Windows Make Files
Windows Make Files
I've always used Linux, so I'm not really sure what to do. If the make files can be generated, how do I do so? They don't come in the zip like they usually would for Linux, so I'm not sure, and I can't load it into NB without them.
Thanks.
Thanks.
Re: Windows Make Files
We don't use makefiles for Windows, we use code::blocks; the project files are in the win32 subfolder. Yeah, you should either use the source zips which come with proper versions and game names set and resources pre-sorted or sources from bzr, I think the tarballs come with insufficient support files (they should have everything you need, but files will be in unix EOL style and whatnot).
Should be all here: http://wiki.armagetronad.org/index.php/ ... evelopment
Should be all here: http://wiki.armagetronad.org/index.php/ ... evelopment
Re: Windows Make Files
I downloaded the zip, but when I try to load it into NetBeans like normal, I get an error "No make files or configure script were found in folder "C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win"". How would I load it into an IDE then so I can compile it after edits?
Re: Windows Make Files
Ohhh codeblocks has an IDE. I'll try that out. Thanks for the reply.
Re: Windows Make Files
Tried a build in Code Blocks and got 50 errors. They all seem to originate from the boost folder not existing?
Code: Select all
-------------- Build: Win32 Release in Armagetron Advanced ---------------
Compiling: ..\..\src\engine\eAdvWall.cpp
In file included from ..\..\src\tools/tSafePTR.h:39,
from ..\..\src\tools/tArray.h:34,
from ..\..\src\tools/tList.h:31,
from ..\..\src\tools/tHeap.h:31,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eWall.h:32,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:28:
..\..\src\tools/tMutex.h:35:44: error: boost/thread/recursive_mutex.hpp: No such file or directory
..\..\src\tools/tMutex.h:36:34: error: boost/thread/mutex.hpp: No such file or directory
..\..\src\tools/tMutex.h:37:34: error: boost/thread/locks.hpp: No such file or directory
In file included from ..\..\src\render/rTexture.h:32,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\resource/tResourceManager.h:33:32: error: boost/shared_ptr.hpp: No such file or directory
In file included from ..\..\src\render/rTexture.h:35,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\render/rGL.h:45:24: error: SDL_opengl.h: No such file or directory
In file included from ..\..\src\tools/tArray.h:34,
from ..\..\src\tools/tList.h:31,
from ..\..\src\tools/tHeap.h:31,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eWall.h:32,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:28:
..\..\src\tools/tSafePTR.h: In member function 'void tReferencable<T, MUTEX>::AddRef() const':
..\..\src\tools/tSafePTR.h:448: error: 'boost' has not been declared
..\..\src\tools/tSafePTR.h:448: error: expected primary-expression before '>' token
..\..\src\tools/tSafePTR.h: In member function 'void tReferencable<T, MUTEX>::Release() const':
..\..\src\tools/tSafePTR.h:460: error: 'boost' has not been declared
..\..\src\tools/tSafePTR.h:460: error: expected primary-expression before '>' token
..\..\src\tools/tSafePTR.h:466: error: 'lock' was not declared in this scope
In file included from ..\..\src\resource/tResourceManager.h:37,
from ..\..\src\render/rTexture.h:32,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\resource/tResourceType.h: At global scope:
..\..\src\resource/tResourceType.h:64: error: 'boost' has not been declared
..\..\src\resource/tResourceType.h:64: error: ISO C++ forbids declaration of 'shared_ptr' with no type
..\..\src\resource/tResourceType.h:64: error: typedef name may not be a nested-name-specifier
..\..\src\resource/tResourceType.h:64: error: expected ';' before '<' token
..\..\src\resource/tResourceType.h:66: error: 'Reference' does not name a type
..\..\src\resource/tResourceType.h:85: error: 'Reference' is not a member of 'tResourceType'
..\..\src\resource/tResourceType.h:85: error: 'Reference' is not a member of 'tResourceType'
..\..\src\resource/tResourceType.h:85: error: template argument 2 is invalid
..\..\src\resource/tResourceType.h:85: error: template argument 4 is invalid
..\..\src\resource/tResourceType.h:85: error: invalid type in declaration before ';' token
In file included from ..\..\src\render/rTexture.h:32,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\resource/tResourceManager.h:90: error: 'boost' has not been declared
..\..\src\resource/tResourceManager.h:90: error: ISO C++ forbids declaration of 'shared_ptr' with no type
..\..\src\resource/tResourceManager.h:90: error: typedef name may not be a nested-name-specifier
..\..\src\resource/tResourceManager.h:90: error: expected ';' before '<' token
..\..\src\resource/tResourceManager.h:94: error: 'Reference' does not name a type
..\..\src\resource/tResourceManager.h:99: error: 'Reference' does not name a type
In file included from ..\..\src\render/rTexture.h:36,
from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\render/rGLuintObject.h:40: error: expected type-specifier before 'GLuint'
..\..\src\render/rGLuintObject.h:51: error: 'GLuint' does not name a type
..\..\src\render/rGLuintObject.h: In member function 'virtual void rGLuintObjectTexture::DoGen()':
..\..\src\render/rGLuintObject.h:96: error: 'object_' was not declared in this scope
..\..\src\render/rGLuintObject.h:96: error: 'glGenTextures' was not declared in this scope
..\..\src\render/rGLuintObject.h: In member function 'virtual void rGLuintObjectTexture::DoDelete()':
..\..\src\render/rGLuintObject.h:96: error: 'object_' was not declared in this scope
..\..\src\render/rGLuintObject.h:96: error: 'glDeleteTextures' was not declared in this scope
In file included from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:30:
..\..\src\render/rTexture.h: At global scope:
..\..\src\render/rTexture.h:79: error: 'GLenum' does not name a type
..\..\src\render/rTexture.h:87: error: ISO C++ forbids declaration of 'GLenum' with no type
..\..\src\render/rTexture.h:87: error: 'GLenum' declared as an 'inline' field
..\..\src\render/rTexture.h:87: error: expected ';' before 'const'
..\..\src\render/rTexture.h:88: error: 'GetFormat' declared as an 'inline' field
..\..\src\render/rTexture.h:88: error: expected ';' before '(' token
..\..\src\render/rTexture.h:91: error: 'SetFormat' declared as an 'inline' field
..\..\src\render/rTexture.h:91: error: expected ';' before '(' token
..\..\src\render/rTexture.h:325: error: expected constructor, destructor, or type conversion before 'const'
..\..\src\render/rTexture.h:341: error: 'const rSurface& rSurface::GetFormat' is not a static member of 'class rSurface'
..\..\src\render/rTexture.h:341: error: 'GLenum' was not declared in this scope
..\..\src\render/rTexture.h:341: error: 'format' was not declared in this scope
..\..\src\render/rTexture.h:341: error: expected ',' or ';' before 'const'
..\..\src\render/rTexture.h:358: error: 'rSurface& rSurface::SetFormat' is not a static member of 'class rSurface'
..\..\src\render/rTexture.h:358: error: 'GLenum' was not declared in this scope
..\..\src\render/rTexture.h:359: error: expected ',' or ';' before '{' token
In file included from C:\Users\Light\Desktop\armagetronad-experimental-0.4_alpha_z1944_20111212-win\src\engine\eAdvWall.cpp:31:
..\..\src\render/rDisplayList.h:111: error: 'GLuint' does not name a type
..\..\src\render/rDisplayList.h: In member function 'bool rDisplayList::IsSet() const':
..\..\src\render/rDisplayList.h:71: error: 'list_' was not declared in this scope
Process terminated with status 1 (0 minutes, 1 seconds)
50 errors, 0 warnings
Re: Windows Make Files
Yeah, it's the external libraries. Did you get the winlibs branch in the correct version? If you used a zip, that's a no, they're all outdated
Re: Windows Make Files
I got the zip from your weekly trunk builds.Z-Man wrote:Yeah, it's the external libraries. Did you get the winlibs branch in the correct version? If you used a zip, that's a no, they're all outdated
Re: Windows Make Files
For the main source, that's fine, but the library package can't be from a zip.
Re: Windows Make Files
One last question, and I'll leave you alone.
Where do you change the @progtitle@ to an actual title? I know I probably got a few stupid questions but I'm by no means a C++ programmer. I just know enough of how programming in a bit of different languages work so I can do the little things I'm after.
Where do you change the @progtitle@ to an actual title? I know I probably got a few stupid questions but I'm by no means a C++ programmer. I just know enough of how programming in a bit of different languages work so I can do the little things I'm after.
Re: Windows Make Files
Ok, sorry ... one more question on top of that. I still need to know where the title variable is, but I would also like to know if the scores showing (tab key) is set in a boolean so I could check if it's showing in an if statement.
Thanks.
Thanks.
Re: Windows Make Files
'static bool show_scores' in ePlayer.cpp is the boolean showing whether the score table is currently being displayed. There is no way yet to query that from outside that file, you'll have to unstatify it or write an access function.
The @progtitle@ thing is only replaced in the .zip creation process, which runs on Unix only. The windows build scripts are only so far developed that they can create builds that run correctly from bzr because we'd never make actual releases directly from bzr on Windows. You can edit it by hand in language/languages.txt, though.
The @progtitle@ thing is only replaced in the .zip creation process, which runs on Unix only. The windows build scripts are only so far developed that they can create builds that run correctly from bzr because we'd never make actual releases directly from bzr on Windows. You can edit it by hand in language/languages.txt, though.