Buildfix.
Don't use surfaces, SDL2_image lets you create a texture directly. This is missing the graphic files that the code seeks to load so it will not run.
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20a7e0450d
4 changed files with 9 additions and 9 deletions
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@ -4,6 +4,8 @@ set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -std=c++11 -g -O0 -Wall -Wex
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -std=c++11 -O3 -Wall -Wextra")
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#string(COMPARE EQUAL CMAKE_BINARY_DIR CMAKE_SOURCE_DIR IN_SOURCE_BUILD)
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add_definitions(-DWITH_VECTOR_IOSTREAM)
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find_library(Boost 1.21.0 REQUIRED)
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include_directories(SYSTEM
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@ -27,7 +27,7 @@
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#include <algorithm>
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#include <cassert>
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#if !defined(NDEBUG)
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#if defined(WITH_VECTOR_IOSTREAM)
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#include <iostream>
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#endif
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@ -134,7 +134,7 @@ namespace cloonel {
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#endif
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typedef Vector<int32_t, 2> int2;
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#if !defined(NDEBUG)
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#if defined(WITH_VECTOR_IOSTREAM)
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template <typename T, uint32_t S>
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std::ostream& operator<< ( std::ostream& parStream, const Vector<T, S>& parVector ) {
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parStream << "<";
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@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 2.8 FATAL_ERROR)
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project(doorkeepertest CXX)
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include(FindPkgConfig)
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pkg_search_module(SDL2 REQUIRED sdl2 image)
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pkg_search_module(SDL2 REQUIRED sdl2)
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pkg_search_module(SDL2IMAGE REQUIRED SDL2_image>=2.0.0)
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configure_file(
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"${CMAKE_CURRENT_SOURCE_DIR}/${PROJECT_NAME}Config.h.in"
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@ -23,4 +23,5 @@ add_executable(${PROJECT_NAME}
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target_link_libraries(${PROJECT_NAME}
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doorkeeper
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${SDL2_LIBRARIES}
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${SDL2IMAGE_LIBRARIES}
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)
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@ -26,7 +26,6 @@ struct LayerWithData {
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namespace {
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typedef std::unique_ptr<SDL_Renderer, void(*)(SDL_Renderer*)> SDLRendererUPtr;
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typedef std::unique_ptr<SDL_Window, void(*)(SDL_Window*)> SDLWindowUPtr;
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typedef std::unique_ptr<SDL_Surface, void(*)(SDL_Surface*)> SDLSurfaceUPtr;
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typedef std::unique_ptr<SDL_Texture, void(*)(SDL_Texture*)> SDLTextureUPtr;
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struct SDLSimple {
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@ -81,12 +80,10 @@ int main() {
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std::cout << "Total tiles: " << tiler.tiles_count() << '\n';
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//Load resources
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SDLTextureUPtr tile_0, tile_1;
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SDLTextureUPtr tile_0(nullptr, &SDL_DestroyTexture), tile_1(nullptr, &SDL_DestroyTexture);
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{
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SDLSurfaceUPtr surf_0(IMG_Load("tile_0.png"), &SDL_FreeSurface);
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SDLSurfaceUPtr surf_1(IMG_Load("tile_1.png"), &SDL_FreeSurface);
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tile_0 = SDLTextureUPtr(SDL_CreateTextureFromSurface(sdl_renderer.get(), surf_0.get()), &SDL_DestroyTexture);
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tile_1 = SDLTextureUPtr(SDL_CreateTextureFromSurface(sdl_renderer.get(), surf_1.get()), &SDL_DestroyTexture);
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tile_0 = SDLTextureUPtr(IMG_LoadTexture(sdl_renderer.get(), "tile_0.png"), &SDL_DestroyTexture);
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tile_1 = SDLTextureUPtr(IMG_LoadTexture(sdl_renderer.get(), "tile_1.png"), &SDL_DestroyTexture);
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}
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//Main loop
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