Closed Addisonbean closed 7 years ago
I added this to CMakeLists.txt
:
ADD_DEFINITIONS(
-std=c++11
)
And added #include <numeric>
to city.cpp
. Those two things fix the errors I was getting, but now it's failing to link.
I installed SFML through Homebrew, which may be the problem. I don't have much experience with CMake and Make, so I'm not quite sure how to fix this.
Here is the new error:
[ 9%] Linking CXX executable citybuilder
Undefined symbols for architecture x86_64:
"sf::RenderStates::Default", referenced from:
GameStateEditor::draw(float) in game_state_editor.cpp.o
GameStateStart::draw(float) in game_state_start.cpp.o
Gui::draw(sf::RenderTarget&, sf::RenderStates) const in gui.cpp.o
Tile::draw(sf::RenderWindow&, float) in tile.cpp.o
"sf::RenderTarget::draw(sf::Drawable const&, sf::RenderStates const&)", referenced from:
GameStateEditor::draw(float) in game_state_editor.cpp.o
GameStateStart::draw(float) in game_state_start.cpp.o
Gui::draw(sf::RenderTarget&, sf::RenderStates) const in gui.cpp.o
Tile::draw(sf::RenderWindow&, float) in tile.cpp.o
"sf::RenderTarget::clear(sf::Color const&)", referenced from:
Game::gameLoop() in game.cpp.o
GameStateEditor::draw(float) in game_state_editor.cpp.o
GameStateStart::draw(float) in game_state_start.cpp.o
"sf::RenderTarget::setView(sf::View const&)", referenced from:
GameStateEditor::draw(float) in game_state_editor.cpp.o
GameStateStart::draw(float) in game_state_start.cpp.o
"sf::RenderWindow::RenderWindow()", referenced from:
Game::Game() in game.cpp.o
"sf::RenderWindow::~RenderWindow()", referenced from:
Game::Game() in game.cpp.o
Game::~Game() in game.cpp.o
"sf::Transformable::setPosition(sf::Vector2<float> const&)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateEditor::GameStateEditor(Game*) in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
Gui::show() in gui.cpp.o
Map::draw(sf::RenderWindow&, float) in map.cpp.o
"sf::Transformable::setScale(float, float)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::Transformable::setOrigin(sf::Vector2<float> const&)", referenced from:
Tile::Tile(unsigned int, unsigned int, sf::Texture&, std::__1::vector<Animation, std::__1::allocator<Animation> > const&, TileType, unsigned int, unsigned int, unsigned int) in game.cpp.o
Gui::show() in gui.cpp.o
"sf::Transformable::setOrigin(float, float)", referenced from:
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
"sf::Transformable::Transformable()", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
"sf::Transformable::~Transformable()", referenced from:
Game::loadTiles() in game.cpp.o
Game::Game() in game.cpp.o
Game::~Game() in game.cpp.o
Tile::Tile(unsigned int, unsigned int, sf::Texture&, std::__1::vector<Animation, std::__1::allocator<Animation> > const&, TileType, unsigned int, unsigned int, unsigned int) in game.cpp.o
std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile> > >::destroy(std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*>*) in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game.cpp.o
GameStateEditor::draw(float) in game_state_editor.cpp.o
...
"sf::RectangleShape::setSize(sf::Vector2<float> const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::setDimensions(sf::Vector2<float>) in gui.cpp.o
"sf::RectangleShape::RectangleShape(sf::Vector2<float> const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_start.cpp.o
"sf::Font::loadFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)", referenced from:
Game::loadFonts() in game.cpp.o
"sf::Font::Font()", referenced from:
Game::loadFonts() in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game.cpp.o
"sf::Font::~Font()", referenced from:
Game::loadFonts() in game.cpp.o
std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font> > >::destroy(std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, void*>*) in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Font> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game.cpp.o
"sf::Font::operator=(sf::Font const&)", referenced from:
Game::loadFonts() in game.cpp.o
"sf::Text::setCharacterSize(unsigned int)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::setDimensions(sf::Vector2<float>) in gui.cpp.o
"sf::Text::setFont(sf::Font const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
"sf::Text::setColor(sf::Color const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::highlight(int) in gui.cpp.o
"sf::Text::setString(sf::String const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::setEntryText(int, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >) in gui.cpp.o
"sf::Text::Text()", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_start.cpp.o
"sf::View::move(sf::Vector2<float> const&)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
"sf::View::zoom(float)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
"sf::View::setSize(sf::Vector2<float> const&)", referenced from:
GameStateEditor::GameStateEditor(Game*) in game_state_editor.cpp.o
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
"sf::View::setSize(float, float)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::View::setCenter(sf::Vector2<float> const&)", referenced from:
GameStateEditor::GameStateEditor(Game*) in game_state_editor.cpp.o
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
"sf::View::View()", referenced from:
GameStateEditor::GameStateEditor(Game*) in game_state_editor.cpp.o
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
"sf::Clock::restart()", referenced from:
Game::gameLoop() in game.cpp.o
"sf::Clock::Clock()", referenced from:
Game::gameLoop() in game.cpp.o
"sf::Color::Black", referenced from:
Game::gameLoop() in game.cpp.o
GameStateEditor::draw(float) in game_state_editor.cpp.o
GameStateStart::draw(float) in game_state_start.cpp.o
"sf::Color::Color(unsigned char, unsigned char, unsigned char, unsigned char)", referenced from:
Game::loadStylesheets() in game.cpp.o
Map::draw(sf::RenderWindow&, float) in map.cpp.o
"sf::Color::Color()", referenced from:
Game::loadStylesheets() in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, GuiStyle>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, GuiStyle>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, GuiStyle>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, GuiStyle>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, GuiStyle> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
"sf::Mouse::getPosition(sf::Window const&)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::Shape::setFillColor(sf::Color const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::highlight(int) in gui.cpp.o
"sf::Shape::setOutlineColor(sf::Color const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::highlight(int) in gui.cpp.o
"sf::Shape::setOutlineThickness(float)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
"sf::Shape::~Shape()", referenced from:
std::__1::enable_if<__is_forward_iterator<GuiEntry*>::value, void>::type std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__construct_at_end<GuiEntry*>(GuiEntry*, GuiEntry*, unsigned long) in game_state_editor.cpp.o
GuiEntry::~GuiEntry() in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_editor.cpp.o
std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__swap_out_circular_buffer(std::__1::__split_buffer<GuiEntry, std::__1::allocator<GuiEntry>&>&) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
std::__1::enable_if<__is_forward_iterator<GuiEntry*>::value, void>::type std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__construct_at_end<GuiEntry*>(GuiEntry*, GuiEntry*, unsigned long) in game_state_start.cpp.o
...
"sf::Sprite::setTexture(sf::Texture const&, bool)", referenced from:
Game::Game() in game.cpp.o
Tile::Tile(unsigned int, unsigned int, sf::Texture&, std::__1::vector<Animation, std::__1::allocator<Animation> > const&, TileType, unsigned int, unsigned int, unsigned int) in game.cpp.o
"sf::Sprite::setTextureRect(sf::Rect<int> const&)", referenced from:
Tile::draw(sf::RenderWindow&, float) in tile.cpp.o
"sf::Sprite::setColor(sf::Color const&)", referenced from:
Map::draw(sf::RenderWindow&, float) in map.cpp.o
"sf::Sprite::Sprite()", referenced from:
Game::Game() in game.cpp.o
Tile::Tile(unsigned int, unsigned int, sf::Texture&, std::__1::vector<Animation, std::__1::allocator<Animation> > const&, TileType, unsigned int, unsigned int, unsigned int) in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game.cpp.o
std::__1::unique_ptr<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*>, std::__1::__tree_node_destructor<std::__1::allocator<std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, void*> > > > std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile> > >::__construct_node<std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>, std::__1::tuple<> >(std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&&>&&, std::__1::tuple<>&&) in game_state_editor.cpp.o
"sf::String::String(char const*, std::__1::locale const&)", referenced from:
Game::Game() in game.cpp.o
"sf::String::String(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::locale const&)", referenced from:
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
Gui::setEntryText(int, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >) in gui.cpp.o
"sf::String::String(sf::String const&)", referenced from:
sf::Text::Text(sf::Text const&) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_editor.cpp.o
sf::Text::Text(sf::Text const&) in game_state_start.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_start.cpp.o
sf::Text::Text(sf::Text const&) in gui.cpp.o
...
"sf::String::operator=(sf::String const&)", referenced from:
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_start.cpp.o
"sf::Window::setFramerateLimit(unsigned int)", referenced from:
Game::Game() in game.cpp.o
"sf::Window::close()", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::Window::create(sf::VideoMode, sf::String const&, unsigned int, sf::ContextSettings const&)", referenced from:
Game::Game() in game.cpp.o
"sf::Window::display()", referenced from:
Game::gameLoop() in game.cpp.o
"sf::Window::pollEvent(sf::Event&)", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::Texture::loadFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::Rect<int> const&)", referenced from:
TextureManager::loadTexture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in texture_manager.cpp.o
"sf::Texture::Texture()", referenced from:
TextureManager::loadTexture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in texture_manager.cpp.o
std::__1::pair<std::__1::__tree_iterator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, void*>*, long>, bool> std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture> > >::__emplace_unique_key_args<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::piecewise_construct_t const&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&>, std::__1::tuple<> >(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::piecewise_construct_t const&&&, std::__1::tuple<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&>&&, std::__1::tuple<>&&) in texture_manager.cpp.o
"sf::Texture::~Texture()", referenced from:
std::__1::__tree<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, std::__1::__map_value_compare<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, true>, std::__1::allocator<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture> > >::destroy(std::__1::__tree_node<std::__1::__value_type<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, sf::Texture>, void*>*) in game.cpp.o
TextureManager::loadTexture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in texture_manager.cpp.o
"sf::Texture::operator=(sf::Texture const&)", referenced from:
TextureManager::loadTexture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in texture_manager.cpp.o
"sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int)", referenced from:
Game::Game() in game.cpp.o
"sf::RenderTarget::mapPixelToCoords(sf::Vector2<int> const&, sf::View const&) const", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::RenderWindow::getSize() const", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateEditor::GameStateEditor(Game*) in game_state_editor.cpp.o
GameStateStart::GameStateStart(Game*) in game_state_start.cpp.o
"sf::Transformable::getPosition() const", referenced from:
Gui::getEntry(sf::Vector2<float>) in gui.cpp.o
Gui::show() in gui.cpp.o
"sf::Transformable::getScale() const", referenced from:
Gui::getEntry(sf::Vector2<float>) in gui.cpp.o
"sf::Transformable::getOrigin() const", referenced from:
Gui::getEntry(sf::Vector2<float>) in gui.cpp.o
Gui::show() in gui.cpp.o
"sf::Time::asSeconds() const", referenced from:
Game::gameLoop() in game.cpp.o
"sf::Sprite::getTexture() const", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"sf::Window::isOpen() const", referenced from:
Game::gameLoop() in game.cpp.o
"sf::Texture::getSize() const", referenced from:
GameStateEditor::handleInput() in game_state_editor.cpp.o
GameStateStart::handleInput() in game_state_start.cpp.o
"typeinfo for sf::Transformable", referenced from:
typeinfo for Gui in gui.cpp.o
"vtable for sf::VertexArray", referenced from:
sf::Shape::Shape(sf::Shape const&) in game_state_editor.cpp.o
sf::Text::Text(sf::Text const&) in game_state_editor.cpp.o
GuiEntry::~GuiEntry() in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
sf::Shape::Shape(sf::Shape const&) in game_state_start.cpp.o
...
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for sf::Transformable", referenced from:
sf::Shape::Shape(sf::Shape const&) in game_state_editor.cpp.o
sf::Text::Text(sf::Text const&) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
sf::Shape::Shape(sf::Shape const&) in game_state_start.cpp.o
sf::Text::Text(sf::Text const&) in game_state_start.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
sf::RectangleShape::RectangleShape(sf::RectangleShape const&) in gui.cpp.o
...
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for sf::RectangleShape", referenced from:
std::__1::enable_if<__is_forward_iterator<GuiEntry*>::value, void>::type std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__construct_at_end<GuiEntry*>(GuiEntry*, GuiEntry*, unsigned long) in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_editor.cpp.o
std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__swap_out_circular_buffer(std::__1::__split_buffer<GuiEntry, std::__1::allocator<GuiEntry>&>&) in game_state_editor.cpp.o
std::__1::enable_if<__is_forward_iterator<GuiEntry*>::value, void>::type std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__construct_at_end<GuiEntry*>(GuiEntry*, GuiEntry*, unsigned long) in game_state_start.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_start.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_start.cpp.o
...
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for sf::Text", referenced from:
sf::Text::Text(sf::Text const&) in game_state_editor.cpp.o
GuiEntry::~GuiEntry() in game_state_editor.cpp.o
Gui::Gui(sf::Vector2<float>, int, bool, GuiStyle&, std::__1::vector<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >) in game_state_editor.cpp.o
void std::__1::vector<GuiEntry, std::__1::allocator<GuiEntry> >::__push_back_slow_path<GuiEntry>(GuiEntry&&) in game_state_editor.cpp.o
GuiEntry::GuiEntry(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, sf::RectangleShape, sf::Text) in game_state_editor.cpp.o
sf::Text::Text(sf::Text const&) in game_state_start.cpp.o
GuiEntry::~GuiEntry() in game_state_start.cpp.o
...
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for sf::Shape", referenced from:
sf::Shape::Shape(sf::Shape const&) in game_state_editor.cpp.o
sf::Shape::Shape(sf::Shape const&) in game_state_start.cpp.o
sf::RectangleShape::RectangleShape(sf::RectangleShape const&) in gui.cpp.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"vtable for sf::Sprite", referenced from:
Map::load(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, unsigned int, unsigned int, std::__1::map<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, Tile, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<std::__1::pair<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const, Tile> > >&) in map.cpp.o
Map::save(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in map.cpp.o
void std::__1::vector<Tile, std::__1::allocator<Tile> >::__push_back_slow_path<Tile const&>(Tile const&&&) in map.cpp.o
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [citybuilder] Error 1
make[1]: *** [CMakeFiles/citybuilder.dir/all] Error 2
make: *** [all] Error 2
Never mind, was able to figure out how to get FindSFML.cmake working. However after running the compiled program, it can't find the resources:
Failed to load image "media/grass.png". Reason: Unable to open file
Failed to load image "media/forest.png". Reason: Unable to open file
Failed to load image "media/water.png". Reason: Unable to open file
Failed to load image "media/residential.png". Reason: Unable to open file
Failed to load image "media/commercial.png". Reason: Unable to open file
Failed to load image "media/industrial.png". Reason: Unable to open file
Failed to load image "media/road.png". Reason: Unable to open file
Failed to load image "media/background.png". Reason: Unable to open file
Failed to load font "media/font.ttf" (failed to create the font face)
[1] 91409 segmentation fault ./citybuilder
Again, never mind. Once I changed my directory to the main project directory, it found them.
I'm trying to build this project and it fails to compile.
I'm on macOS 10.12.6, with CMake 3.9.2 and SFML 2.4.2.
This is what I am using to compile it:
This is the error the
make
gives me: