Sfml Graphics Hpp Dev C++
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- 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. We are going to start with simple geographic primitives, then in the following tutorial we will move on to sprites.
- I can do graphics in Dev- C. I am using Dev-C.:). Just follow the instructions carefully and do not forget to put linkers. You can't do a graphics by making a new source file. You need to do a new project to put linkers. Yes, but you are not using the 16-bit functions that are in graphics.h that is supplied with Turbo C.
Sfml Graphics Hpp Dev C Download
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.
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EpicCoderUpdated the copyright year to 2019489482aJan 8, 2019
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//////////////////////////////////////////////////////////// |
// |
// SFML - Simple and Fast Multimedia Library |
// Copyright (C) 2007-2019 Laurent Gomila (laurent@sfml-dev.org) |
// |
// This software is provided 'as-is', without any express or implied warranty. |
// In no event will the authors be held liable for any damages arising from the use of this software. |
// |
// Permission is granted to anyone to use this software for any purpose, |
// including commercial applications, and to alter it and redistribute it freely, |
// subject to the following restrictions: |
// |
// 1. The origin of this software must not be misrepresented; |
// you must not claim that you wrote the original software. |
// If you use this software in a product, an acknowledgment |
// in the product documentation would be appreciated but is not required. |
// |
// 2. Altered source versions must be plainly marked as such, |
// and must not be misrepresented as being the original software. |
// |
// 3. This notice may not be removed or altered from any source distribution. |
// |
//////////////////////////////////////////////////////////// |
#ifndef SFML_OPENGL_HPP |
#defineSFML_OPENGL_HPP |
//////////////////////////////////////////////////////////// |
/// Headers |
//////////////////////////////////////////////////////////// |
#include<SFML/Config.hpp> |
//////////////////////////////////////////////////////////// |
/// This file just includes the OpenGL headers, |
/// which have actually different paths on each system |
//////////////////////////////////////////////////////////// |
#if defined(SFML_SYSTEM_WINDOWS) |
// The Visual C++ version of gl.h uses WINGDIAPI and APIENTRY but doesn't define them |
#ifdef _MSC_VER |
#include<windows.h> |
#endif |
#include<GL/gl.h> |
#elif defined(SFML_SYSTEM_LINUX) defined(SFML_SYSTEM_FREEBSD) defined(SFML_SYSTEM_OPENBSD) |
#if defined(SFML_OPENGL_ES) |
#include<GLES/gl.h> |
#include<GLES/glext.h> |
#else |
#include<GL/gl.h> |
#endif |
#elif defined(SFML_SYSTEM_MACOS) |
#include<OpenGL/gl.h> |
#elif defined (SFML_SYSTEM_IOS) |
#include<OpenGLES/ES1/gl.h> |
#include<OpenGLES/ES1/glext.h> |
#elif defined (SFML_SYSTEM_ANDROID) |
#include<GLES/gl.h> |
#include<GLES/glext.h> |
// We're not using OpenGL ES 2+ yet, but we can use the sRGB extension |
#include<GLES2/gl2platform.h> |
#include<GLES2/gl2ext.h> |
#endif |
#endif// SFML_OPENGL_HPP |

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