Compiling with Code::Blocks, part deux

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Re: Compiling with Code::Blocks, part deux

Postby klauss » Thu Sep 16, 2010 2:27 pm

The only thing left to try is (VSSprite*)NULL.

But that's just dumb on MSVC's part.
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Thu Sep 16, 2010 2:35 pm

klauss wrote:The only thing left to try is (VSSprite*)NULL.

But that's just dumb on MSVC's part.


That actually worked. Everything compiles without errors.

But now of course I get several hundred unresolved externals because I didn't include any of the new audio stuff in the project yet. :D
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Thu Sep 16, 2010 2:37 pm

Here's an updated patch. use instead of the previous one.
Attachments
shenle-09162010b.diff
(17.95 KiB) Downloaded 141 times
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 10:23 am

I'm trying to clean up the VS projects, and noticed that they contain the cmd/collide folder as well as cmd/collide2; but there is no cmd/collide in the source tree. OK to nuke that?

Also, cmd/iterator.h absent. Ok to nuke?

3rd; am I right toassume that the following files should not be included in the project directly?
gfx/bmp_to_png.cpp
gfx/raw_to_png.cpp
cmd/unit_jump.cpp
cmd/ai/pythonai.cpp
cmd/oldcollection.cpp


Finally, what am I missing? This is my current output (see attached lest it exceeds max message size)
Attachments
Output-Build-09172010a.txt
(55.71 KiB) Downloaded 232 times
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Re: Compiling with Code::Blocks, part deux

Postby klauss » Fri Sep 17, 2010 11:18 am

shenle wrote:I'm trying to clean up the VS projects, and noticed that they contain the cmd/collide folder as well as cmd/collide2; but there is no cmd/collide in the source tree. OK to nuke that?

Also, cmd/iterator.h absent. Ok to nuke?

If the source is missing, it's ok I would think.

shenle wrote:3rd; am I right toassume that the following files should not be included in the project directly?
gfx/bmp_to_png.cpp
gfx/raw_to_png.cpp
cmd/unit_jump.cpp
cmd/ai/pythonai.cpp
cmd/oldcollection.cpp


You're correct, they're not in CMakeLists.txt, so linux isn't using them, I can't think of a reason for windows to want them either.
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Re: Compiling with Code::Blocks, part deux

Postby klauss » Fri Sep 17, 2010 11:19 am

shenle wrote:Finally, what am I missing? This is my current output (see attached lest it exceeds max message size)


You need to include unit.cpp, which is no longer included in unit.h.
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 12:31 pm

klauss wrote:
shenle wrote:Finally, what am I missing? This is my current output (see attached lest it exceeds max message size)


You need to include unit.cpp, which is no longer included in unit.h.


unit.cpp is already included, as well as unit.h.
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Re: Compiling with Code::Blocks, part deux

Postby klauss » Fri Sep 17, 2010 1:37 pm

Are you sure?

Take a good look. I remember it was marked as "do not build this file" (or something like that).
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 1:46 pm

You're right. I'm not all that familiar with VS10, having used mostly C::B and VS7 in the past so I missed that.
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 1:51 pm

Code: Select all
1>OpenALRenderer.obj : error LNK2019: unresolved external symbol __imp__alSpeedOfSound referenced in function "protected: void __thiscall Audio::OpenALRenderer::setupDopplerEffect(void)" (?setupDopplerEffect@OpenALRenderer@Audio@@IAEXXZ)
1>unit_generic.obj : error LNK2019: unresolved external symbol "public: virtual __thiscall UnitImages<void>::~UnitImages<void>(void)" (??1?$UnitImages@X@@UAE@XZ) referenced in function "public: virtual void * __thiscall UnitImages<void>::`scalar deleting destructor'(unsigned int)" (??_G?$UnitImages@X@@UAEPAXI@Z)


last 2 errors remaining.
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Re: Compiling with Code::Blocks, part deux

Postby klauss » Fri Sep 17, 2010 2:04 pm

That means you're using a new al.h but an old al.lib/dll
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 2:06 pm

klauss wrote:That means you're using a new al.h but an old al.lib/dll


I'm using both from vega-vc7, supposedly they're the same version.
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 2:58 pm

I have downloaded and compiled OpenAL from svn, and replaced all the headers and libs with the new versions. I still get
Code: Select all
1>OpenALRenderer.obj : error LNK2019: unresolved external symbol __imp__alSpeedOfSound referenced in function "protected: void __thiscall Audio::OpenALRenderer::setupDopplerEffect(void)" (?setupDopplerEffect@OpenALRenderer@Audio@@IAEXXZ)
1>unit_generic.obj : error LNK2019: unresolved external symbol "public: virtual __thiscall UnitImages<void>::~UnitImages<void>(void)" (??1?$UnitImages@X@@UAE@XZ) referenced in function "public: virtual void * __thiscall UnitImages<void>::`scalar deleting destructor'(unsigned int)" (??_G?$UnitImages@X@@UAEPAXI@Z)
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Re: Compiling with Code::Blocks, part deux

Postby klauss » Fri Sep 17, 2010 3:02 pm

It's just common sense: if the call was wrong (which it isn't), the compiler would complain, not the linker.

The fact that it's the linker complaining hints that the .h has the function's declaration, but the .lib doesn't have the function itself.

So... I'll urge you to keep digging ;)
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Re: Compiling with Code::Blocks, part deux

Postby shenle » Fri Sep 17, 2010 3:08 pm

I would dig, but don't know where anymore. I'm not a programmer (duh!)
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