This is my first time attempting to build my game with CMake, and i've followed the steps on this (https://github.com/SFML/SFML/wiki/Tutorial%3A-Build-your-SFML-project-with-CMake (https://github.com/SFML/SFML/wiki/Tutorial%3A-Build-your-SFML-project-with-CMake)) tutorial up til now. However, once it came to the very final steps ("cmake CMakeLists.txt", "cmake --build .") my build appears to have failed loading any of my assets. This includes, pictures, sounds & fonts, while all SFML assets appear to be drawing as usual, I cant seem to figure it out. I've attempted to directly reference their file paths in the CMakeLists.txt file, in the hopes that even one variation of the different file paths would work, but no luck. It might go without saying, but run from within my IDE (CLion) the project runs perfectly. Just incase it's relevant (and as there's not really much code I can show here), I've included my CMakeLists.txt code, just incase that might help:
cmake_minimum_required(VERSION 3.8)
# Enable debug symbols by default
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build (Debug or Release)" FORCE)
endif()
project(Sk_iver)
set(CMAKE_CXX_STANDARD 11)
# Set version information in a config.h file
set(myproject_VERSION_MAJOR 1)
set(myproject_VERSION_MINOR 0)
configure_file(
"${PROJECT_SOURCE_DIR}/config.h.in"
"${PROJECT_BINARY_DIR}/config.h"
)
include_directories("${PROJECT_BINARY_DIR}")
set(SOURCE_FILES
Font
Resources
newDiver_spritesheet3.png
Font/Arial_Unicode.ttf
main.cpp
Diver.cpp
Diver.h
README.md Ring.cpp Ring.h HandleEvents.cpp HandleEvents.h Background.cpp Background.h Particle.cpp Particle.h Particles.cpp Particles.h Game.cpp Game.h)
# Define sources and executable
set(EXECUTABLE_NAME "SK_IVER")
add_executable(${EXECUTABLE_NAME} ${SOURCE_FILES})
# Detect and add SFML
set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake_modules" ${CMAKE_MODULE_PATH})
find_package(SFML REQUIRED system window graphics network audio)
if (SFML_FOUND)
include_directories(${SFML_INCLUDE_DIR})
target_link_libraries(SK_IVER ${SFML_LIBRARIES})
endif()
# Install target
install(TARGETS ${EXECUTABLE_NAME} DESTINATION bin)
# CPack packagin
include(InstallRequiredSystemLibraries)
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/COPYING")
set(CPACK_PACKAGE_VERSION_MAJOR "${myproject_VERSION_MAJOR}")
set(CPACK_PACKAGE_VERSION_MINOR "${myproject_VERSION_MINOR}")
include(CPack)
I agree that this seems unnecessary, I did initially forgo mentioning any assets in the source files section, given that they were already directly mentioned in their respective files in the project:
// Title & Score Font assignment:
if(!font.loadFromFile("Font/Arial_Unicode.ttf"))
std::cout << "ERROR: Could not load font file." << std::endl;
but for whatever reason, when I attempt to run the build (whether it is mentioned or not in SOURCE_FILES section of CMakeLists.txt), all assets fail to load:
/Users/TheSpaceEvader/Documents/C++\ Projects/Sk-iver/SK_IVER ; exit;
Failed to open sound file "Resources/Sounds/nice_music.ogg" (couldn't open stream)
ERROR: could not load audio file from file path
Failed to load font "Font/Arial_Unicode.ttf" (failed to create the font face)
ERROR: Could not load font file.
Failed to load image "newDiver_spritesheet3.png". Reason: Unable to open file
ERROR: Could not load diver texture from file path.
Failed to load image "Resources/Images/skydiving_placeholder.jpg". Reason: Unable to open file
ERROR: Could not load diver texture from file path.
Window Active
[Process completed]