DarthMike / indielib-crossplatform

IndieLib is a cross-platform Game Graphics engine. Main focus is OpenGL ES 2.0 for mobile iOS operating system, and OpenGL desktop. **NOT SUPPORTED ANYMORE**
zlib License
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Editor Map.h bad preprocessor variable name #147

Open L-Naej opened 10 years ago

L-Naej commented 10 years ago

In IndieLib /tools /editor_tileless/Map.h : The #ifndef macro uses a variable name ("MAP") already used by std::map's header in windows implementation of the standard lib (at least on Windows 7 with Visual Studio 2012 Express), leading to compile errors (each time you include you "deactivate" Map.h, and vice-versa).

M-F-K commented 10 years ago

The editor has never been up and running in the crossplatform setup. I took the editor from "the old indielib" and ported it to the new crossplatform version. The port was never finished since the filebrowser component was windows only. I commented the filebrowser part, and fixed (apparently not all of) the other issues and comitted it to the repository, so that we could look at it when we got the time. Anyway, earlier we talked about a possible solution that would fix our problem : Using indielib in a QT5 setup (QT5 needs to work with SDL2.0), - this way it is crossplatform with a filebrowser. To sum it all up, the error you have found is relevant, - but if you want a fully functioning editor you will have to solve the filebrowser issue first. - Thanks for loooking at the code btw =)

M-F-K commented 10 years ago

Forgot to mention this thread : http://indielib.com/forum/viewtopic.php?f=8&t=130 in the indielib forum.

M-F-K commented 10 years ago

The "map" problem that L-Naej mentioned earlier have been adressed in this commit: https://github.com/DarthMike/indielib-crossplatform/commit/1c6fbb52666f487fd426261a19ed465f2748b881 . But still the editor is not cross-platform because of the filebrowser component. Also there are still linker errors in regards to the Indielib library.

M-F-K commented 10 years ago

VS2012 the editor now starts up with the first map located in the editor folder under assets. Saving seems to be a problem, - the functionality is probably missing.