GF version: v0.11.0
PS: the contribution guidelines indicate that I should add the "Bug" tag to this issue, but I would need write permissions on this repository to do that.
PS: this framework is great!
Hello ,
i believe there is a typo in authors , the word developpers has an extra p it should be developers.
when i run gf_pong the window crashes and the following assertion is displayed
gf_pong: /path/to/gf/gf/library/graphics/View.cc:139: void gf::v1::View::setViewportNoCallback(const RectF&): Assertion `isClamped(viewport.left)' failed.
Os : Ubuntu mate 18.04
gf version : gf 0.13.0 (tested master branch and the develop branch )
First thanks a lot for your nice game framework!
I looked a lot for a 'multimedia' framework that work on OpenGL ES. Most functions seems here for base of development :).
I tried all the examples, and the last one has a missing sprite.png file. This file isn't in the source tree either.
cd /usr/local/share/doc/GF/examples
./99_index
[1471371209][Debug][Graphics] Shader loaded from file: '/usr/local/share/gf/shaders/default.vert'
[1471371209][Debug][Graphics] Shader loaded from file: '/usr/local/share/gf/shaders/default.frag'
[1471371209][Debug][Graphics] Shader loaded from file: '/usr/local/share/gf/shaders/default.vert'
[1471371209][Debug][Graphics] Shader loaded from file: '/usr/local/share/gf/shaders/default_alpha.frag'
[1471371209][Warn][Graphics] Could not load image from file 'sprite.png': can't fopen
Project can't be build:
CMake Error happens after cd build, cmake ../ -DGF_BUILD_GAMES=ON -DGF_BUILD_TOOLS=ON
Could not find SDL2 include directory
Ubuntu 20.04 (WSL)
Based on an idea from @Xeryko
The idea is to add simple game widgets like buttons with text, or simple text or simple images. This issue is a place for discussing the design of this enhancement.
First each widget has a state.
enum class WidgetState {
None,
Hover,
Selected,
Active,
Disabled,
};
Then the basic widget class which has a render()
method similar to gf::Entity
.
class Widget {
public:
virtual void render(RenderTarget &target, const RenderStates &states);
virtual RectF getGlobalBounds() = 0;
void setFocus();
void setHover();
void setDisabled();
};
Then an activable widget is a widget that can be activated (either by a mouse click or by a gf::Action
) and that calls a function when triggered. Not sure about this one (maybe it should be merged with Widget
)
class ActivableWidget : public Widget {
public:
void setActive();
bool isActive() const;
private:
Action& m_action;
std::function<void()> m_handler;
};
The widget container handles mouse events and dispatch them to the widgets.
class WidgetContainer {
public:
WidgetContainer(RenderTarget& target, View& view);
void processEvent(const Event& event);
private:
RenderTarget& m_target;
View& m_view;
std::vector<Widget*> m_widgets;
Action *m_nextAction;
Action *m_prevAction;
};
Finally, an example of Widget.
class TextWidget : public Widget {
public:
virtual void render(RenderTarget &target, const RenderStates &states) override;
virtual RectF getGlobalBounds() override;
private:
Text& m_text;
Color4f m_disabledTextColor;
Color4f m_disabledOutlineColor;
float m_disabledOutlineThickness;
// ...
};
At this adress here
the update function should be replaced by the processEvent function.
the example doesn't show a red square (line 72) ,it might be a replication error from the previous example
because the source file doesn't contain any code to create a square
on ubuntu mint 18.04 , using clang version 6.0.1 .
Trying to assign a grey color to a font seems not workinig.
I only have a white or a black color result.
Hello,
In the documentation, there's a simplier way to clone the repository :
git clone https://github.com/GamedevFramework/gf.git
cd gf
git submodule update --init
mkdir build
cd build
cmake ../ -DGF_BUILD_GAMES=ON -DGF_BUILD_TOOLS=ON
make
can be change to :
git clone --recursive https://github.com/GamedevFramework/gf.git
cd gf
mkdir build
cd build
cmake ../ -DGF_BUILD_GAMES=ON -DGF_BUILD_TOOLS=ON
make
Follow-up of bug #21
is it normal that when i add setOutlineThickness to a RectangleShape object with a texture the texture is not displayed and the texture is replaced by white background ?
this should work according to the documentation , but it's possible i misunderstood the document
here is my code :
gf::Texture testTexture;
if (!testTexture.loadFromFile("testTexture.png")) {
return -1;
}
gf::RectangleShape tile;
tile.setSize({ 75.0f, 75.0f });
tile.setOutlineColor(gf::Color::Blue);
tile.setOutlineThickness(2);
tile.setPosition({10 + (tile.getSize().width + 2), 10 + (tile.getSize().height + 2) });
tile.setTexture(testTexture);
}
Hello,
When trying to build develop branch of GF on windows, visual studio tells me the error :
RandomBinaryTree.cc(140,18): error C2039: 'runtime_error': is not a member of 'std'
Added #include <stdexcept>
at the beginning of the file, but not sure if it's the correct solution.
Windows 10 and Cmake 3.17.0-rc3 and Visual Studio 2019
Texture.h
line 339
class GF_API Texture : public BareTexture {
};
line 67
class GF_API BareTexture {
public:
BareTexture(Format format);
~BareTexture();
};
Texture's parent class is BareTexture, but the destructor of BareTexture is not virtual
Is it possible to render to multiple windows with gf? If so, how should it be done?
I have tried making a simple test application with multiple windows, however I am able to render only to the most recently created window, and it is not recognizing the events properly.
#include <gf/Color.h>
#include <gf/Event.h>
#include <gf/RenderWindow.h>
#include <gf/Window.h>
int main() {
gf::Window window("window", {640, 480}, ~gf::WindowHints::Resizable);
gf::Window window2("window 2", {640, 480}, ~gf::WindowHints::Resizable);
gf::RenderWindow renderer(window);
gf::RenderWindow renderer2(window2);
while (window.isOpen() || window2.isOpen()) {
if(window.isOpen()) {
gf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case gf::EventType::Closed:
window.close();
break;
case gf::EventType::KeyPressed:
if (event.key.scancode == gf::Scancode::Escape) {
window.close();
}
break;
default:
break;
}
}
if(window.isFocused()) {
renderer.setActive();
renderer.clear(gf::Color::Red);
renderer.display();
}
}
if(window2.isOpen()) {
gf::Event event2;
while (window2.pollEvent(event2)) {
switch (event2.type) {
case gf::EventType::Closed:
window2.close();
break;
case gf::EventType::KeyPressed:
if (event2.key.scancode == gf::Scancode::Escape) {
window2.close();
}
break;
default:
break;
}
}
if(window2.isFocused()) {
renderer2.setActive();
renderer2.clear(gf::Color::Blue);
renderer2.display();
}
}
}
return 0;
}
Hello,
gf::BasicText not updating correctly his local bounds, when using alignment.
gf::TextWidget basicText("Hellooooooooo ? test", m_Font);
basicText.setDefaultTextColor(gf::Color4f(1,1,1,1));
basicText.setPosition({150.f, 100.f});
basicText.setAlignment(gf::Alignment::Center);
std::cout << basicText.getLocalBounds().getWidth() << " " << basicText.getLocalBounds().getHeight() << std::endl;
target.draw( basicText, states);
When you are executing this code in a render function, you will be able to see the getWidth() function not returning a correct value, in this case 0.
But if you use setParagraphWidth and set his value to 1.
You will be able to see the getWidth() return 1.
Sounds like width is calculated from paragraph width instead with letter.
Paragraph width calculation is correct when the paragraph width > letter width.
Add a state machine to handle different scenes. The state machine should be be able to receive events (with Actions
maybe) and display the scene (thus, it needs a reference to a RenderTarget
).
References:
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.