My main goal is to convert a bunch of pairs of numbers from a text file (numbers.txt) and assign each of these numbers as pixel coordinates. Then I need to print a pixel at each of those coordinates that will eventually form a picture of the United States composed of only single pixels.
Right now, what I'm doing is just trying to get any pixel of any color to print to the screen using SFML. Maybe if I can get that far I can somehow take the numbers stored in numbers.txt and convert them to coordinates with a pixel at each one.
Here's my code so far...
#include <iostream>
#include <fstream> // the fstream class
#include <SFML/Graphics.hpp>
#include <string> // will help to use strings
using namespace std;
int main()
{
string line;
int width, height;
fstream myFile;
myFile.open("resources/numbers.txt");
if (myFile)
{
cout << "This file is opened\n";
}
else
return EXIT_FAILURE;
cout << "Enter 2 integer values";
cin >> width >> height;
// Print a black window to the screen
sf::RenderWindow window(sf::VideoMode(width, height), "MAP");
sf::Texture texture;
sf::Sprite sprite;
sprite.setTexture(texture);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
switch (event.type)
{
case sf::Event::Closed:
window.close();
break;
}
}
window.clear();
//window.draw(sprite);
//*************DRAW THE SPRITE HERE****************
// create a new vertex
sf::Vertex vertex;
// set its position
vertex.position = sf::Vector2f(10.f, 50.f);
// set its color
vertex.color = sf::Color::Red;
// set its texture coordinates
vertex.texCoords = sf::Vector2f(100.f, 100.f);
sf::VertexArray pixel(sf::Points);
window.draw(pixel);
//display window
window.display();
}
return 0;
}
This does compile fine. But only displays a black screen to the user. I need to somehow get a pixel on that black screen. I am very new to SFML and C++ and looked up on the SFML mainpage about points and pixels but only got this far. Can any of you guys help? It's super appreciated!
All the best.
there are several approaches in SFML to draw a single pixel on the screen. The first one is what you are trying to do with sf::VertexArray.
In my opinion the simpler and more intuitive is approach with sf::RectangleShape where you can create rectangle with 1x1 size and this one I am going to present you.
Firstly, we can add helpful function which will create "pixel" at given position and color.
sf::RectangleShape addPixel(sf::Vector2f position, sf::Uint8 red, sf::Uint8 green, sf::Uint8 blue)
{
sf::RectangleShape pixel;
pixel.setSize({ 1.f, 1.f });
pixel.setFillColor({ red, green, blue });
pixel.setPosition(position);
return pixel;
}
That function will return sf::RectangleShape with the color created from RGBs values passed as arguments to that function.
But you have to store these pixels somewhere.
So let's create window, and some container to hold our pixels, e.g. std::vector<sf::RectangleShape>
and add to it some pixels:
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
std::vector<sf::RectangleShape> pixels;
pixels.push_back(addPixel({ 100, 100 }, 255, 0, 0));
pixels.push_back(addPixel({ 101, 100 }, 255, 255, 0));
pixels.push_back(addPixel({ 102, 100 }, 0, 0, 0));
pixels.push_back(addPixel({ 103, 100 }, 255, 0, 255));
Finally you create main loop where you draw all pixels in each iteration.
while (window.isOpen())
{
window.clear();
for (const auto& pixel : pixels)
{
window.draw(pixel);
}
window.display();
}
Make sure you add more pixels before trying to display it. On high resolution screen single pixels could be invisible.
EDIT: You code also works but you forgot to add sf::Vertex to sf::VertexArray.
All you should do is:
sf::Vertex vertex1;
vertex1.position = sf::Vector2f(10.f, 50.f);
vertex1.color = sf::Color::Red;
sf::VertexArray pixel;
pixel.append(vertex1); // That's what you forgot.
window.draw(pixel);
As above, with this approach also add more sf::Vertex next to each other, otherwise you may not notice single pixel on the screen.
Hope it helps!
Related
By default SFML originates from the top left corner window, I put the origin of the coordinate axis in the center of the bottom of the window. The x axis has a range (-400; 400), this is normal. But I have problems with the y-axis, when lifting the object up, the position value falls, the top point is -600, not 600. I want that at rising to the top point, value increased, instead of decreased as now.
The top coordinate of the window is -600, and 600 was expected
#include <SFML/Graphics.hpp>
#include <iostream>
using namespace sf;
using namespace std;
int speed = 1000;
int main()
{
RenderWindow window(VideoMode(800, 600), L"Test");
RectangleShape rect;
View view;
view.setCenter(0, -300); //!!!
view.setSize(800, 600);
window.setView(view);
rect.setFillColor(Color::Green);
rect.setSize(Vector2f(50, 50));
rect.setPosition(Vector2f(0, 600));
rect.setOrigin(25, 25);
Clock clock;
while (window.isOpen())
{
float time = clock.getElapsedTime().asMicroseconds();
clock.restart();
time /= speed; //1000
Event event;
while (window.pollEvent(event))
{
if (event.type == Event::Closed)
window.close();
}
if (Keyboard::isKeyPressed(Keyboard::Up))
rect.move(0, -0.1*time);
if (Keyboard::isKeyPressed(Keyboard::Down))
rect.move(0, 0.1*time);
if (Keyboard::isKeyPressed(Keyboard::Left))
rect.move(-0.1*time, 0);
if (Keyboard::isKeyPressed(Keyboard::Right))
rect.move(0.1*time, 0);
cout << rect.getPosition().x << " " << rect.getPosition().y << "\n";
window.clear(Color::White);
window.draw(rect);
window.display();
}
return 0;
}
The top coordinate of the window is -600, and 600 was expected.
You're messing with the coordinates. I add this image to ilustrate:
The black background window is your original window. You need to imagine your window as that, a window which shows a view of a infinite plane. It starts showing points from (0,0) (top-left corner) to (800,600) (bottom-right corner).
When you create a window, it has to have a view. By default, the view of your window is a view centered at (400,300), with the size of the whole window (blue rectangle).
First thing you do is:
view.setCenter(0, -300); //!!!
view.setSize(800, 600);
window.setView(view);
So you're now moving the view of your window (green rectangle). The center of that view is now on (0,-300), with the size of the original window.
Then you draw your square:
rect.setSize(Vector2f(50, 50));
rect.setPosition(Vector2f(0, 600));
rect.setOrigin(25, 25);
This is a square which center point will be (0,600) (bottom-left corner of the original window).
As you're viewing a section of the plane above the line x=0, you will need to move your square (almost) 600 units up in order to view it, i.e. up to (0,0). That's in fact what's happening.
#include <iostream>
#include <SFML/Graphics.hpp>
int main()
{
int desktopwidth = sf::VideoMode::getDesktopMode().width;
int desktopheight = sf::VideoMode::getDesktopMode().height;
sf::ContextSettings settings;settings.antialiasingLevel = 8;
sf::RenderWindow window(sf::VideoMode(desktopwidth, desktopheight), "Texture Transforming!", sf::Style::Fullscreen, settings);
while (window.isOpen())
{
sf::Image image;
if (!(image.loadFromFile("texture.jpg")))
std::cout << "Cannot load image"; //Load Image
sf::Texture texture;
texture.loadFromImage(image); //Load Texture from image
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setTextureRect({ 0, 0, desktopwidth, desktopheight });
window.clear();
window.draw(sprite);
window.display();
}
return 0;
}
What I want to do is stretch the texture to the full size of the screen when the screen is bigger than the image. Using setTextureRect all I have achieved is stretching out the last pixel to the new size which isn't a great look for what i am trying to do, as image resize was removed, does anyone know of a work around to resize images or transform texture size/scales?
sf::Sprite::setTextureRect() defines the part of the texture that's visible as the sprite. It doesn't define the actual display size.
For this purpose you might want to use sf::Sprite::setScale(), which allows you to define a scaling ratio. For example, calling sprite.setScale(2, 2); will make the displayed sprite twice as wide/high.
If you want to downscale/upscale your whole scene, you might want looking into sf::View though.
Just started learning SFML (so please bear with me).
I have made a RenderWindow object, and I have a image I want to fit perfectly to that window.
By searching through the documentation, I found the sf::Sprite::SetScale function. Is this the right function to do it? But how do I set the scale of the sprite to the scale of the RenderWindow, when the RenderWindow object size is set in pixels? Do I have to get the scale of the RenderWindow, and then assign the background sprite to that scale or?
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
int main()
{
sf::RenderWindow window(sf::VideoMode(600, 300), "Simple Game");
sf::Texture BackgroundTexture;
sf::Sprite background;
//background.setScale(0.2, 0.2); <--- how?
if(!BackgroundTexture.loadFromFile("media/background.png"))
{
return -1;
}
else
{
background.setTexture(BackgroundTexture);
}
while(window.isOpen())
{
sf::Event event;
while(window.pollEvent(event))
{
switch(event.type)
{
case sf::Event::Closed:
window.close();
}
}
window.clear();
window.draw(background);
window.display();
}
}
The scale factor you need is simply the ratio between the window size and the texture size. sf::Texture has a getSize function, as has sf::RenderWindow. Simply get the sizes of both, calculate the ratio and use it to set the scale of the sprite, like this:
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
int main()
{
sf::RenderWindow window(sf::VideoMode(600, 300), "Simple Game");
sf::Texture BackgroundTexture;
sf::Sprite background;
sf::Vector2u TextureSize; //Added to store texture size.
sf::Vector2u WindowSize; //Added to store window size.
if(!BackgroundTexture.loadFromFile("background.png"))
{
return -1;
}
else
{
TextureSize = BackgroundTexture.getSize(); //Get size of texture.
WindowSize = window.getSize(); //Get size of window.
float ScaleX = (float) WindowSize.x / TextureSize.x;
float ScaleY = (float) WindowSize.y / TextureSize.y; //Calculate scale.
background.setTexture(BackgroundTexture);
background.setScale(ScaleX, ScaleY); //Set scale.
}
while(window.isOpen())
{
sf::Event event;
while(window.pollEvent(event))
{
switch(event.type)
{
case sf::Event::Closed:
window.close();
}
}
window.clear();
window.draw(background);
window.display();
}
}
I'm actually facing a issue I can't solve by myself, using SFML I have a single shape, and I'm moving it at each frame, and then I draw it. The problem is, SFML using two buffers, the trail won't be the same on each buffer (frame) and it will give a weird blinking effect.
I need your knowledge, should I find another way of doing it, like an array of shapes that I'll extend. Or is there a way to skip the second buffer? Making this buffer a piece of paper, and my shape the brush.
sf::CircleShape circle;
//Init the circle (radius etc)
sf::Vector2f pos(0, 500);
while(!done)
{
pos.x += 1;
circle.setPosition(pos);
window.draw(circle);
window.display();
}
May you spend a nice day.
you can achieve that by using sf::RenderTexture which acts as the back buffer (single buffer) to make your drawing and then draw it on screen via sf::RenderWindow`
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "SFML art");
window.setVerticalSyncEnabled(true);
sf::RenderTexture target;
if (!target.create(window.getSize().x, window.getSize().y))
return -1;
target.clear(sf::Color::White);
target.display();
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
sf::CircleShape circle(5.f, 32u);
circle.setPosition(sf::Vector2f(sf::Mouse::getPosition(window)));
circle.setFillColor(sf::Color::Red);
target.draw(circle, sf::BlendNone);
target.display();
}
window.clear();
window.draw(sf::Sprite(target.getTexture()));
window.display();
}
}
The purpose of double buffering is to avoid showing parts of not fully rendered scene during rendering of a frame. So your problem has nothing to do with double-buffering itself. Basically, you need to generate all the primitives necessary to render a particular frame every time. In your specific case you could achieve this like this:
sf::CircleShape circle;
//Init the circle (radius etc)
sf::Vector2f pos(0, 500);
int frameCount = 0;
while(!done)
{
++frameCount;
for (int i = 0; i < frameCount; ++i) {
circle.setPosition(pos + sf::Vector2f(i, 0));
window.draw(circle);
}
window.display();
}
I have a simple program where I set the texture of a sprite and change its color, but it won't display. The window is entirely black. Is there something I did not do?
#include <SFML/Graphics.hpp>
int main()
{
sf::Texture texture;
sf::Sprite sprite;
texture.create(200, 200);
sprite.setTexture(texture);
sprite.setColor(sf::Color(209, 59, 59));
while (window.isOpen())
{
window.clear();
window.draw(sprite);
window.display();
}
return 0;
}
Setting a color to a sprite while its texture's pixels have no color will not work, because of how sf::Sprite::setColor() method works.
From SFML documentation:
void sf::Sprite::setColor ( const Color & color )
This color is modulated (multiplied) with the sprite's texture. It can be used to colorize the sprite, or change its global opacity. By default, the sprite's color is opaque white.
Multiplying any color against a transparent texture will not change anything in how the Sprite is rendered.
One solution would be to create an image of size 200,200 and setting the image to the desired color, using sf::Image::create (width, height, color) constructor, then loading the texture from that image.
Example code:
#include <SFML/Graphics.hpp>
int main()
{
sf::RenderWindow window(sf::VideoMode(500,500), "TEST");
sf::Image image;
image.create(200,200,(sf::Color(209, 59, 59)));
sf::Texture texture;
texture.loadFromImage(image);
sf::Sprite sprite;
sprite.setTexture(texture);
while (window.isOpen())
{
window.clear();
window.draw(sprite);
window.display();
}
return 0;
}