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I’ve a most important window whose loop is simply in this system and a Window class through which separate sf::RenderWindow objects are created and the loops for them are in std::thread, so when including a button to such a window, the animation is just ignored, though when you add precisely the identical button to the principle window, then every little thing will work advantageous.

I run this perform within the std::thread:

void Render() {

    sf::Occasion occasion;
    MSG msg = {};

    if (prepare_window_function != nullptr) {
        prepare_window_function(this);
    }

    whereas (Window_ptr->isOpen()) {

        whereas (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {

            if (msg.message == 160) {
                std::ofstream coords("DaTa_hats/_ParamS_/coords");
                coords << Window_ptr->getPosition().x << " " << Window_ptr->getPosition().y << std::endl;
                coords.shut();
            }

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        whereas (Window_ptr->pollEvent(occasion)) {

            if (occasion.kind == sf::Occasion::KeyReleased and occasion.key.code == sf::Keyboard::D) {
                Developer_Mode = 1;
            }
            if (occasion.kind == sf::Occasion::KeyReleased and occasion.key.code == sf::Keyboard::Escape) {
                Developer_Mode = 0;
            }

            Handle_Events(occasion);
        }
        
        Window_ptr->clear(sf::Shade(100, 100, 100, 255));

        if (Is_Rendering) {
            Draw_All();
        }

        Window_ptr->show();

        if (Pause_After_Start) {
            Pause();
            Pause_After_Start = 0;
        }
    }
}

Handel_Events and Draw_All are capabilities from a DLL, their contents are the identical because the capabilities of the principle window

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