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SFML offscreen rendering #340

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victorlevasseur commented Feb 4, 2017

In the IDE, do the SFML rendering offscreen (thanks to a sf::RenderTexture) and display it by drawing a wxBitmap on a wxControl (it manages focus, not like a wxPanel).

TODO list:

  • Basic implementation
  • Adapt GDCpp and IDE to use it
  • Generate all SFML events from wxWidgets events
    • sf::TextEntered
    • sf::KeyPressed
    • sf::KeyReleased
    • sf::MouseButtonPressed
    • sf::MouseButtonReleased
    • sf::MouseMoved
    • sf::MouseWheelScrolled (and sf::MouseWheelMoved which is deprecated by the way and still used in GDevelop)
    • sf::MouseEntered/Left
  • Testing on Mac OS X @4ian
  • Reenable preview in separate window feature
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4ian Feb 12, 2017

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@victorlevasseur I see that you've checked all the checkboxes concerning SFML/wxWidgets events. :) Do you want me to test it on OS X?

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4ian commented Feb 12, 2017

@victorlevasseur I see that you've checked all the checkboxes concerning SFML/wxWidgets events. :) Do you want me to test it on OS X?

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victorlevasseur Feb 12, 2017

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You can try it.

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victorlevasseur commented Feb 12, 2017

You can try it.

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4ian Feb 13, 2017

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Rendering of the objects seems ok, I can move by scrolling (both vertically and horizontally so keyboard shortcuts are working it seems!), zoom in/out but I can't select an instance or draw a selection rectangle.

Mouse position looks weird, here I have opened the platformer template, zoomed out a bit and put the cursor on the top left corner of the camera initial position (near the coin icon). The position that should be displayed is 0;0
image

Not sure if the mouse pressed/released events aren't working or if it's due to a bad positionning of the mouse cursor.. Also the window mask is not at the right position, I think it's related.

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4ian commented Feb 13, 2017

Rendering of the objects seems ok, I can move by scrolling (both vertically and horizontally so keyboard shortcuts are working it seems!), zoom in/out but I can't select an instance or draw a selection rectangle.

Mouse position looks weird, here I have opened the platformer template, zoomed out a bit and put the cursor on the top left corner of the camera initial position (near the coin icon). The position that should be displayed is 0;0
image

Not sure if the mouse pressed/released events aren't working or if it's due to a bad positionning of the mouse cursor.. Also the window mask is not at the right position, I think it's related.

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dos1 Dec 22, 2017

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Without this PR, GDevelop's IDE is useless on GNU/Linux as it crashes on opening a scene to edit. Merging it in fixes it. The inactivity since February worries me :(

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dos1 commented Dec 22, 2017

Without this PR, GDevelop's IDE is useless on GNU/Linux as it crashes on opening a scene to edit. Merging it in fixes it. The inactivity since February worries me :(

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4ian Dec 23, 2017

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Unfortunately, this was creating other issues on macOS and this refactoring was not developed until completion :/

Since a couple of months, I'm switching to the development of version 5 of GDevelop, which can you download from the website (http://compilgames.net/#download). It's still in beta but largely capable of handling large games, and I recommend that you take a look. Should work flawlessly on Linux! 😄

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4ian commented Dec 23, 2017

Unfortunately, this was creating other issues on macOS and this refactoring was not developed until completion :/

Since a couple of months, I'm switching to the development of version 5 of GDevelop, which can you download from the website (http://compilgames.net/#download). It's still in beta but largely capable of handling large games, and I recommend that you take a look. Should work flawlessly on Linux! 😄

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