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SFML logoSFML

Simple and Fast Multimedia Library

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The official Allegro 5 git repository. Pull requests welcome!

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Quick Overview

SFML (Simple and Fast Multimedia Library) is a cross-platform multimedia library designed for game development and multimedia applications. It provides a simple interface to various system components like graphics, audio, networking, and window management, making it easier for developers to create games and multimedia software.

Pros

  • Easy to use and learn, with a simple and intuitive API
  • Cross-platform compatibility (Windows, Linux, macOS, and more)
  • Supports both 2D and basic 3D graphics
  • Active community and regular updates

Cons

  • Limited 3D capabilities compared to more advanced game engines
  • Performance may not be as optimized as lower-level libraries
  • Documentation can be inconsistent or outdated in some areas
  • Lack of built-in GUI elements for creating user interfaces

Code Examples

Creating a window and drawing a shape:

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);

    while (window.isOpen()) {
        sf::Event event;
        while (window.pollEvent(event)) {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();
        window.draw(shape);
        window.display();
    }

    return 0;
}

Playing audio:

#include <SFML/Audio.hpp>

int main() {
    sf::SoundBuffer buffer;
    if (!buffer.loadFromFile("sound.wav"))
        return -1;

    sf::Sound sound;
    sound.setBuffer(buffer);
    sound.play();

    // Wait until the sound is finished
    while (sound.getStatus() == sf::Sound::Playing) {
        // Sleep for a short time to avoid using 100% CPU
        sf::sleep(sf::milliseconds(100));
    }

    return 0;
}

Handling user input:

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "Input Example");
    sf::CircleShape shape(50.f);
    shape.setFillColor(sf::Color::Red);

    while (window.isOpen()) {
        sf::Event event;
        while (window.pollEvent(event)) {
            if (event.type == sf::Event::Closed)
                window.close();
            if (event.type == sf::Event::KeyPressed) {
                if (event.key.code == sf::Keyboard::Space)
                    shape.setFillColor(sf::Color::Blue);
            }
        }

        window.clear();
        window.draw(shape);
        window.display();
    }

    return 0;
}

Getting Started

  1. Download SFML from the official website or use a package manager.
  2. Include SFML in your project:
    • For CMake: find_package(SFML 2.5 COMPONENTS graphics audio REQUIRED)
    • For Visual Studio: Add SFML include and library directories to your project settings.
  3. Include necessary headers in your code: #include <SFML/Graphics.hpp>
  4. Link against SFML libraries when compiling:
    • GCC: g++ -c main.cpp && g++ main.o -o sfml-app -lsfml-graphics -lsfml-window -lsfml-system
  5. Run your application and ensure SFML DLLs are in the same directory (Windows) or properly installed (Linux/macOS).

Competitor Comparisons

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A simple and easy-to-use library to enjoy videogames programming

Pros of raylib

  • Simpler API with a focus on ease of use for beginners
  • Built-in support for 3D graphics and audio
  • Single-file header-only library, making integration easier

Cons of raylib

  • Less extensive feature set compared to SFML
  • Smaller community and ecosystem
  • Limited platform support (primarily Windows, Linux, and macOS)

Code Comparison

SFML example:

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);

    while (window.isOpen()) {
        sf::Event event;
        while (window.pollEvent(event)) {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();
        window.draw(shape);
        window.display();
    }

    return 0;
}

raylib example:

#include "raylib.h"

int main() {
    InitWindow(800, 600, "raylib Window");

    while (!WindowShouldClose()) {
        BeginDrawing();
        ClearBackground(RAYWHITE);
        DrawCircle(400, 300, 100, GREEN);
        EndDrawing();
    }

    CloseWindow();
    return 0;
}
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Pros of SDL

  • Wider platform support, including mobile and game consoles
  • More comprehensive feature set, including audio and joystick support
  • Larger community and ecosystem with more resources and third-party libraries

Cons of SDL

  • Lower-level API, requiring more code for basic tasks
  • Less object-oriented design, which may be less intuitive for some developers
  • Steeper learning curve, especially for beginners

Code Comparison

SDL:

SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);

SFML:

sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
window.clear(sf::Color::Red);
window.display();

Both SDL and SFML are popular multimedia libraries for game development and multimedia applications. SDL offers broader platform support and a more comprehensive feature set, making it suitable for complex projects and cross-platform development. However, SFML provides a more intuitive, object-oriented API that can be easier for beginners to grasp and requires less code for basic tasks. The choice between the two depends on project requirements, target platforms, and developer preferences.

The official Allegro 5 git repository. Pull requests welcome!

Pros of Allegro5

  • More comprehensive feature set, including audio and 3D support
  • Longer history and established community
  • Cross-platform support for more systems, including mobile platforms

Cons of Allegro5

  • Steeper learning curve due to more complex API
  • Less modern C++ design compared to SFML
  • Slower development cycle and less frequent updates

Code Comparison

SFML example:

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    while (window.isOpen()) {
        window.clear();
        window.display();
    }
    return 0;
}

Allegro5 example:

#include <allegro5/allegro.h>

int main() {
    al_init();
    ALLEGRO_DISPLAY *display = al_create_display(800, 600);
    while (1) {
        al_clear_to_color(al_map_rgb(0, 0, 0));
        al_flip_display();
    }
    return 0;
}

Both SFML and Allegro5 are popular multimedia libraries for game development and graphics applications. SFML offers a more modern C++ API with simpler syntax, while Allegro5 provides a broader range of features and wider platform support. SFML is often preferred for its ease of use and clean design, making it suitable for beginners and rapid prototyping. Allegro5, with its extensive capabilities, may be more appropriate for complex projects requiring advanced features or targeting multiple platforms, including mobile devices.

A fast and lightweight 2D game physics library.

Pros of Chipmunk2D

  • Specialized physics engine for 2D simulations
  • Lightweight and efficient, optimized for performance
  • Supports advanced features like joints, constraints, and collision callbacks

Cons of Chipmunk2D

  • Limited to 2D physics simulations
  • Steeper learning curve for beginners
  • Narrower scope compared to SFML's broader multimedia capabilities

Code Comparison

Chipmunk2D (physics simulation):

cpSpace *space = cpSpaceNew();
cpBody *body = cpBodyNew(1.0, cpMomentForCircle(1.0, 0, 30, cpvzero));
cpSpaceAddBody(space, body);
cpShape *shape = cpCircleShapeNew(body, 30, cpvzero);
cpSpaceAddShape(space, shape);

SFML (window and shape drawing):

sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
sf::CircleShape shape(100.f);
shape.setFillColor(sf::Color::Green);
window.draw(shape);
window.display();

Chipmunk2D focuses on physics simulations, providing a specialized engine for 2D physics. It's efficient and feature-rich for physics-based applications. However, it has a narrower scope compared to SFML, which offers a broader range of multimedia capabilities including graphics, audio, and networking. SFML is more beginner-friendly and versatile for general game development, while Chipmunk2D excels in physics simulations but requires more expertise to use effectively.

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Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

Pros of ImGui

  • Lightweight and easy to integrate into existing projects
  • Immediate mode GUI, allowing for dynamic and flexible interfaces
  • Extensive set of UI widgets and controls out-of-the-box

Cons of ImGui

  • Limited to 2D interfaces, lacking 3D rendering capabilities
  • Requires more manual management of UI state and layout
  • Less suitable for complex, full-featured applications compared to SFML

Code Comparison

ImGui example:

ImGui::Begin("Hello, ImGui!");
if (ImGui::Button("Click me!"))
    clicked = true;
ImGui::Text("Button clicked: %s", clicked ? "true" : "false");
ImGui::End();

SFML example:

sf::RenderWindow window(sf::VideoMode(800, 600), "Hello, SFML!");
sf::Text text("Button clicked: false", font);
if (event.type == sf::Event::MouseButtonPressed)
    text.setString("Button clicked: true");
window.draw(text);

ImGui focuses on immediate mode GUI creation, while SFML provides a broader set of multimedia capabilities, including graphics, audio, and networking. ImGui is ideal for quick prototyping and debug interfaces, whereas SFML is better suited for full-fledged applications and games with more complex requirements.

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Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.

Pros of Cinder

  • More advanced graphics capabilities, including 3D rendering and OpenGL integration
  • Robust support for creative coding and interactive applications
  • Extensive documentation and sample projects

Cons of Cinder

  • Steeper learning curve, especially for beginners
  • Less cross-platform compatibility compared to SFML
  • Larger codebase and potentially higher resource usage

Code Comparison

SFML example:

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);
    
    while (window.isOpen()) {
        // Event handling and drawing logic
    }
    return 0;
}

Cinder example:

#include "cinder/app/App.h"
#include "cinder/app/RendererGl.h"
#include "cinder/gl/gl.h"

class BasicApp : public ci::app::App {
public:
    void draw() override {
        ci::gl::clear(ci::Color::gray(0.1f));
        ci::gl::drawSolidCircle(getWindowCenter(), 100.0f);
    }
};

CINDER_APP(BasicApp, ci::app::RendererGl)

Both libraries offer powerful tools for creating graphical applications, but Cinder focuses more on advanced graphics and creative coding, while SFML provides a simpler, more accessible approach for game development and multimedia applications.

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README

SFML logo

SFML — Simple and Fast Multimedia Library

SFML is a simple, fast, cross-platform and object-oriented multimedia API. It provides access to windowing, graphics, audio and network. It is written in C++, and has bindings for various languages such as C, .Net, Ruby, Python.

State of Development

Development is focused on version 3 in the master branch. No more features are planned for the 2.x release series.

CMake Template

The easiest way to get started with SFML is our CMake-based project template. This template will automatically download and build SFML alongside your own application. Read the README for full instructions on how to use it.

Download

  • You can get the latest official release on SFML's website.
  • You can also get the source code of the current development version from the Git repository.
  • Alternatively, you can get the latest snapshot / artifact builds from the artifacts storage.

Install

Follow the instructions of the tutorials, there is one for each platform/compiler that SFML supports.

Learn

There are several places to learn SFML:

Community

Here are some useful community links:

Contribute

SFML is an open-source project, and it needs your help to go on growing and improving. If you want to get involved and suggest some additional features, file a bug report or submit a patch, please have a look at the contribution guidelines.

Authors

License

The SFML libraries and source code are distributed under the zlib/libpng license. See license.md. External libraries used by SFML are distributed under their own licenses.

In short, SFML is free for any use (commercial or personal, proprietary or open-source). You can use SFML in your project without any restriction. You can even omit to mention that you use SFML -- although it would be appreciated.

External libraries used by SFML