fiddling with cmake linking
authorterom
Wed, 05 Nov 2008 21:49:53 +0000
changeset 12 9b51949fdca6
parent 11 75d873305ef3
child 13 3fbb927c6a27
fiddling with cmake linking
src/proto2/CMakeLists.txt
src/proto2/Drawer.cc
src/proto2/Drawer.cc.disabled
--- a/src/proto2/CMakeLists.txt	Wed Nov 05 21:22:15 2008 +0000
+++ b/src/proto2/CMakeLists.txt	Wed Nov 05 21:49:53 2008 +0000
@@ -10,10 +10,12 @@
 # Libraries
 
 # ClanLib 0.8
-find_package(ClanLib 0.8 REQUIRED COMPONENTS Core App Network)
+find_package(ClanLib 0.8 REQUIRED COMPONENTS Core App Signals Display GL Sound Network)
 include_directories(${ClanLib_INCLUDE_DIRS})
 set(LIBS ${LIBS} ${ClanLib_LIBRARIES})
 
+message("DEBUG: ${LIBS}")
+
 # Assumes the project generates only one executable. If you need more, you'll need to alter
 # the script and replace ${PROJECT_SHORT_NAME} by executable name.
 add_executable("${PROJECT_SHORT_NAME}-p2" ${SOURCES})
--- a/src/proto2/Drawer.cc	Wed Nov 05 21:22:15 2008 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,76 +0,0 @@
-#include <ClanLib/core.h>
-#include <ClanLib/gl.h> //do I need this in linux?
-#include <ClanLib/display.h>
-#include <ClanLib/application.h>
-#include "GameState.hh"
-#include "Dimension.hh"
-
-class CL_Game : public CL_ClanApplication {
-private:
-	bool keep_going;
-	void check_input() {
-		if(CL_Keyboard::get_keycode(CL_KEY_ESCAPE))
-			keep_going = false;
-			
-        LocalPlayer& lp = gs.getLocalPlayer();
-
-		if(CL_Keyboard::get_keycode(CL_KEY_UP)) {
-			lp.doMovement(PositionDelta(0,3));
-		}
-		if(CL_Keyboard::get_keycode(CL_KEY_DOWN)) {
-			lp.doMovement(PositionDelta(0,-3));
-		}
-		if(CL_Keyboard::get_keycode(CL_KEY_LEFT)) {
-			lp.doMovement(PositionDelta(-3,0));
-		}
-		if(CL_Keyboard::get_keycode(CL_KEY_RIGHT)) {
-			lp.doMovement(PositionDelta(3,0));
-		}
-	}
-
-public:
-	GameState gs;
-
-	CL_Game() : keep_going(true) {}
-	virtual int main(int argc, char **argv) {
-		CL_SetupCore setup_init;
-		CL_SetupDisplay setup_disp;
-		CL_SetupGL setup_gl;
-		
-		//gs.player_list.push(Player(Coordinate()));
-
-		CL_DisplayWindow win("ikkuna", 640, 480);
-//		CL_Surface bg(CL_PNGProvider("image.png");
-
-		unsigned int last_draw = CL_System::get_time();
-		int r = 100, g = 100, b = 100;
-		unsigned int frame_count = 0;
-		bool R = false, G = false, B = false;
-
-		while(keep_going) { //not good idea to put infinite loop
-			CL_Display::clear(CL_Color(r, g, b));
-            
-			int colorIdx = 0;
-			for(std::list<Player>::iterator it = gs.player_list.begin(); it != gs.player_list.end(); ++it) {
-
-				CL_Display::fill_rect(CL_Rect(it->getPosition().scaledX()-10, it->getPosition().scaledY()-10, 
-					it->getPosition().scaledX()+10, it->getPosition().scaledY()+10), CL_Color((colorIdx*30)%255, (colorIdx*30)%255, (colorIdx*30)%255));
-
-				colorIdx++;
-			}
- 			
-			CL_Display::flip(1);
-			frame_count++;
-			unsigned int cur_draw = CL_System::get_time();
-		
-			check_input();
-
-			last_draw = cur_draw;
-			CL_System::keep_alive();
-//			sleep(10); //flip already wait a short amount of time
-		}
-		return 0;
-	}
-};
-
-CL_Game inst;
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/proto2/Drawer.cc.disabled	Wed Nov 05 21:49:53 2008 +0000
@@ -0,0 +1,76 @@
+#include <ClanLib/core.h>
+#include <ClanLib/gl.h> //do I need this in linux?
+#include <ClanLib/display.h>
+#include <ClanLib/application.h>
+#include "GameState.hh"
+#include "Dimension.hh"
+
+class CL_Game : public CL_ClanApplication {
+private:
+	bool keep_going;
+	void check_input() {
+		if(CL_Keyboard::get_keycode(CL_KEY_ESCAPE))
+			keep_going = false;
+			
+        LocalPlayer& lp = gs.getLocalPlayer();
+
+		if(CL_Keyboard::get_keycode(CL_KEY_UP)) {
+			lp.doMovement(PositionDelta(0,3));
+		}
+		if(CL_Keyboard::get_keycode(CL_KEY_DOWN)) {
+			lp.doMovement(PositionDelta(0,-3));
+		}
+		if(CL_Keyboard::get_keycode(CL_KEY_LEFT)) {
+			lp.doMovement(PositionDelta(-3,0));
+		}
+		if(CL_Keyboard::get_keycode(CL_KEY_RIGHT)) {
+			lp.doMovement(PositionDelta(3,0));
+		}
+	}
+
+public:
+	GameState gs;
+
+	CL_Game() : keep_going(true) {}
+	virtual int main(int argc, char **argv) {
+		CL_SetupCore setup_init;
+		CL_SetupDisplay setup_disp;
+		CL_SetupGL setup_gl;
+		
+		//gs.player_list.push(Player(Coordinate()));
+
+		CL_DisplayWindow win("ikkuna", 640, 480);
+//		CL_Surface bg(CL_PNGProvider("image.png");
+
+		unsigned int last_draw = CL_System::get_time();
+		int r = 100, g = 100, b = 100;
+		unsigned int frame_count = 0;
+		bool R = false, G = false, B = false;
+
+		while(keep_going) { //not good idea to put infinite loop
+			CL_Display::clear(CL_Color(r, g, b));
+            
+			int colorIdx = 0;
+			for(std::list<Player>::iterator it = gs.player_list.begin(); it != gs.player_list.end(); ++it) {
+
+				CL_Display::fill_rect(CL_Rect(it->getPosition().scaledX()-10, it->getPosition().scaledY()-10, 
+					it->getPosition().scaledX()+10, it->getPosition().scaledY()+10), CL_Color((colorIdx*30)%255, (colorIdx*30)%255, (colorIdx*30)%255));
+
+				colorIdx++;
+			}
+ 			
+			CL_Display::flip(1);
+			frame_count++;
+			unsigned int cur_draw = CL_System::get_time();
+		
+			check_input();
+
+			last_draw = cur_draw;
+			CL_System::keep_alive();
+//			sleep(10); //flip already wait a short amount of time
+		}
+		return 0;
+	}
+};
+
+CL_Game inst;