This is a reconstruction of the older z_framework that I have for cpp in the past. This isn't technically a framework, just bunch of useful code snippet thrown in a place.
The primary reason for redoing the entire codebase is to make it such that to use the code, I just need to copy it into my project. This is inspired by the Dropbox json11 code. So instead of putting files and individiual classes into folders and files, I will put EVERYTHING into a single header file. The things that are implemented will be grouped by functionality. The file dependency will be laid out at the top of the files. The class/method dependency hopefully, will also be laid out at the beginning of every methods/class def. These will allow you to detect unused method and delete them appropriately.
Defines the basic alignment enum used by various other parts.
Bunch of useful conversion methods
Defines direction and modifiers.
Bunch of useful methods for sf::Rect
Bunch of useful methods for sf::Sprite
zf_spritesheet is a small spritesheet file that allow you to load sprite into a single texture object on the fly. This is also used by zf_term and zf_twindow to manage the ascii characters and the special characters.
A small and simple implementation for formatting string, similar to boost::format. I didn't want to rely on boost until necessary. This is usually enough to do the trick.
Bunch of useful methods for manipulating strings.
zf_term is an implementation similar to ncurses, which uses SFML. The original idea is to be able to write roguelike games and still support tiles.
This is a implementation similar to zf_term. However, many of the curses like restriction is lifted. For example, you can create various windows of different cell sizes. Primarily, it allows you to create a tiled game easier.
The best way to use this codebase, is to treat them like snippets. Just copy them into your project anywhere you like and include them. You can remove those that you do not need, or even modify them to suit your needs.
Read the LICENSE for license for the various components.