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Author Topic: Implementing SFGUI into a SFML project  (Read 4977 times)

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GroundZero

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Implementing SFGUI into a SFML project
« on: June 28, 2012, 09:05:31 pm »
Dear readers,

I followed the guide and my Cmake does tell me "generating done" but no files are copied to my c:\Program Files\SFGUI\ nor is the folder been made by Cmake.

Does anyone know what is wrong? screenshot displays my settings and everything :)


Laurent

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Re: Implementing SFGUI into a SFML project
« Reply #1 on: June 28, 2012, 10:00:31 pm »
"Generating done" means that the build files are generated. Now you need to actually do the build. CMake is not a compiler, it's a meta-build system which generates project files or makefiles for our preferred compiler/IDE. You should read a little more about it ;)
Laurent Gomila - SFML developer

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Re: Implementing SFGUI into a SFML project
« Reply #2 on: June 28, 2012, 10:01:35 pm »
Have you read what CMake is created for? ::)

It doesn't take the compiler part away, it just generates make or project files.
Take a look at your C:/Users/Angelo/Desktop/sfgui or C:/Users/Angelo/Desktop/SFGUI-Build folder, there should be either a makefile or multiple Visual Studio project files, depending on which settings you've chosen.
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GroundZero

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Re: Implementing SFGUI into a SFML project
« Reply #3 on: June 28, 2012, 10:02:45 pm »
how stupid... totally forgot about that sigh... my apologies lol, please shoot me now ^^

Anyways. When running mingw32-make.exe it goes up to 32% and then I get a long error lol...



... anyone any idea?

I am using:

SFML 2.0 Snapshot and Source Code Snapshot (SFGUI)
« Last Edit: June 28, 2012, 10:21:03 pm by GroundZero »

texus

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Re: Implementing SFGUI into a SFML project
« Reply #4 on: June 28, 2012, 11:27:47 pm »
Some time ago Back was renamed to BackSpace in sfml. The code you have from SFGUI still uses Back while you have a sfml version that uses BackSpace. You can download the sfml rc version or just change Back to BackSpace in Entry.cpp (and other places where it might give an error).
TGUI: C++ SFML GUI

GroundZero

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Re: Implementing SFGUI into a SFML project
« Reply #5 on: June 28, 2012, 11:35:38 pm »
Thanks texus, i will check this out immediately, thanks so much for your reply!

Edit
texus, your method indeed dit solve that matter. But now I get a other error of which I have no clue how to solve it, as this is a totally different error (so far I understand). Perhaps you know whats wrong?

I cannot download a other version of SFML unfortunately cause then my program crashes (not sure). I tried to find a solution on Qt and SFML boards but people have no clue what is causing the error(s).

I hope you can help me out on fixing the error I receive now. Screenshot is down here:

« Last Edit: June 29, 2012, 12:27:41 am by GroundZero »

binary1248

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Re: Implementing SFGUI into a SFML project
« Reply #6 on: June 29, 2012, 02:08:41 am »
This is why we treasure our testers so dearly. They report these bugs (that were created by a recent SFML API change) so we don't have to constantly pull the latest master everyday for every little name change ^^.

This is why Tank gave so much effort adding the submodules to the project :P

It always points to the last revision that we tested with SFGUI so in almost all cases it should work.

You can make use of git submodules by issuing the commands
Code: [Select]
git submodule init
git submodule update
in the SFGUI root directory (provided you use git). It should populate the SFML extlibs directory with the corresponding revision of SFML.

By the way, I must have missed the memo (link please :D), but why was this rename needed?
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Celtic Minstrel

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Re: Implementing SFGUI into a SFML project
« Reply #7 on: June 29, 2012, 06:27:37 am »
I can only assume it had something to do with this?

GroundZero

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Re: Implementing SFGUI into a SFML project
« Reply #8 on: June 29, 2012, 06:57:31 pm »
This is why we treasure our testers so dearly. They report these bugs (that were created by a recent SFML API change) so we don't have to constantly pull the latest master everyday for every little name change ^^.

This is why Tank gave so much effort adding the submodules to the project :P

It always points to the last revision that we tested with SFGUI so in almost all cases it should work.

You can make use of git submodules by issuing the commands
Code: [Select]
git submodule init
git submodule update
in the SFGUI root directory (provided you use git). It should populate the SFML extlibs directory with the corresponding revision of SFML.

By the way, I must have missed the memo (link please :D), but why was this rename needed?

No clue how all this "git" stuff works but (Eating right now) will try it out in a bit and Google on it to check it out. Thank you very much!

Hiura

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Re: Implementing SFGUI into a SFML project
« Reply #9 on: June 30, 2012, 09:49:49 am »
Then you might want to read this : http://git-scm.com/doc
SFML / OS X developer