EmilyMansfield / citybuilder

Source code for my SFML Citybuilder tutorial
MIT License
199 stars 52 forks source link

Make command fails #8

Closed Addisonbean closed 7 years ago

Addisonbean commented 7 years ago

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:

mkdir build
cd build
cmake ..
make

This is the error the make gives me:

[  9%] Building CXX object CMakeFiles/citybuilder.dir/city.cpp.o
In file included from /Users/addisonbean/git/other/citybuilder/city.cpp:9:
In file included from /Users/addisonbean/git/other/citybuilder/city.hpp:7:
In file included from /Users/addisonbean/git/other/citybuilder/map.hpp:10:
/Users/addisonbean/git/other/citybuilder/tile.hpp:9:6: warning: scoped enumerations are a C++11 extension [-Wc++11-extensions]
enum class TileType { VOID, GRASS, FOREST, WATER, RESIDENTIAL, COMMERCIAL, INDUSTRIAL, ROAD };
     ^
/Users/addisonbean/git/other/citybuilder/tile.hpp:65:13: warning: 'auto' type specifier is a C++11 extension [-Wc++11-extensions]
        for(auto animation : animations)
            ^
/Users/addisonbean/git/other/citybuilder/tile.hpp:65:28: warning: range-based for loop is a C++11 extension [-Wc++11-extensions]
        for(auto animation : animations)
                           ^
In file included from /Users/addisonbean/git/other/citybuilder/city.cpp:9:
/Users/addisonbean/git/other/citybuilder/city.hpp:71:88: error: delegating constructors are permitted only in C++11
    City(std::string cityName, int tileSize, std::map<std::string, Tile>& tileAtlas) : City()
                                                                                       ^~~~
/Users/addisonbean/git/other/citybuilder/city.cpp:51:49: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
            if(this->map.tiles[pos].tileType == TileType::RESIDENTIAL)
                                                ^
/Users/addisonbean/git/other/citybuilder/city.cpp:55:54: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
            else if(this->map.tiles[pos].tileType == TileType::COMMERCIAL)
                                                     ^
/Users/addisonbean/git/other/citybuilder/city.cpp:59:54: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
            else if(this->map.tiles[pos].tileType == TileType::INDUSTRIAL)
                                                     ^
/Users/addisonbean/git/other/citybuilder/city.cpp:76:10: error: no member named 'iota' in namespace 'std'
    std::iota(shuffledTiles.begin(), shuffledTiles.end(), 1);
    ~~~~~^
/Users/addisonbean/git/other/citybuilder/city.cpp:84:31: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
    this->map.updateDirection(TileType::ROAD);
                              ^
/Users/addisonbean/git/other/citybuilder/city.cpp:86:5: error: expected expression
    {
    ^
/Users/addisonbean/git/other/citybuilder/city.cpp:189:29: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
        if(tile.tileType == TileType::RESIDENTIAL)
                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:196:34: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
        else if(tile.tileType == TileType::COMMERCIAL)
                                 ^
/Users/addisonbean/git/other/citybuilder/city.cpp:202:34: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
        else if(tile.tileType == TileType::INDUSTRIAL)
                                 ^
/Users/addisonbean/git/other/citybuilder/city.cpp:222:29: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
        if(tile.tileType == TileType::INDUSTRIAL)
                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:226:17: warning: 'auto' type specifier is a C++11 extension [-Wc++11-extensions]
            for(auto& tile2 : this->map.tiles)
                ^
/Users/addisonbean/git/other/citybuilder/city.cpp:226:29: warning: range-based for loop is a C++11 extension [-Wc++11-extensions]
            for(auto& tile2 : this->map.tiles)
                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:228:77: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
                if(tile2.regions[0] == tile.regions[0] && tile2.tileType == TileType::INDUSTRIAL)
                                                                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:247:29: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
        if(tile.tileType == TileType::COMMERCIAL)
                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:251:17: warning: 'auto' type specifier is a C++11 extension [-Wc++11-extensions]
            for(auto& tile2 : this->map.tiles)
                ^
/Users/addisonbean/git/other/citybuilder/city.cpp:251:29: warning: range-based for loop is a C++11 extension [-Wc++11-extensions]
            for(auto& tile2 : this->map.tiles)
                            ^
/Users/addisonbean/git/other/citybuilder/city.cpp:254:39: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
                    tile2.tileType == TileType::INDUSTRIAL &&
                                      ^
/Users/addisonbean/git/other/citybuilder/city.cpp:265:39: warning: use of enumeration in a nested name specifier is a C++11 extension [-Wc++11-extensions]
                    tile2.tileType == TileType::RESIDENTIAL)
                                      ^
19 warnings and 3 errors generated.
make[2]: *** [CMakeFiles/citybuilder.dir/city.cpp.o] Error 1
make[1]: *** [CMakeFiles/citybuilder.dir/all] Error 2
make: *** [all] Error 2
Addisonbean commented 7 years ago

Update

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
Addisonbean commented 7 years ago

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
Addisonbean commented 7 years ago

Again, never mind. Once I changed my directory to the main project directory, it found them.