#JSFML - Simple Fast Multimedia Library for Java
"SFML is a free multimedia C++ API that provides you low and high level access to graphics, input, audio, etc." (Source: http://www.sfml-dev.org/)
JSFML is the official Java library that provides Java applications with access to a wide range of the functionalities of SFML.
##System requirements
To run a JSFML application, Java JRE 7 or higher is required.
Graphics features require OpenGL, audio features require OpenAL.
Furthermore, there are some platform-specific requirements that are listed below.
###Windows Windows XP SP2 or higher is required. Furthermore, the Microsoft Visual C++ 2010 Redistributable Package needs to be installed.
###Linux Generally, it is recommended to install the latest updates from your distribution's vendor. For windows, an X window environment is required.
Fedora users will need to install the package openal-soft
manually.
##Building
Please refer to the wiki page about building JSFML: https://github.com/pdinklag/JSFML/wiki/Building-JSFML
#Philosophy
JSFML is a Java binding to SFML. It is not Java re-implementation of SFML. This makes JSFML relatively easy to maintain and ensures that it can be updated to the latest SFML release, including all new features and bugfixes, in a minimal amount of time.
However, for performance reasons, some data is held and managed in Java objects and some methods are implemented in Java. This is true for the so-called Intercom
types such as vectors, colors, and other simple structures that do not have a lot of logic behind them.
To avoid having to deal with the problem of mapping SFML pointers back to Java objects, object members, such as a sprite's texture, are held in the Java object for quick access.
Not all features / classes of SFML have a JSFML representation. This is because certain features are simply not necessary to be ported, because Java already has them out of the box. These include:
- All multi-threading related features.
- All networking related features.
- The
sf::String
andsf::Utf
classes for unicode support.
The core code consists of native (C++) delegates to SFML methods, for which the Java Native Interface (JNI) is used. The Java code part of JSFML has the following tasks:
- Provide a lightweight, yet effective, interface between Java objects and the underlying SFML objects (
SFMLNativeObject
). - Allow "self-containedness". This means that the platform-specific SFML and JSFML binaries (
dll
,so
, etc.) should be hidden from JSFML users and end users and be extracted and loaded as needed. This avoids problems with supported SFML versions among other things, at the cost of a larger file. - Ensure stability by making sure null is never passed to native methods that expect C++ references, which cannot be NULL.
- Adapt SFML to Java coding conventions. This includes exceptions being thrown instead of success values being returned from loading methods, among other things.
- Provide additional features for Java integration, such as the ability to have an SFML window within an AWT/Swing application or a browser applet.
Some things done in C++ are not possible in Java. This includes const references and operator overloading. JSFML follows the following principles:
- Overloaded operators for SFML objects are represented by appropriately named static methods within the class in question.
- Simple data model classes (such as
Vector2f
) are designed to be immutable. - Classes used in const fields in the C++ implementation get an interface prefixed Const, only providing read operations. The interface is used throughout the implementation where possible, rather than the mutable class.
- Unsigned value types (e.g.
unsigned int
) will be mapped to the corresponding signed type in Java, since there are no unsigned types in Java. In cases where this conversion can cause trouble, a longer Java type might be used instead (e.g.int
forunsigned char
).
#Credits
- Patrick Dinklage - Main developer
- Marco Antognini - Mac OS X developer
- Laurent Gomila - Author of SFML (http://www.sfml-dev.org/)