Button isn't appearing - c++

I am supposed to draw window that has a light bulb and have a button that turns it on ( white) and off( black). Here is the full objective:Write a program to display a window with a circle representing a light bulb and a button labelled "ON/OFF". The light bulb starts off black, i.e., off. When the button is clicked, the light bulb turns on, i.e., white. When the button is clicked again, the light goes off, and so on.
But for some reason, the circle doesn't appear in the window Here is my code:
#include "std_lib_facilities_5.h"
#include "Simple_window.h"
#include "Graph.h"
#include "Window.h"
#include "Point.h"
struct Lines_window : Graph_lib::Window {
Lines_window(Point xy, int w, int h, const string& title);
Circle light_bulb{Point{400,400},150};
private:
Button on;
bool button_pushed;
static void cb_on1(Address, Address); // callback for next_button
void on1(); // action to be done when next_button is pressed
};
Lines_window::Lines_window(Point xy, int w, int h, const string& title)
:Window{xy,w,h,title},
on{Point{x_max()-100,0}, 70, 20, "ON/OFF",cb_on1},
button_pushed{false}
{
attach(on);
}
void Lines_window::cb_on1(Address, Address pw)
// call Simple_window::next() for the window located at pw
{
reference_to<Lines_window>(pw).on1();
}
void Lines_window::on1(){
if (button_pushed)
{
light_bulb.set_fill_color(Color::white);
button_pushed = false;
redraw();
}
else
{
light_bulb.set_fill_color(Color::black);
button_pushed = true;
redraw();
}
redraw();
}
int main ()
{
try{
Lines_window win {Point{100,100},800,800,"Light Bulb"};
return gui_main();
}
catch (exception& e){ //catches range errors and run_time_errors
cerr << "error: "<< e.what() <<'\n';
return 1;
}
catch (...){ //catch any exception
cerr <<"Exception: something went wrong \n";
return 2;
}
}

Related

SFML Window not responding to inputs

I recently started working on SFML. I just created a window then later started to separating my main code. First i wrote a window class.
Nothing special, just draws my window and prints mouse coordinates.
#include "Window.hpp"
#include <iostream>
Window::Window()
{
SetWindow(800,600, "JUST SFML");
}
void Window::SetWindow(unsigned int width, unsigned int height, sf::String title)
{
m_sfmlWindow.create(sf::VideoMode(width, height), title);
}
void Window::StartDrawing()
{
m_sfmlWindow.clear();
}
void Window::EndDrawing()
{
m_sfmlWindow.display();
}
bool Window::isClosed()
{
return !m_sfmlWindow.isOpen();
}
void Window::EventControl()
{
sf::Event event;
while (m_sfmlWindow.pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
m_sfmlWindow.close();
}
if (event.type == sf::Event::MouseMoved)
{
std::cout << event.mouseMove.x << " , " << event.mouseMove.y << std::endl;
}
}
}
void Window::Draw(sf::Drawable& shape)
{
m_sfmlWindow.draw(shape);
}
Everything worked perfectly.
Then i tought i need a GameManager class that i can just use in my main class.
#include "GameManager.hpp"
GameManager::GameManager()
{
m_shape.setRadius(30.0f);
m_shape.setFillColor(sf::Color::Magenta);
m_incVal = 1.0f;
m_posX = 10.0f;
m_frameRate = 1.0f / 60.0f;
}
GameManager::~GameManager()
{
}
void GameManager::InputControl()
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
{
m_incVal = 1.0f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
{
m_incVal = -1.0f;
}
}
void GameManager::UpdateScene()
{
if (m_deltaTime.asSeconds() >= m_frameRate)
{
m_posX += m_incVal;
m_shape.setPosition(m_posX, 300);
m_deltaTime -= sf::seconds(m_frameRate);
}
}
void GameManager::DrawScene()
{
m_window.StartDrawing();
m_window.Draw(m_shape);
m_window.EndDrawing();
}
void GameManager::RestartClock()
{
m_deltaTime += m_clock.restart();
}
bool GameManager::isFinished()
{
return m_window.isClosed();
}
It was perfectly working when i use window object, later i've changed to gamemanager it start being not responding.. I can get keyboard inputs but not mouse move coordinates. Where am i make it wrong?
#include <SFML/Graphics.hpp>
#include "GameManager.hpp"
#include "Window.hpp"
int main()
{
GameManager gameManager;
while (!gameManager.isFinished())
{
gameManager.InputControl();
gameManager.UpdateScene();
gameManager.DrawScene();
gameManager.RestartClock();
}
/*
sf::CircleShape shape(100.0f);
shape.setFillColor(sf::Color::Magenta);
shape.setOutlineThickness(5.0f);
shape.setOutlineColor(sf::Color::White);
Window window;
while (!window.isClosed())
{
window.EventControl();
window.StartDrawing();
window.Draw(shape);
window.EndDrawing();
}
*/
return 0;
}
In order to receive events (such as the mouse moving), you need to call pollEvents on the window.
In your commented code, you were doing this through your Window::EventControl() method. Your new GameManager class isn't calling this, however, so you aren't receiving any events.

Update location of sprite between functions

Im am trying to make a clean and organized way of making sprites. The problem is that the position of the sprites are being read as zero and they are just being drawn in the top left corner.
Sprite.h
#ifndef Sprite_h
#define Sprite_h
#endif /* Sprite_h */
using namespace std;
bool show = true;
class Sprite{
public:
int Spritex;
int Spritey;
string name;
sf::Texture texture;
Sprite(string image, int x, int y){
x = Spritex;
y = Spritey;
texture.loadFromFile(image);
}
sf::Sprite getSprite() {
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setPosition(Spritex, Spritey);
return sprite;
}
void changeimage(string image);
};
void Sprite:: changeimage(string image){
texture.loadFromFile(image);
}
main.cpp
#include <iostream>
#include <SFML/Graphics.hpp>
#include "Character.h"
#include "Projectile.h"
#include "Sprite.h"
//Use std
using namespace std;
//Boolean to determine if screen will scroll
bool scroll = false;
//player that is part of Character class and computer that is part of Sprite class
Character player("/Users/danielrailic/Desktop/Xcode /NewGame/ExternalLibs/Sprites/Player.png");
Sprite computer("/Users/danielrailic/Desktop/Xcode /NewGame/ExternalLibs/Sprites/CompSprite.png", 1200, 100);
Sprite battery("/Users/danielrailic/Desktop/Xcode /NewGame/ExternalLibs/Sprites/battery4.png", 0, 0);
//boolean for whether to show weapon or not
bool showweapon;
//main loop
int main() {
int windowWidth = 5000;//width of window
int windowHeight = 5000;//height of window
sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight ), "Awesome Game" );//Make the window
//Setting up the dungeon back-round
sf::Texture dungeon;
dungeon.loadFromFile("/Users/danielrailic/Desktop/Xcode /NewGame/ExternalLibs/Sprites/DungeonBack.png");
sf::Sprite backround;
backround.setTexture(dungeon);
while (window.isOpen()){
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event)){
// "close requested" event: we close the window
if (event.type == sf::Event::Closed)
window.close();
}
//Movement
if (moveChar == true){
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
player.left();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
player.right();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)){
player.forward();
}
if (sf:: Keyboard::isKeyPressed(sf::Keyboard::Down)){
player.backward();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
{
player.Highspeed();
}
else{
player.Lowspeed();
}
}
//If player intersects with comp sprite, pick up comp sprite
if (player.getSprite().getGlobalBounds().intersects(computer.getSprite().getGlobalBounds())){
show = false;
player.hascomp = true;
}
//draw and window stuff
window.clear(sf::Color(255, 255, 255));
window.draw(backround);
if (show == true){
window.draw(computer.getSprite());
}
if (show == false){
window.draw(battery.getSprite());
}
window.draw(player.getSprite());
window.display();
window.setFramerateLimit(70);
}
}
If you have a question I will do my best to answer. Everything works except the spritex and spritey are being read as 0 for some reason. Thanks for any help.
You are writing to variables x and y here, which you never read from:
Sprite(string image, int x, int y){
x = Spritex;
y = Spritey;
texture.loadFromFile(image);
}
I assume you flipped the assignments, and should write
Sprite(string image, int x, int y){
Spritex = x;
Spritey = y;
}
or
Sprite(string image, int x, int y) : Spritex(x), Spritey(y) {
texture.loadFromFile(image);
}
If you turn up your warning levels, you will be warned about things like this, and also the non-initialized member you still have (name)

Making vector of Buttons using FlTK with c++

I am supposed to make the game called 15 sliding puzzle where you click a button, the callback function moves it. Right I am trying to make the board by making a vector or array of but I am confused on how I Would do that. I don't know how to make a vector of Buttons and attach them to the window. he attach() is for attaching a single element so I don't know how I would use it with a vecto
Here is my header file
#ifndef LevelOne_h
#define LevelOne_h
#include "GUI.h"
#include "Graph.h"
#include <FL/Fl_JPEG_Image.H>
#include<vector>
using namespace Graph_lib;
//-----------------------------------------------------------------------------
class Level_One : Graph_lib::Window {
public:
Level_One(Point xy, int w, int h, const string& title);
private:
vector<Button> Trial_button;
static void cb_trial(Address, Address);
void trial();
};
#endif /* LevelOne_h */
And here is my .cpp file
#include "LevelOne.h"
Level_One::Level_One(Point xy, int w, int h, const string& title)
:Window{xy,w,h,title} ,
Trial_button{Point{150,150},100,100,"TRIAL",cb_trial}
{
attach(Trial_button);
}
void Level_One::cb_trial(Address,Address pw)
{
reference_to<Level_One>(pw).trial();
}
void Level_One::trial()
{
hide();
}
//-----------------------------------------------------------------------------
int main ()
try{
Level_One win {Point{100,100},500,500,"The Sliding Tiles Puzzle"};
return gui_main();
}
catch (exception& e){ //catches range errors and run_time_errors
cerr << "error: "<< e.what() <<'\n';
return 1;
}
catch (...){ //catch any exception
cerr <<"Exception: something went wrong \n";
return 2;
}

C++/SFML Graphing Application-Repeating Texture/Sprite

I was taking up the challenge of creating a program to use for graphing simple math equations using C++ and the SFML 2.3.2. graphics library, and I've got the graph paper texture rendering fine. However, the problem I've had is getting it to repeat itself as I scroll around.
I was using sf::View to get it to pan, and it works well, but as soon as it pans outside the pre-defined size of the sprite it's just a blank background.
I thought of trying to determine when I'm outside the bounds of the sprite, and then expanding the size of the sprite or moving it, but then drawings (such as a graph) won't persist if the sprite is changed/reset.
What I need to know is how to create a background of a texture, in this case graphing paper, that will tile/repeat in every direction, and allow drawings to be made on top of it that persist if they move off screen.
Code is below:
GraphPaper.h:
#pragma once
#include "stdafx.h"
class GraphPaper
{
public:
GraphPaper();
~GraphPaper();
bool isObjectLoaded();
sf::Sprite getSprite();
private:
void load(std::string filename);
bool isLoaded;
sf::Texture texture;
sf::Sprite sprite;
const std::string file = "images/Graph-Paper.png";
};
GraphPaper.cpp: This is where I create and load the needed sprite and texture.
I set the texture to repeat inside the "load(string filename)" method, but that only affects it within the bounds set by the sprite's rectangle.
#include "GraphPaper.h"
GraphPaper::GraphPaper() : isLoaded(false)
{
load(file);
assert(isObjectLoaded());
}
GraphPaper::~GraphPaper() {};
void GraphPaper::load(std::string filename)
{
if (texture.loadFromFile(filename) == false)
isLoaded = false;
else
{
texture.setRepeated(true);
sprite.setTexture(texture);
//Huge size to at least make it look like it's infinite,
//but a temporary solution.
sprite.setTextureRect(sf::IntRect(0,0,10000,10000));
isLoaded = true;
}
}
bool GraphPaper::isObjectLoaded()
{
return isLoaded;
}
sf::Sprite GraphPaper::getSprite()
{
return sprite;
}
MainWindow.h:
#pragma once
#include "GraphPaper.h"
#include "stdafx.h"
class MainWindow
{
public:
void close();
void start();
void moveCamera(sf::Event);
private:
bool leftMousePressed, rightMousePressed, isExiting;
int r, g, b, mouseX, mouseY;
GraphPaper paper;
const sf::Color white = sf::Color(255, 255, 255);
sf::RenderWindow mainWindow;
sf::View view;
};
MainWindow.cpp: This is what handles all the drawing, and, at the moment, all input processing. "start()" is simply called from the main method.
#include "MainWindow.h"
#include "GraphPaper.h"
#include "stdafx.h"
void MainWindow::start()
{
sf::RectangleShape rectangle = sf::RectangleShape(sf::Vector2f(120, 50));
rectangle.setFillColor(sf::Color(0,0,0));
mainWindow.create(sf::VideoMode(1024, 768, 32), "Test");
sf::View view(sf::FloatRect(0,0,1000,600));
mainWindow.setView(view);
leftMousePressed, rightMousePressed, isExiting = false;
sf::Event currentEvent;
mainWindow.clear(white);
mainWindow.draw(paper.getSprite());
mainWindow.display();
while (!isExiting)
{
while (mainWindow.pollEvent(currentEvent))
{
switch (currentEvent.type)
{
case sf::Event::MouseMoved:
{
if (rightMousePressed == true)
{
std::cout << "Mouse Panned\n";
}
if (leftMousePressed == true)
{
std::cout << "Mouse is Drawing\n";
}
break;
}
case sf::Event::MouseButtonPressed:
{
std::cout << "Mouse Pressed\n";
mouseX = currentEvent.mouseButton.x;
mouseY = currentEvent.mouseButton.y;
if (currentEvent.mouseButton.button == sf::Mouse::Left)
{
leftMousePressed = true;
}
else if (currentEvent.mouseButton.button == sf::Mouse::Right)
{
rightMousePressed = true;
}
break;
}
case sf::Event::MouseButtonReleased:
{
std::cout << "Mouse Released\n";
if (currentEvent.mouseButton.button == sf::Mouse::Left)
{
leftMousePressed = false;
}
else if(currentEvent.mouseButton.button == sf::Mouse::Right)
{
rightMousePressed = false;
}
break;
}
case sf::Event::KeyPressed:
{
if (currentEvent.key.code == sf::Keyboard::Escape)
{
close();
}
//No right movement yet, was testing.
else if (currentEvent.key.code == sf::Keyboard::Left)
{
moveCamera(currentEvent);
}
break;
}
case sf::Event::Closed:
{
close();
break;
}
}
}
}
}
void MainWindow::moveCamera(sf::Event key)
{
std::cout << "Inside moveCamera\n";
//No right movement yet, was testing.
//Movement is also hardcoded for testing as well.
view.move(100, 0);
mainWindow.setView(view);
mainWindow.clear(white);
mainWindow.draw(paper.getSprite());
mainWindow.display();
std::cout << "Leaving moveCamera\n";
}
void draw()
{
//mainWindow.draw();
}
void MainWindow::close()
{
std::cout << "Closing...\n";
mainWindow.close();
isExiting = true;
}

Trying to draw my player and move him

I am working on a little project where I am trying to get a player in my 2D view (actually a circle) and let him move left to right, up and down flawless, also I want to be able to press 2 keys at ones so he moves sideways or something like that.
Also i want to be able to shoot with the player in a certain direction in a later state of the project (it could be important as of now)
I am doing this project because I want to learn how C++ OOP works.
The structure im having in my mind is simple :
Main > (Creates) > GameWindow
Main > (creates) > EntityManager > (creates) > Player
Player > (creates via) > EnitityManager > Gun
Gun > (Creates via) > EntityManager > Bullet
Player can :
Walk up/down/left/right
Shoot.
So to get to the code, This is what I have in my FirstGame.cpp
#include "stdafx.h"
#include "GameWindow.h"
#include "EntityManager.h"
int main()
{
// Create an entity manager
EntityManager::Instance();
// Display the window
GameWindow::Instance().Run();
}
in my GameWindow.h I have :
#pragma once
#include <SFML/Graphics.hpp>
using namespace sf;
class GameWindow
{
public:
static GameWindow& Instance()
{
static GameWindow instance;
return instance;
}
RenderWindow& GetRenderWindow();
void Run();
private:
static const int DEF_WIDTH = 1366;
static const int DEF_HEIGHT = 720;
GameWindow();
GameWindow(const GameWindow&);
GameWindow& operator=(const GameWindow&);
~GameWindow();
string windowTitle;
int windowWidth;
int windowHeight;
void Initialize();
void DisplayWindow();
void CheckWindowEvent();
};
and in my GameWindow.cpp
#include "StdAfx.h"
#include "GameWindow.h"
#include "Player.h"
#include "SFML\Graphics.hpp"
RenderWindow renderWindow;
Event eventSF;
GameWindow::GameWindow()
{
Initialize();
}
GameWindow::~GameWindow()
{
}
void GameWindow::Initialize()
{
// Set width & height to default settings
windowWidth = DEF_WIDTH;
windowHeight = DEF_HEIGHT;
// Create the render window
renderWindow.create(VideoMode(windowWidth, windowHeight), windowTitle, Style::Titlebar | Style::Close | Style::Resize);
Cmd::WriteLine("GameWindow Initialized!");
}
RenderWindow& GameWindow::GetRenderWindow()
{
return renderWindow;
}
void GameWindow::Run()
{
// Loop until window has closed
while (renderWindow.isOpen())
{
// Check current window events
CheckWindowEvent();
// Display window
DisplayWindow();
}
}
void GameWindow::DisplayWindow()
{
// Display the render window
renderWindow.clear();
renderWindow.display();
}
void GameWindow::CheckWindowEvent()
{
Event _event;
while (renderWindow.pollEvent(_event))
{
// Request for closing the window
if (_event.type == Event::Closed)
renderWindow.close();
}
}
and in my EntityManager.h I got :
#pragma once
#include "Entity.h"
#include "Player.h"
class EntityManager
{
public:
static EntityManager& Instance()
{
static EntityManager instance = EntityManager();
return instance;
}
private:
EntityManager();
~EntityManager();
void Initialize();
};
and my EntityManager.cpp
#include "StdAfx.h"
#include "EntityManager.h"
#include "GameWindow.h"
#include "Player.h"
EntityManager::EntityManager()
{
Initialize();
}
EntityManager::~EntityManager()
{
}
void EntityManager::Initialize()
{
Player::Create();
}
and now the Player.h
#pragma once
#include <SFML/Graphics.hpp>
#include "Entity.h"
using namespace sf;
class Player: Entity
{
public:
Player();
~Player();
void GotDamage(int damage);
static void Create();
void Draw();
void Shoot();
void Move(float x, float y);
void Controls(Event _eventSF);
private:
string name;
int health;
Event eventSF;
CircleShape playerVisual;
protected:
void Initialize() override;
};
and last the Player.cpp
#include "StdAfx.h"
#include "Player.h"
#include "GameWindow.h"
#include <SFML/Graphics.hpp>
Player::Player()
{
}
Player::~Player()
{
}
void Player::Create()
{
Player player;
player.Initialize();
player.Draw();
player.Controls(player.eventSF);
}
void Player::Initialize()
{
CircleShape playerVisual(50);
playerVisual.setPosition(800, 450);
playerVisual.setFillColor(sf::Color(100, 250, 50));
Entity::Initialize();
}
void Player::Controls(sf::Event _eventSF)
{
while(GameWindow::Instance().GetRenderWindow().isOpen())
{
while(GameWindow::Instance().GetRenderWindow().pollEvent(_eventSF))
{
switch(_eventSF.type)
{
case sf::Event::KeyPressed:
if (_eventSF.key.code == sf::Keyboard::Up)
{
Move(0,-1);
}
if (_eventSF.key.code == sf::Keyboard::Down)
{
Move(0,1);
}
if (_eventSF.key.code == sf::Keyboard::Left)
{
Move(-1,0);
}
if (_eventSF.key.code == sf::Keyboard::Right)
{
Move(1,0);
}
if (_eventSF.key.code == sf::Keyboard::BackSpace)
{
GotDamage(20);
}
break;
}
}
}
cout << " Checking Controls " << endl;
}
void Player::Move(float _x, float _y)
{
cout << "Move Player " << endl;
playerVisual.move(_x, _y);
Draw();
}
void Player::GotDamage(int _damage)
{
//for some reason health is -858993460
cout << "Your current health is " << Player::health << " you received " << _damage << " damage now you have " << Player::health - _damage << " health left. " << endl;
health -= _damage;
}
void Player::Draw()
{
cout << "Draw Player" << endl;
CircleShape visual(50);
playerVisual.setPosition(800, 450);
playerVisual.setFillColor(sf::Color(100, 250, 50));
GameWindow::Instance().GetRenderWindow().draw(visual);
}
I know it is a lot but I hope someone can help me.
To repeat my goal :
I am trying to get my player to be drawn on the screen and let him move sideways and if possible diagonal.
Thanks in advance!
To add onto KeyHeart's answer.
I hacked up your code a bit and managed to get it working.
Keep in mind the scope of your variables. There's CircleShape playerVisual(50) in Player::Initialize() which is a local variable, but you already have a CircleShape playerVisual inside Player.h! So the former is unnecessary. Likewise in Player::Create() you create a local player object.
I don't have a full copy of your code, so I assume what you plan on doing is having EntityManager handle all existing entities, such as the player. Therefore you should have Player player declared in the EntityManager's header file. Thus calling the constructor, which I have taken everything from Player::Create() and placed it into Player::Player(). And this player will exist for lifespan of EntityManager.
The order in which you should be updating the buffer is:
renderWindow.clear()
renderWindow.draw()
renderWindow.display()
As you have it now, you draw() then clear() effectively displaying nothing.
There are many approaches, but the simplest would be adding a call to Player::Draw() in GameWindow::DisplayWindow(). Though GameWindow will need a player object to call Draw().
Regarding moving the player. Player::Controls contains what may be an infinite loop in a sense. The line while (GameWindow::Instance().GetRenderWindow().isOpen()) will continue to loop as long as the window is open thus can block anything else from updating, such as drawing.
Shouldn't you be drawing playerVisual rather than visual which exists locally inside the Player::Draw() function?
Also shouldn't you call Player::Draw() in GameWindow::Run(), since you call GameWindow::DisplayWindow() which will update the screen. Calling Player::Draw() in Player::Move() limits drawing of the sprite only to when it moves. The results of this would be the sprite existing only in frames in which it moves otherwise an empty canvas.