Closed baverman closed 11 months ago
I had to make the following changes to make it compile with zig 0.6.0 under macOS Mojave (10.14.6)
diff --git a/build.zig b/build.zig index aa83229..e7081c1 100644 --- a/build.zig +++ b/build.zig @@ -7,13 +7,11 @@ pub fn build(b: *Builder) void { exe.linkSystemLibrary("SDL2"); exe.linkSystemLibrary("c"); - b.default_step.dependOn(&exe.step); - b.installArtifact(exe); + exe.install(); + const run_cmd = exe.run(); + run_cmd.step.dependOn(b.getInstallStep()); - const run = b.step("run", "Run the demo"); - const run_cmd = b.addCommand(".", b.env_map, - [][]const u8{exe.getOutputPath(), }); - run.dependOn(&run_cmd.step); - run_cmd.step.dependOn(&exe.step); + const run_step = b.step("run", "Run the app"); + run_step.dependOn(&run_cmd.step); } diff --git a/src/main.zig b/src/main.zig index dd2204d..accfef7 100644 --- a/src/main.zig +++ b/src/main.zig @@ -25,20 +25,20 @@ inline fn SDL_RWclose(ctx: [*]c.SDL_RWops) c_int { pub fn main() !void { if (c.SDL_Init(c.SDL_INIT_VIDEO) != 0) { - c.SDL_Log(c"Unable to initialize SDL: %s", c.SDL_GetError()); + c.SDL_Log("Unable to initialize SDL: %s", c.SDL_GetError()); return error.SDLInitializationFailed; } defer c.SDL_Quit(); - const screen = c.SDL_CreateWindow(c"My Game Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 300, 73, c.SDL_WINDOW_OPENGL) orelse + const screen = c.SDL_CreateWindow("My Game Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 300, 73, c.SDL_WINDOW_OPENGL) orelse { - c.SDL_Log(c"Unable to create window: %s", c.SDL_GetError()); + c.SDL_Log("Unable to create window: %s", c.SDL_GetError()); return error.SDLInitializationFailed; }; defer c.SDL_DestroyWindow(screen); const renderer = c.SDL_CreateRenderer(screen, -1, 0) orelse { - c.SDL_Log(c"Unable to create renderer: %s", c.SDL_GetError()); + c.SDL_Log("Unable to create renderer: %s", c.SDL_GetError()); return error.SDLInitializationFailed; }; defer c.SDL_DestroyRenderer(renderer); @@ -48,19 +48,19 @@ pub fn main() !void { @ptrCast(*const c_void, &zig_bmp[0]), @intCast(c_int, zig_bmp.len), ) orelse { - c.SDL_Log(c"Unable to get RWFromConstMem: %s", c.SDL_GetError()); + c.SDL_Log("Unable to get RWFromConstMem: %s", c.SDL_GetError()); return error.SDLInitializationFailed; }; defer assert(SDL_RWclose(rw) == 0); const zig_surface = c.SDL_LoadBMP_RW(rw, 0) orelse { - c.SDL_Log(c"Unable to load bmp: %s", c.SDL_GetError()); + c.SDL_Log("Unable to load bmp: %s", c.SDL_GetError()); return error.SDLInitializationFailed; }; defer c.SDL_FreeSurface(zig_surface); const zig_texture = c.SDL_CreateTextureFromSurface(renderer, zig_surface) orelse { - c.SDL_Log(c"Unable to create texture from surface: %s", c.SDL_GetError()); + c.SDL_Log("Unable to create texture from surface: %s", c.SDL_GetError()); return error.SDLInitializationFailed; }; defer c.SDL_DestroyTexture(zig_texture);
Confirmed as working on Windows 10.
Thanks, I fixed it myself just now.
I had to make the following changes to make it compile with zig 0.6.0 under macOS Mojave (10.14.6)