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SFML is multi-media SFML provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. It is composed of five modules: system, window, graphics, audio and network. Discover their features more in detail in the tutorials and the API documentation. SFML C Tutorial–Basic Graphics News, Tutorials / October 18, 2015 August 3, 2020 / 2D, C#, SFML In the previous tutorials, we covered configuration, game loop, and finally keyboard handling.

A. Introduction

SFML C Tutorial–Sprites and Textures News, Tutorials / October 29, 2015 August 3, 2020 / 2D, C#, SFML In the previous tutorial, we covered the basics of using graphics in SFML. Contribute to SFML/SFML development by creating an account on GitHub. Oct 15, 2015 In the previous tutorials we covered configuration, game loop and finally keyboard handling.Today we are going to move on to the basics of graphics programming in SFML. Django book for beginners: to setup a Visual Studio project to use the SFML multimedia library.3:50 Note: add '. SFML offers a contains method on the rectangle which returns true if the vector passed is in the rectangle. This really reduces the code and improves readability and reliability. This really reduces the code and improves readability and reliability.

This document describes how to install SFML in Code::Blocks on a computer for the course CS-11: Introduction to Programming Concepts and Methodology, C++. SFML is a free and open source library that provides a simple object-oriented interface to graphics, sound and other parts of a personal computer. It has five main modules: system, window, graphics, audio and network. Since this is an introductory course, not all options are covered such as static builds.

These instructions assume that you have already installed Code::Blocks as described in the document: How to Install Code::Blocks on Windows. If not, do so now.

For Linux computers, SFML installation is described in How to Install Code::Blocks and SFML for Linux. For Macintosh computers, SFML installation is described in How to Install SFML in OS-X.

B. Installing SFML

Follow these instructions carefully. Do NOT just continue without completely reading each step of the instructions carefully or you will probably not install the software correctly. If in doubt ask a classmate or the instructor to verify what you are doing.

If you cannot create an SFML project after installing, then you will need to reinstall Code::Blocks, SFML or both.

  1. In your CodeBlocks folder, create a new folder named 'sfml' (without the quote marks). You will install the SFML files into this folder.
  2. Go to the SFML download page and follow the link to the latest stable version.
  3. Download the binaries corresponding to the compiler Code::Blocks installed, which is GCC, the word length (32-bit or 64-bit) of your compiler, and the variant (SJLJ, DW2, SEH) with SJLJ preferred, like: GCC 5.1.0 TDM (SJLJ) - 32 bits.

    If unsure, look in your CodeBlocksMinGWbin folder and check which of the libgcc_s_XXX dll files were installed by Code::Blocks, where XXX are the letters in parenthesis. If you have multiple versions, choose the SJLJ variant of SFML.

    The binary for the classroom computers is: GCC 4.8.1 TDM (SJLJ) - 32 bits. Here is the usual file to select for the classroom:

  4. Unzip the downloaded file (see Windows unzip) and move (not copy) all the extracted SFML files and folders to the CodeBlocks folder named 'sfml'.

    Make sure you have the correct folder structure. Do NOT have any extra file folders like 'SFML 2.4.2' in the file path.

  5. Start CodeBlocks and click on the Settings->Compiler menu to open the Compiler settings dialog.
  6. In the Compiler settings dialog:
    1. In the left-hand menu, verify Global compiler settings is selected,
    2. Select the Toolchain executables tab.
    3. Select the Additional Paths tab.
    4. Press the Add button, find the bin folder of SFML (C:CodeBlockssfmlbin), and add it without keeping relative paths.
    5. Press the OK button at the bottom of the dialog.

    If you are reinstalling Code::Blocks, you may get a message, 'Path already in the extra paths list!' If so, click OK and continue.

C. Creating an SFML Project from the SFML Project Wizard

In this section we create a test project to verify the SFML installation. We can use these instructions as a starting point for other new projects as well.

  1. Run Code::Blocks and click the 'Create a new project' link or follow the menus: File -> New -> Project....
  2. Select the 'SFML project' wizard by clicking the SFML project icon shown and pressing the Go button.
  3. In the 'SFML project' start screen press the Next button.
  4. In the 'SFML project' version screen select SFML 2.0 as shown and press the Next button.
  5. In the 'SFML project' link library screen select Dynamic Link Library as shown and press the Next button.
  6. In the 'SFML project' name screen enter a project name where shown and press the Next button.
  7. In the 'SFML project' path screen set the path to the location you installed SFML ( C:CodeBlockssfml ) and press the Next button.
  8. In the 'SFML project' compiler configuration screen verify the compiler is the GNU GCC Compiler and press the Finish button. Leave the other settings unchanged.
  9. View the source code for the default SFML project file by expanding the Sources tree and clicking on main.cpp.
  10. Build the project by clicking on the Build icon in the toolbar, using the menus Build->Build, or pressing Ctrl+F9.
  11. When you build, you will see a pane at the bottom of Code::Blocks called Build Log. You should see an output like this showing the compiler did not report any errors:

    If you have problems, check the In Case of Trouble section below.

  12. Run the program by clicking on the Run icon in the toolbar, using the menus Build->Run, or pressing Ctrl+F10, and verify you see the following graphics window.

    If you have problems, check the In Case of Trouble section below.

  13. After closing the graphics window by pressing the red X, verify the message process returned 0 appears in the console.
  14. Click on the console and press the space key to close the console window.

D. Creating an SFML Project from Empty Project

In this section we create a test project to verify the SFML installation. We can use these instructions as a starting point for other new projects as well.

Sfml/graphics.hpp Download For Dev C++

  1. Run Code::Blocks and click the 'Create a new project' link or follow the menus: File -> New -> Project....
  2. Select the 'Empty project' wizard by double-clicking the Empty project icon shown.
  3. In the 'Empty project' start screen press the Next button.
  4. In the following window, enter a project title and folder path and then press the Next button. The example project is 'test-sfml'.
  5. Continuing through the 'Empty project' wizard, verify the GNU GCC compiler is selected and then press the Finish button.
  6. In the Project menu, select Build options.... (If 'Build options' is grayed out, check to see if another Code::Blocks window is hidden behind the main window.) After selecting Build options... then:
    1. Click the global project name (like test-sfml) on the left-hand menu. The project name is what you entered in step 4.
    2. Select the Search directories tab.
    3. Select the Compiler subtab.
    4. Press the Add button, find the include folder of SFML, and add it without keeping relative paths. If you installed SFML to the correct folder, then you can use C:CodeBlockssfmlinclude independant of the title of your project.
  7. Similarly, set the Linker path to the lib folder (C:CodeBlockssfmllib) by:
    1. Clicking the global project configuration (project name) on the left-hand menu.
    2. Selecting the Search directories tab.
    3. Selecting the Linker subtab.
    4. Pressing the Add button, finding the lib folder of SFML C:CodeBlockssfmllib and adding it without keeping relative paths.
  8. Also in the Project build options dialog:
    1. Click the global project configuration (project name) on the left-hand menu,
    2. Select the Linker settings tab,
    3. Press the Add button and add the Link libraries in the order shown by typing the following names into the Add library dialog box:
      Do NOT find a file. Instead, type (or copy) in the names shown to the left one at a time and press the OK button in the 'Add library' dialog between each added name.

    The GCC compiler requires the link libraries to be in the correct order as shown. If you add sfml-audio or sfml-network, add them before sfml-window.

  9. When finished adding the project build options, press the OK button of the 'Project build options' dialog shown above.
  10. Add a file to the project by using the menus File->New->Empty file and choosing an appropriate file name like test.cpp.

    Read the dialogs and select appropriately. If in doubt, use my suggestions like test.cpp.

  11. In the file tab (test.cpp), copy and paste the following program code.
  12. Build the project by clicking on the Build icon in the toolbar, using the menus Build->Build, or pressing Ctrl+F9.
  13. When you build, you will see a pane at the bottom of Code::Blocks called Build Log. You should see an output like this showing the compiler did not report any errors:

    If you have problems, check the In Case of Trouble section below.

  14. Run the program by clicking on the Run icon in the toolbar, using the menus Build->Run, or pressing Ctrl+F10, and verify you see the following graphics window.

    If you have problems, check the In Case of Trouble section below.

  15. After closing the graphics window by pressing the red X, verify the message process returned 0 appears in the console.
  16. Click on the console and press the space key to close the console window.

E. Exiting and Restarting Projects

  • To close a project, use File->Close project before exiting CodeBlocks.
  • To restart a project, select (click on) the .cpb file for the project.
  • To ease setting up a new project, you can start with the start-sfml project
  • Make sure you unzip (extract) the project and then run it by double-clicking the file: start-sfml.cbp
  • The CBP (Code::Blocks Project) contains the information to start an exisiting project in Code::Blocks

F. More Information

  • Simple and Fast Multimedia Library: SFML Home Page
  • SFML and Code::Blocks (MinGW): SFML setup for use with Code::Blocks
  • Tutorials for SFML 2.4: More information on how to use SFML.

G. In Case of Trouble

  1. If you see an error message like:

    verify that the file extension is .cpp and is not a .c file extension.

  2. If you see an error message like:

    make sure you have the correct SFML binary. (See Installing SFML step 3)

  3. An error message like:

    means you closed the console window before closing the SFML graphics window. To prevent the message, close the SFML graphics window before closing the console (terminal) window.

  4. An error message like:

    means that SFML could not correctly set up OpenGL because the window is larger than the screen or other reasons such as using remote desktop.

  5. An error message like:

    means that SFML could not locate the SFML/Graphics.hpp file because it is installed in the wrong folder. See Installing SFML steps 1 and 4.

  6. If the 'Build' option is grayed out, close any SFML and Terminal windows started by Code::Blocks.

For any other error, try reinstalling Code::Blocks, SFML or both, following the instructions carefully. Let the instructor know about your error and how you corrected the problem.

We create a scene management system for our game engine. A scene will contain the logic for a specific part of our game e.g. the main menu, game, and pause scenes.

This is part of an ongoing series where we write a complete 2D game engine in C++ and SFML. A new tutorial is released every Monday. You can find the complete list of tutorials here and download the source code from the projects GitHub page.

In this tutorial we will extend our game engine by writing a scene management system. If you’ve used Unity (or a similar game engine), you’ll have noticed how you can separate the game logic into different scenes. Each scene has its own unique properties and objects and will contain the logic for a specific part of our game.

Most, if not all games, employ a number of scenes; a main menu and a game scene at the very least. Typically, a game will also have a splash screen; as well as a pause, game over, and credits scene. You can also create separate scenes for different levels of your game.

There’s a lot of code to get through so lets start by creating a new class called Scene. This will be the parent class of all our scenes. This is an abstract class that wont be instantiated, instead we’ll create specific scenes that inherit from this class.

We’ll implement OnCreate and OnDestroy as pure virtual functions to ensure that this class is not instantiated. These two methods will need to be implemented in any class that inherits from Scene. If you find that you are implementing any other method (or combination of methods) more often, then it may be wise to change those methods to pure virtual functions instead.

To manage our scenes we will write a finite-state machine (FSM). A FSM stores one or more states (scenes in this instance) with only a single state active at one time. A FSM also has the ability to transition between states, which suits our needs perfectly.

You can find more information on FSMs here. Our FSM will be very simple (we’ll build on it in future), so if you’ve never implemented a FSM before it shouldn’t be a issue. I will also be discussing FSMs in more detail in a future tutorial on game AI.

Create a SceneStateMachine class. This will be FSM responsible for maintaining our scenes.

Lets implement the more straightforward methods first.

These methods simply call the relevant methods in the current scene (if there is one).

We need to be able to add and remove scenes to our state machine. This is relatively simple as all we need to do is add/remove the item from our map and call our OnCreate and OnDestroy methods after creation and before destruction.

When we add a scene to the state machine we return an unsigned int. This is the scenes id and is currently required to remove the scene from the state machine. Using an unsigned int as the maps keys gives us the ability to have a maximum of 4,294,967,295 scenes. This should be more than enough for our purposes (or nearly anyones I would imagine). I have consciously not added any overflow protectionhere yet as this would just complicate the code and I don’t think we are in any danger of inserting more scenes than we have space allocated. You can also add duplicate scenes and retrieve different ids, which is something we can improve in future.

It is worth noting that the actual size of the int can vary depending on the compiler used. This will not be an issue for us as we will still be able to create a larger number of scenes that we are likely to ever use. If we wanted to ensure the size of the int is the same regardless of the system we are compiling on, then we would use fixed-sized data types (which we did when writing our bit mask class.

Removing scenes is also relatively simple. As previously stated, it requires passing in the scene id that is provided when we add a scene to our state machine.

This method attempts to find a key with the provided id and if found it is removed from our map after we call the scenes OnDestroy method so it can perform any cleanup.

Lastly we can create the SwitchTo method that transitions to a scene based on its id.

Now we have the backend, lets create a couple of scenes for testing. Lets start with a splash screen, where we will briefly display our logo before loading another scene (which we will create shortly). Create a new class called SceneSplashScreen. We’ll start all scenes with the word ‘scene’ so we can easily find them. Of course, you do not have to follow this convention.

We’ll inherit the methods that we have to (OnCreate and OnDestroy) and want to (OnActivate, Update and Draw).

Lets also create the game scene. Theres nothing new here, we are just moving all the logic from the Game class to our new scene.

The final changes we need to make are to the Game class. Our Game class will be responsible for creating the scenes and updating our SceneStateMachine. We also need to remove the logic that is now implemented in the SceneGameclass.

We also no longer need a reference to Input as this is now implemented in our game scene.

In our Game class constructor, we will create two scenes, the splash and game scene.

1. This creates a smart pointer to a splash screen scene. And the next line does the same but for a game scene.

Sfml

2. We add our newly created scenes to the state machine. This returns the scenes id within the state machine.

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3. Now that we have our game scenes id we can set the splash screen to transition to the game scene.

4. We want the game to start at the splash screen, so we transition to that scene using its id.

We then need to call the relevant update and draw methods on our scene state machine.

So now when you run the game you’ll be greeted with a splash screen for a few seconds before the game is loaded.

In future we may convert our scene system to make use of components; where each scene, rather than being its own class, will consist of a collection of ‘components’. These components are smaller logical units that can be mixed and matched to create scenes. This topic will be covered further in the next tutorial when we look at implementing an Entity Component System for our player object.

As always, if you have any suggestions for what you would like covered or are having any trouble implementing a feature, then let me know in the comments and I’ll get back to you as soon as I can. Thank you for reading 🙂