Terminus Making the code portable to linux: Difference between revisions

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Now I'm getting "No rule to make anim.cpp", I assume that file is new?  Redoing autotools...
Now I'm getting "No rule to make anim.cpp", I assume that file is new?  Redoing autotools...
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Cool!  anim.cpp has been around for some time, though.
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Revision as of 18:45, 26 July 2006

world/bullet.hpp:23: error: type specifier omitted for parameter `szBullet'

To me this looks like it is not finding the Sint32 type in SDL_types.h? Either that or it is not finding my util/graph.h?

But hey, on the positive side, main.cpp and config.cpp have successfully compiled!  :>

Compiling craftselect.cpp... here's the full first error:

In file included from world/weapon.hpp:8,
                 from world/craft.hpp:11,
                 from craftselect.hpp:9,
                 from craftselect.cpp:5:
world/bullet.hpp:23: error: type specifier omitted for parameter `szBullet'
world/bullet.hpp: In member function `TeRect TeBullet::getBoundRect()':
world/bullet.hpp:236: error: request for member `CenteredAt' in `rclBullet',
   which is of non-aggregate type `const TeRect ()(TePoint (*)())'

"non-aggregate" apparently means the compiler doesn't think the return value from CenteredAt is a class or struct. It looks fine to me:

TeRect CenteredAt( TePoint pt ) const;

Lemme sleep on it, I'll give you an answer in the morning...

I emailed you the entire makefile generated by Dev-Cpp.

Here is the portion that applies to craftselect.cpp:

craftselect.o: craftselect.cpp craftselect.hpp util/gui.hpp
 util/graph.hpp util/fixmath.hpp util/text.hpp  util/image.hpp   
 util/element.hpp util/../system.hpp util/../util/log.hpp   util/../util/graph.hpp util/../config.hpp
 util/../xml/xmlutils.h   util/../xml/tinyxml.h util/../profile.hpp util/../util/audio.hpp
 util/../util/graph.hpp util/../xml/xmlutils.h util/blit.hpp   world/craft.hpp world/../gamedef.hpp
 world/../util/image.hpp   world/../util/smoke.hpp world/../util/element.hpp   world/../util/body.hpp
 world/../util/../system.hpp   world/../util/graph.hpp world/../util/fixmath.hpp world/weapon.hpp
 world/bullet.hpp world/../util/anim.hpp world/../util/blit.hpp   world/../util/audio.hpp
 world/../util/exhaust.hpp   world/../util/smoke.hpp world/../util/../gamedef.hpp
 world/../xml/xmlutils.h world/target.hpp world/../util/log.hpp   gamesys.hpp system.hpp
 game.hpp scene.hpp util/text.hpp   util/element.hpp mainmenu.hpp results.hpp world/capital.hpp
 world/block.hpp world/../util/body.hpp world/target.hpp   util/message.hpp world/event.hpp
 world/../util/graph.hpp $(CPP) -c craftselect.cpp -o craftselect.o $(CXXFLAGS)
 

where

CPP  = g++.exe -D__DEBUG__
CXXFLAGS = $(CXXINCS)   -fexceptions -g3
CXXINCS = 

I'm thinking it's a [const] issue... checking...


On the side, there is a new Windows demo available at http://soloforge.com/files/TerminusDemo.zip


Dang John! The content is BURSTING FORTH! This is fun stuff... like a graphic novel come to life...


Cool :-) Oh, the fighter melee tutorial is broken. The latest SVN version fixes it.


Trying to isolate the error in bullet.hpp...

cd terminus/terminus/world
cp bullet.hpp test.cpp
g++ -I/home/m/development/terminus/fmod/api -I/usr/include/SDL test.cpp

That does it. Now to play with test.cpp... OK, looks like g++ sees these and thinks they are function declarations:

const TeSize szBullet( nBulletW, nBulletH );
const TeRect rclBullet( TePoint(), szBullet );

Change to this and g++ "gets" it:

const TeSize szBullet = TeSize( nBulletW, nBulletH );
const TeRect rclBullet = TeRect( TePoint(), szBullet );

John, I hope you don't mind, I checked in that change, and one other similar change in world/craft.hpp. I want to be EXTREMELY careful about breaking anything of yours, can you see if it still works for you?

I am not on my home DEV station, so I cannot just check this just now, but I am sure it is fine. Go ahead and make these kind of changes with no worries. If there are any issues I will let you know.

I suppose to do this right, I should have both Linux and Windows builds set up and test in both... eventually... :>

Next up: replace _finddata_t in the Linux build with a Linux equivalent...

profile.cpp:6:16: io.h: No such file or directory
profile.cpp: In member function `void
   TeProfileMgr::Load(std::basic_string<char, std::char_traits<char>,
   std::allocator<char> >)':
profile.cpp:449: error: `_finddata_t' undeclared (first use this function)

I found some suggestions:

Try looking at the following functions
opendir
readdir, readdir_r
fnmatch[/color]
scandir, where available
take a look at glob(3c) and ftw/nftw

I have two options:

  1. Make my own reusable functions for file operations using M$ calls or Unix calls depending on the build target
  2. Use the filesystem library in boost

The first is better if the job is small, but little guys can't afford to reinvent the wheel for anything substantial. I already use boost in HTDJ for serialization. It's definitely got a ramp up time, but it's not too heavy once you're up to speed. I will explore the boost filesystem library docs next...

That io.h include is coming from the MinGW lib, which is base set of C/C++ headers that allows you to compile windows apps with GCC. Look at www.mingw.org. There should be a mingw or a mingw32 package to install under Linux. I run mepis, which uses Synaptic, and there is a mingw32 package.

I used mingw and gcc specificall so for easo-breezo cross platform. Not so easy I guess.

Try changing the "io.h" to <io.h> or <io> and see if that works? Then maybe install that mingw32 package and try <io.h>? I thought this stuff bought us cross-platform in a big way, so I would like to try and figure it out first before the boost option.

1/2 of the stuff I do at work is on Linux, BTW, so I am coming up to speed rather quick. I use Kdevelop at work, although I try to do as much as I can from the command line so that I can be a Linux nerd too :-) So far, cream is my favorite command line style editing proggie.

I am building up a linux laptop tonight so that I can be more useful on the Linux side. It will take me a while to get it all config'd and updated like my box at work is.

Doh, I hadn't thought of that, I will go check out www.mingw.org now. If you get work time on Linux you are probably past me by now.  :> Hey, regarding the autotools setup I've put together, I believe autotools and Kdevelop play nicely, but not positive. Feel free to change direction if Kdevelop has a different way of building the project that you would prefer. In the meantime, I'm checking out MinGW...

Hrmm, at first glance it looks like MinGW is specifically for a Windows development environment. IE, it allows you to use gcc on Windows with Windows-specific API's and functions (like _finddata_t). But you mention that Synaptic serves it up on mepis. I'm digging to see if a Fedora package exists...

The autotools stuff is cool - let's keep it - viss our command line ve shall take over za vurld!  :) My linux box is built, but I haven't done anything with it yet - I am working on the Windows side tonight.

Oh, btw, the code changes you checked in work fine. I haven't received emails from the last couple of wiki changes you entered, so I was not aware of the code changes until you sent that email. Is your SMTP the wiki points to working?

I think the wiki's working, I'm getting emails. You might need to fix your watch settings, as I moved the pages around a little bit - try clicking on that "watch" tab above...

Yeah, I was no longer set up to watch this page. Testing, 1.. 2.. 3..

How about if *I* change it? That should send you an email...

Back to Linux...

I built up a Fedora box and could not get the autotools working (see the autotools page). So I installed Anjuta and tried to get it working under an IDE and ran into the same compile problem that you had.

I modified profile.cpp slightly so that the file compiles. I will get back to converting the profile search to boost (or whatever) later. The modified code will just cause the game to run with the default profile, which is perfectly fine for playing the game in development.

After that, I was able to compile!!! But not to link, heh, and I gave up at that point because I had solved the important issue. So, get an update of profile.cpp and let me know if the game runs :-)

Hey Johnny! I just svn'ed version 31. I got past profile! And other modules. Final compile results:

system.cpp:67: error: type specifier omitted for parameter `szScreen'
system.cpp:67: error: `TeRect rclScreen(TePoint (*)())' redeclared as different kind of symbol
system.hpp:35: error: previous declaration of `TeRect rclScreen'
system.hpp:35: error: previous non-function declaration `TeRect rclScreen'
system.cpp:67: error: conflicts with function declaration `TeRect rclScreen(TePoint (*)())'

Will dig deeper now... It's the same gcc issue I mentioned before, fixed by changing from constructor to assignment (like this):

TeSize szScreen( nScreenW, nScreenH );

...becomes...

TeSize szScreen = TeSize( nScreenW, nScreenH );

Now I'm getting "No rule to make anim.cpp", I assume that file is new? Redoing autotools...

Cool! anim.cpp has been around for some time, though.