I have screen scrolling working but i want to have text scroll with the screen. because at the moment my player moves and the screen scrolls but the text doesn't.
I have a CFormView derived window which I would like to position at run time. In particular when the user clicks a button I would like to shfit the CFormView window and open up a new Dialog window so that the two do not overlap.
I have created the CFormView window and the dialog window - how to shfit the CFormView window?
I shift the Dialog window as follows in OnInitDialog: SetWindowPos(NULL, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOZORDER);
I'm writing a program where the user inputs a number of rows, and that many rows of @ symbols are printed, where the first row has the same number of columns as rows, and each next row decrements the number of columns by 1. It prints out a totally wrong output and whatever I try it won't print the right thing- currently when I input 4 it prints out 5 @ symbols on the first row, and then 3 on all the other rows.
Code:
#include <iostream> using namespace std; int main ( ) { int rows; cout << "How many rows? "; cin >> rows;
Is it possible to specify the size/position of tabs in an MFC MDI tabbed application?
I am trying to save the open tabs when exiting the program and restoring them when the application is relaunched. I have come up with a method of saving and reloading the tabs, but I cannot restore their position.
I have seen SaveMDIState and LoadMDIState but I can't make it do anything and I'm also not sure if it's what I need.
I'm working on my first own project which is to collect some info from a save game file and then parse it to a website. Skyrim uses a .ess file extension, which to my knowledge is a binary file. I know how to open a file for reading but how to extract the info I need from there. Do all games use a standardized serialization or can the format of this file be anything?
If reading the binary file turns out to be too difficult, would it be possible to hook the game and retrieve info that way? If so, where would you recommend to start learning that stuff?
I'm currently working on a 2D space shooter game in C++ using SFML library. What I need to know is how make an object (ex:laser) fire up from object (ex:player) when a user press button??
I use visual studio 2012. When I asked what I should use in order to put graphics into my program, I was told by the community that SFML works well. My only problem is that now I have SFML, where and how do I unpack it?
so im trying to make a blinking cursor to give it a terminal feel, but it is speradic, since it is going at cycles instead of seconds. how can i fix this?
#include <SFML/Graphics.hpp> int main() { sf::RenderWindow App(sf::VideoMode(900, 750), "Fuck it. Uploads Happen."); sf::Font Font;
So I have the following code using [URL] ..... It compiles correctly, but does not display the map on the screen. Is it an issue with my code or an issue with the map file itself?
So this is my first try animating on my own, without a reference right in front of me. It's not working, I did check some of the projects I've made in the past, but for one those were done with Allegro, and really it should be able to move over to SFML quite easily, but it's not. It does display on the window in the correct place, but there are 3 pictures in the file and I want it to cycle through them, but it shows all three at the same time, and it only works once. if I press space a second time, only one of the pictures shows up, and it doesn't cycle at all. Here is my .cpp file :
#include "headers.h" #include "SwordSprite.h" int top = 0; int left = 88; int right = 132; int bottom = 35; SwordSprite::SwordSprite() {
The problem here is that none of these commands exist!
Window.draw should exist and even though I have all the proper includes I still get it telling me that 'Draw' is not a member of sf::Window
I have encountered that error many times everywhere across my sfml related code, it's not like they removed all those features in the update (Which they did not) but, why then would it not be a member?
I'm currently just trying C++ with SFML. So I've installe SFML 2.0 for Visual C++ 2010 Express 64 bit, and I get an error while trying to run the debug of my code.
i am making a space game using sfml 2.0. i want it to move depending on its rotation. so if it is rotated 20 degrees it move in the direction it is facing. how do you do it?
Is there any way in sfml version 2 that I can get objects in a graphics window to retain there relative positions and sizes when the window is resized? I have tried looking in the documentation for version 2 but with no luck.
As an example suppose the window is 800x600 and there is a line running right across the window at 3/4 of the way down (i.e at y=450). If the window is then made larger say 1280x1024 how would I keep the line in the same relative position (i.e all the way across 1280 and 3/4 of the y setting down).