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Topics - Kain Nobel

Pages: [1]
1
Graphics / Facilitating Rich Text Formatting
« on: March 02, 2023, 08:21:00 am »
Hello and good day!

This is just a general question, not a specific "tech support question", but it does relate to the SFML/Graphics library. I'm needing to do a specific task and I'm trying to brainstorm the best possible solution. The solutions I'm coming up with in my head sound OK-ish, but maybe you'd have a better one?

I'm curious if there is a way to facilitate rich text formatting with the sf::Font and the sf::Text objects, as-is, or if I'd have to come up with a solution from scratch.

Standard Font / Text Operation
Code: [Select]
//Load the font
sf::Font font;
font.loadFromFile("Impact.ttf");

// Apply text settings
sf::Text text;
text.setFont(font);
text.setString("Hello, world!");
text.setCharacterSize(24);
text.setFillColor(sf::Color::Red);
text.setStyle(sf::Text::Bold | sf::Text::Italic);

The way I'm understanding this is the sf::Text is actually the object that determines such things as Bold and Italic flags. As far as I see, doing something like...

Hello World!

...is perfectly feasible. But what if I want to do...

Hello World!

Is this type of operation supported without having to use multiple sf::Text (or multiple sf::Font, etc) objects?

The way I'm wanting it to work VS the way the library actually works seems a little different...

How I'd Like It To Work (Example)
Code: [Select]
Iterating Letter-By-Letter Operations...
    Font = Font(...properties...)
    Toggle Bold (On)
    Set Color(0, 96, 0)
    Write "H"
    Toggle Bold (Off)
    Set Color(48, 128, 48)
    Write "ell"
    Set Color(0, 96, 0)
    Write "o"

   //...Blah blah blah...
End Iteration

The raw sf::String itself would probably look like...

Code: [Select]
"\b\c[1]H\c[2]\bell\c[1]o \bW\b\c[2]orld\b\c[1]!\c[0]\b"
That's a dumb example, but I'd need to iterate through each letter and look for codes within the string that would change the format of the rendered text product. It would format based on escape codes such as \b (toggle bold), \i (toggle italic), \c[0] (change font color), etc. As the iterator rolls forward, each letter would be drawn and specified changes of formatting would be applied.

What I'm Needing This For...

The reason I'm needing this is so I can write a Rich Text Message System. As each character is written onto the texture, letter by letter, the properties would always be subject to change during runtime. At any moment, a Bold could be switched on, an occasional Underline may be applied, font name can change, etc.

The only workaround I can think of is using individual font.getGlyph calls and rendering them to an sf::Texture. I'm thinking the sf::Text object would also have to come into play for bolds, italics, etc. Each individual letter would probably have to be rendered on a buffer, and then transferred onto the main "text display" texture.

Hopefully I'm overthinking this and somebody is experienced enough to suggest a better solution than the one I have in my head. Not that I think my purposed solution is bad, but I feel there may be a more direct way to facilitate the behavior I'm looking for.

Thank you ahead of time to anybody who reads this, looking forward to hearing back.

2
General / Fresh Start II / Application Window Doesn't Launch
« on: February 25, 2023, 10:30:27 am »
(click to show/hide)

Current Situation: Everything builds correctly but no application window is launched. I got rid of the ".a" extensions in Debug and Release. I've also noticed my std::cout message doesn't get printed to the console, so hm.

Here is a video of the problem...

(click to show/hide)

EDIT: Another day, another video. The same problem, application window won't display and my std::cout statements aren't printing so something is a disconnect. I'm not sure what exactly. I'm just not cool enough for this...



(click to show/hide)

3
General / 99 Problems / (Not So) Fresh Start
« on: February 20, 2023, 10:36:07 am »
I'm doing a brand new SFML deployment for an existing project.

Everything SFML has been wiped clean. My existing project still has all the relevant includes and other configurations but I can't seem to compile anything useful.

Not sure where I've gone wrong but here are my steps...

  • I've downloaded the SFML-2.5.1-windows-gcc-5.1.0-tdm-32-bit eternal damnation package.
  • I've unzipped it to "C:/SFML/2.5.1/"
  • I've installed some whiz-bang TDM-GCC-32 compiler gadget.
  • I'm using an already existing install of Code::Blocks
  • Library had a problem finding the "al.h" header.
  • I've downloaded OpenAL, which one-click installed to "System32" directory.
  • Added "C:/Windows/System32/openal32.dll" to project (above all other libraries.)
  • I've copied the "GNU GCC" entry and pasted new entry for "TDM-GCC-32".
  • I've edited the "TDM-GCC-32" entry to point to directory "C:/TDM-GCC-32".

(click to show/hide)

I can't seem to find TDM-GCC 5.1.0 so I'm using TDM-GCC 10.3.0. Can I use the latest and greatest or do I have to hunt for the ancient TDM? I'm not really sure where to go from here.

Edit : I did find the link for TDM-GCC 5.1.0 but the last question still stands. Should I compile from source with 10.3.0 or should I just use 5.1.0?

4
General / Fresh Build - Problems Galore [Hahaha SOLVED XD]
« on: February 02, 2022, 06:01:06 pm »
Hello and good day!

I was having CMake file problems so I decided to clear all my CMake files, then I decided to just clear the whole library and start over because another 8 hour night of heroic measures trying to build is uncalled for. (I'm experimenting with 3 different IDEs in the same project - it got ugly.)

I know, I know, I just set up a couple weeks ago, I'm setting up again already @_@

So...

The project can't find "AlCheck.hpp" and "AudioDevice.hpp" (and probably other libraries.)

I followed the SFML and Code::Blocks (MinGW). I followed Compiling SFML with CMake.

I've went to Build Options... > Search Directories > Compiler > and added "C:\SFML\2.5.1\extlibs\headers"
I've went to Build Options... > Search Directories > Linker > and added "C:\SFML\2.5.1\extlibs\headers"

Neither of these seem to be doing it.

I tried doing a lot of digging before I came here looking for help, I did pass by a mention of these problems on Apple (but the contributors were talking about Apple comes with OpenAL embedded so...) I'm not on Apple, or building from Apple, but I do wonder if the problem is semi-related? Hm. I'm trying to build on Windows.

Now I have to get to work, I'll try to get back to figuring this out in a day or so. Thank you to anybody who can help with some information on what I need to do, I'm not ready to quit yet :)

5
General / General C++ Header Question [SOLVED] + Demo/Quiz
« on: January 31, 2022, 08:24:21 am »
Hello and good day everyone!

This is a question I'd normally reserve for a place like StackOverflow considering it's a general programming question but I have to wait two days to post again o.o I'd like to solve this error sooner and get on with my life.

I'm having problems with something that has worked for a while, and I'm not sure why exactly it stopped working. I've swapped headers around and done other things to try to satisfy the compiler but it's not having it. This is a common problem I've randomly had with member variable classes and, as soon as I solve them, I forget what I've done to solve the last ones. I'll provide some sample code...

Code: [Select]
#ifndef COMMON_HPP
#define COMMON_HPP

/* Other #include calls omitted for brevity */

#include <Common/Application.hpp>

namespace Game { class TestCase {}; }

class Common {
    public:
        Common();
        virtual ~Common();
        Game::TestCase mTest; //<-- If this is OK...
        Game::Application m_App; //<-- ...then why is that NOT OK...?
};

#endif // COMMON_HPP

I keep getting...

Code: [Select]
error : 'Application' in namespace 'Game' does not name a type.
^Game::Application is defined much in the same way as Game::TestCase, so I'm not sure why I'd get a problem with one and not the other. Something something the chicken and the egg something something..... this shouldn't be that hard.

Moving #include calls doesn't seem to change it. Other member variable classes don't have these issues. I know the compiler needs to see what is what, and load things in a certain order, and profile classes so it knows to allocate enough memory for each class. I've provided the header for the class it needs so I'm not sure the issue. Application holds a bunch of classes, Common holds Application, Application apparently isn't a "type" so... what should I do?

Game::Application is a class in a namespace like Game::TestCase is a class in a namespace. I shouldn't have to do any funky typedef things, right? This seems like an easy to solve problem, I'm surprised I've been stuck on it for two days.

And I tend to sometimes get these errors too. It'd be like...

Code: [Select]
#include <Breakfast/Eggs>
#include <Breakfast/Bacon>
#include <Breakfast/Sausage>

class YoBreakfastPlate {
    Breakfast::Eggs mEggs;
    Breakfast::Bacon mBacon;
    Breakfast::Sausage mSausage;
}

...and the compiler tells me I'm out of Bacon?! That's just not good. The Bacon is sitting right here, I'm looking at it, how am I out of Bacon? Bacon ain't no type of Breakfast, not for you, you get no Bacon! We put no Bacon on YoBreakfastPlate! :o :'(

6
Hello and good day!

I've browsed/studied the SFML library for quite some time before jumping in and using it. On one hand, I feel intimately familiar with it and it all makes sense to me and all I have to do is learn the nuances of C++, on the other hand I haven't actually used it enough to know what I'm talking about. I'm a n00b, okay. We all were at one point.

So I'm reading an article from geeksforgeeks.org (link) and in the Pros and Cons, under Cons, they state SFML "cannot do 3D" and states something about OpenGL. This library *can* do 3D, and is ran on OpenGL, am I correct? I'm sure it's not *designed* for (or against) 3D, but there shouldn't be any issues making a 3D project with this library, right?

It's not a big concern of mine (my project is 2D) but I would like to hear about the experiences of designing a 3D game with this library. Tell me about your projects using 3D, tell me about the pros and cons, your challenges, your failures, your triumphs. Do you find that SFML suits your needs well or do you have to go through great lengths to design a project in the 3rd dimension? Does your project use full 3D or just some 3D elements to enhance an otherwise 2D experience? What kind of libraries would you need to further support the rendering of 3D assets?

Also, how is the iOS/Android support? I'm sure there is room for improvement but is it pretty robust thus far? The article was written in 2019 so maybe things have improved dramatically.

7
General / C++ Version / Power Usage Very High [SOLVED]
« on: January 22, 2022, 02:11:07 pm »
Hello and good day!

I have two questions that may or may not be related. They may or may not even be easy to answer, and that's OK too. The first one should be easy enough...

Question 1

I'd have to really dig through tutorials and documentation (and I did for a little bit) but...

What version of C++ should I be using? C++14? C++17? ISO or GNU matter? Any other "rule of thumb"? I'm using (paraphrasing) C++14 GNU (ISO with GNU extension). I've experimented with changing these selections around a tiny bit only because of my next question...

Question 2

What could be making Power Usage rate as Very High and what would be a good way to drop this rating? Does SFML generally use a lot of power always or would it be because I might have something set up incorrectly as far as C++ standard, ISO/GNU, etc? I honestly don't believe it is anything having to do with what I've made thus far but here is details of what I have done...

(click to show/hide)



Other than 2 "Musics" playing, and a image being drawn (once) I could have nothing going on, not touching any buttons, and the power usage is the only one that fluctuates and it hits "Very high" a lot for no apparent reason. CPU is "fairly stable" (although it would be cool if it was lower) and Memory is right where I'd want and expect it to be thus far.

Any ideas what could possibly be making my Power Usage high? With my frame rate set at steady 60 via SFML, should I be calling a sleep function in main loop or would that just slow down the application each frame and mess up the FPS? Any other suggestions to drop the power usage? I don't think anything can be done about CPU, I recall it always being about that high from the start, so I think its more in the scope of SFML than anything I've written.

8
Audio / Problem With Vector / Audio Operations [SOLVED]
« on: January 18, 2022, 11:22:22 am »
Hello and good day!

So I'm still new with C++ and it fights me every chance it gets. If you hear me yelling I'm probably yelling at the compiler and not my kids ;)

The problem I'm having today is more C++ related than Audio module related but I happen to be working with audio so I'm posting it here. I'd post it in the discord or ask around in IRC but I can't seem to get either working. It could be my horrible internet connection, or my Brave browser, but I put shields down so I don't know...

So I'm trying to do a Game::Sounds mixer class but for the life of me I can't get the std::vector to behave. I've made a std::vector for both the sf::Sound and the sf::SoundBuffer variables. Do I need a separate vector for both or is there a better way?

I would like to put the Sounds in a vector as they're played. I'll push them to the vector when played and pop them out when they're finished. It doesn't have to be a std::vector, I could use an array or whatever an std::list is but I figured it would be best for the job at hand.

Anywho, I wrote this micro example with a dummied sf::Sound and sf::SoundBuffer for testing purposes; it closely resembles what I actually have, minus a bunch of code irrelevant to the topic. Same problems. It can be easily tested @ ...

https://www.onlinegdb.com/online_c++_compiler

Code: [Select]
//-- Game/Sounds.hpp --//

#ifndef GAME_SOUNDS
#define GAME_SOUNDS

#include <vector>
#include <iostream>
#include <string>


// Dummy SFML sf:: namespace ;)
namespace sf {
    class Sound {};
    class SoundBuffer {};
}

namespace Game {
static const int SOUND_MAX = 16;
class Sounds {
public:
// Public Member Declarations
        std::vector<sf::Sound> m_SoundV[16];
        std::vector<sf::SoundBuffer> m_BufferV[16];
        // Constructor and Destructor
        Sounds();
        ~Sounds();
// Public Function Declarations
bool play(const std::string& l_name, float volume, float pitch);
int size();
};
} // End of Game::Sounds

#endif




//-- Game/Sounds.cpp --//

namespace Game {

bool Sounds::play(const std::string& l_name, float volume, float pitch) {
// Create new sound and buffer
sf::Sound sound;
sf::SoundBuffer buffer;


// Omitted: Load sound / return error on fail
// Omitted: Set volume and pitch


// Add sound and buffer to vector
m_SoundV.push_back(sound);
m_BufferV.push_back(buffer);
// For example simplicity, we just return true (no error)
return true;
}

int Sounds::size() {
    // Get size of sound vector
    return m_SoundV.size();
}
} // End of Game::Sounds




//-- Main.cpp --//

int main() {
    Game::Sounds soundmixer;
    soundmixer.play("Sample", 100.0f, 1.0f);
    std::cout << soundmixer.size() << std::endl;
    return 0;
}

Here is a snapshot of the errors I'm currently having...

Code: [Select]
main.cpp:53:11: error: request for member ‘push_back’ in ‘((Game::Sounds*)this)->Game::Sounds::m_SoundV’, which is of non-class type ‘std::vector [16]’
   53 |  m_SoundV.push_back(sound);
      |           ^~~~~~~~~
main.cpp:54:12: error: request for member ‘push_back’ in ‘((Game::Sounds*)this)->Game::Sounds::m_BufferV’, which is of non-class type ‘std::vector [16]’
   54 |  m_BufferV.push_back(buffer);
      |            ^~~~~~~~~
main.cpp: In member function ‘int Game::Sounds::size()’:
main.cpp:61:21: error: request for member ‘size’ in ‘((Game::Sounds*)this)->Game::Sounds::m_SoundV’, which is of non-class type ‘std::vector [16]’
   61 |     return m_SoundV.size();

Why is the vector being so naughty? When I originally tried it, I was trying to construct the vectors in many such a ways; using const, using static, attempting a std::vector<T*> template stuff (which I don't understand yet), passing references& and pointers*. No matter what I do I can't seem to catch a break with it. I've been crunching on reading material and tutorials, even finished a 1300+ page book on C++ but somehow I haven't been able to figure out vectors.

At one point I was doing something like vector->push_back(obj); not that I thought that was the correct way to do it, but it seemed to shut the compiler up for a second.

Once I get better at C++ and have suffered my metaphorical beatings, I shouldn't be blowing these threads up too much. ;)

EDIT: Follow-up question. This is an old function, utilizing an sf::Sound and an sf::SoundBuffer.

Code: [Select]
bool Audio::playSE(const sf::String& l_name, float volume, float pitch) {
    if (l_name.isEmpty()) {
        // Stop the SE
        m_SE.stop();
        // Nothing wrong with stopping the SE
        return true;
    }
    // Get sound buffer
    //sf::SoundBuffer buffer;
    // If unable to open from file
    if (!m_SE.openFromFile(l_name)) {
        // Error opening file
        return false;
    }
    // Set volume, pitch and loop
    m_SE.setVolume(volume);
    m_SE.setPitch(pitch);
    m_SE.setLoop(false);
    // Play the SE
    //m_SE.setBuffer(buffer);
    m_SE.play();
    // Opened file successfully (just kidding...)
    return true;
}

^Does the buffer go out of scope here as soon as the function is finished? I've never heard a single sound doing this. Do I have to carry buffer on to some outside update() function within my game loop and manage it until the entire sound is finished playing? In the example before this one, I had a vector for sounds AND buffers; do I need them both or would there be a better way?

I did read the tutorial a few times. When I swapped out the sf::Sound for an sf::Music I didn't have to use a sf::SoundBuffer but I'm trying to do things proper as I'm a very by the book kind of guy. I can only guess how many sounds would be played at once and I don't want to bog it down with a bunch of sf::Music objects (which does work for me but I know its wrong and I don't want to initiate a bunch of heavy Musics when I need to play a bunch of consecutive lightweight Sounds.)

9
Audio / sf::Time / sf::Audio Operations [Solved]
« on: January 16, 2022, 12:11:29 pm »
Hello and good day everybody!

What I'm trying to accomplish is fading in and fading out of sf::Audio related members utilizing the sf::Time functionality. The current code I have does not use the sf::Time (yet), only generic floats. I don't know how to calculate the volume increments I need based on sf::seconds, sf::milliseconds or sf::microseconds.

Here is the sample header and source code, with much noise (no pun intended) omitted. I made sure to comment each and every line so you can follow along with what I'm trying to do.

GameAudio.hpp
Code: [Select]
#ifndef GAME_AUDIO_H
#define GAME_AUDIO_H

#include <Game.hpp>
#include <SFML/Audio.hpp>
#include <SFML/System/Time.hpp>

class GameAudio {
    public:
        // Construct and Destruct
        GameAudio();
        virtual ~GameAudio();
        // Public Functions
        void fadeBGM(float volume, float duration);
        void update();
// Public Member Variables
        sf::Music m_BGM;        // Background Music
    protected:

    private:
        // Private Member Variables
        float     m_BGMFadeV    = 0.0; // BGM Fade Volume
        float     m_BGMFadeD    = 0.0; // BGM Fade Duration
// Private functions
        void updateBGM();
        // ...Need to add limited vector for sound queue
};

#endif // GAME_AUDIO_H

GameAudio.cpp
Code: [Select]
#include <Game.hpp>
#include <GameAudio.hpp>
#include <SFML/Audio.hpp>
#include <SFML/System/Time.hpp>

/*----------------------------------------------------------------------------*/
// ** GameAudio.fadeBGM(volume, duration, mode)
/*----------------------------------------------------------------------------*/
void GameAudio::fadeBGM(float volume, float duration) {
    // Set BGM fade volume and duration
    m_BGMFadeV = volume;
    m_BGMFadeD = duration;
}
/*----------------------------------------------------------------------------*/
// ** GameAudio.update()
/*----------------------------------------------------------------------------*/
void GameAudio::update() {
/* ...Misc code... */
    updateBGM();
/* ...Misc code... */
}
/*----------------------------------------------------------------------------*/
// ** GameAudio.updateBGM()
/*----------------------------------------------------------------------------*/
void GameAudio::updateBGM() {
    // If fading BGM in
    if (m_BGMFadeV > m_BGM.getVolume()) {
        // Get new volume value
        float value = (m_BGM.getVolume() + 0.1);
        // Roll BGM in
        m_BGM.setVolume(value);
// If over limit
if (m_BGMFadeV < m_BGM.getVolume()) {
// Sync volume to stop process
m_BGMFadeV = m_BGM.getVolume();
// End function
return;
}
        // Print to console
        cout << "Fade BGM (Old Volume = " << m_BGM.getVolume() << ", ";
        cout << "New Volume = " << value << ")" << endl;
    // If fading BGM out
    } else if (m_BGMFadeV < m_BGM.getVolume()) {
        // Get new volume value
        float value = (m_BGM.getVolume() - 0.1);
        // Roll BGM out
        m_BGM.setVolume(value);
// If under limit
if (m_BGMFadeV > m_BGM.getVolume()) {
// Sync volume to stop process
m_BGMFadeV = m_BGM.getVolume();
// End function
return;
}
        // Print to console
        cout << "Fade BGM (Old Volume = " << m_BGM.getVolume() << ", ";
        cout << "New Volume = " << value << ")" << endl;
    }
}

This code does work for fading in and fading out but it uses generic floats and is frame based. I'd like to implement sf::Time and do something like GameAudio.fadeBGM(float volume, sf::seconds(3.0)) and make it time based. Obviously, I know I need to change the 2nd argument to use an sf::Time but how do I calculate something like m_BGM.setVolume(incremental volume change in seconds)?

Thank you to anybody who can help.

10
General / Code::Blocks - Problems in General [SOLVED]
« on: January 04, 2022, 11:27:55 am »
Hello and good day everybody,

I've set this up three or four times in the past and always have the same problem, always get the same answers, always find the same solutions but can never remember what I did to make it work.

So I'm trying to setup a new SFML project. I've followed the tutorial, I've scoured the forums, I've searched the internet and now I'm here.



Yes, those files are installed in those locations. I've swapped out the s.a and the d.a and the s-d.a endings just to see if I can get something to 'click' but no progress. The files in the screenshot were selected with the File Select dialog in Code::Blocks and not hand-written so I'm not sure why GCC can't figure this out.

When I was following the tutorial, I did the "sfml-graphics", "sfml-audio", etc (simple names) but now I'm doing fullpath GCC still can't find these files. I get a list of "cannot find libsfml-" stuff.

I've got Search Directories / Compiler set to "C:/sfml/2.5.1/include"
I've got Search Directories / Linker set to "C:/sfml/2.5.1/lib"
I've set Compiler Settings / #define set as "SFML_STATIC"

Code: [Select]
-------------- Build: Debug in RGL (compiler: GNU GCC Compiler)---------------

g++.exe -L..\SFML\2.5.1\lib -LC:\SFML\2.4.2\lib -LC:\RGL\lib -LC:\SFML\2.5.1\lib -o bin\Debug\RGL.exe obj\Debug\main.o obj\Debug\src\appwindow.o obj\Debug\src\rgl.o obj\Debug\src\rgl\audio.o obj\Debug\src\rgl\input.o   -lsfml-graphics -lsmfl-window -lsfml-audio -lsfml-system -lsfml-audio -lsfml-graphics -lsfml-window -lsfml-system C:\SFML\2.5.1\lib\libsfml-audio-s.a C:\SFML\2.5.1\lib\libsfml-window-s.a C:\SFML\2.5.1\lib\libsfml-audio-s.a C:\SFML\2.5.1\lib\libsfml-system-s.a
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsmfl-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-audio.a when searching for -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-audio
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-graphics.a when searching for -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-graphics
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-window.a when searching for -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-window
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib\libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib\libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible ..\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: skipping incompatible C:\SFML\2.5.1\lib/libsfml-system.a when searching for -lsfml-system
C:/Program Files/CodeBlocks/MinGW/bin/../lib/gcc/x86_64-w64-mingw32/8.1.0/../../../../x86_64-w64-mingw32/bin/ld.exe: cannot find -lsfml-system
collect2.exe: error: ld returned 1 exit status
Process terminated with status 1 (0 minute(s), 0 second(s))
9 error(s), 0 warning(s) (0 minute(s), 0 second(s))
 

Thank you to anyone who can help me, I would like to get this project rolling again.

11
General / Error in generation process
« on: August 24, 2014, 08:20:56 am »
I've been following this tutorial on compiling SFML with CMake. Currently using the cmake-gui and running on Windows Vista and Arch Linux. I've set the variables to what I think they should be, but I always get a message...

"Error in generation process, project files may be invalid."

I was originally using Code::Blocks for this but would just like to build raw, nothing related to Code::Blocks during the CMake process. The CMake GUI, on the bottom, states "Current Generator : CodeBlocks - MinGW Makefiles". I don't want it tied to any project or IDE, I just want something I can use, compiled with MinGW or CMake or whatever.

The following is set for CMake...

(click to show/hide)

Hopefully somebody knows what I'm doing wrong, I'd really like to use this library.

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