Comments (8)
Yes, it should. As far as I know it was already tested on Linux. I've unfortunately currently no Linux here.
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I successfully compiled DGame under Linux Mint 15, but there was an error in code ("Function is not callable using argument types ... ". Function with [int] in arguments is used with [long] or [ulong]). These errors was solved with "cast (int)".
I hope I can test DGame soon.
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Could be, size_t is ulong on Linux and uint under Windows. So if you could post the complete error and the files which are affected I can fix this soon.
Tomorrow I will write as soon as possible the missing documentation and I hope I can update tomorrow evening the complete docu. Dgame was completly improved local.
But until now my holidays was full of exams. Tomorrow is the last.
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Error (there are several same errors):
/home/lunar/Projects/libs/Dgame/Math/Rect.d(249): Error: function pointer SDL_EnclosePoints (const(SDL_Point), int, const(SDL_Rect), SDL_Rect) is not callable using argument types (SDL_Point_, ulong, typeof(null), SDL_Rect*)
I don't know, maybe this changes is't right :)
VorbisFile.d:
bytes = cast(uint)ov_read(&oggFile, //cast(uint) added by MarisaLovesUsAll
Surface.d:
SDL_FillRects(this._target.ptr, ptr, cast(int) rects.length, key); // cast(int) added by MarisaLovesUsAll
TileMap.d:
ushort dim = calcDim(cast(int)used.length, this._tmi.tileWidth); // cast(int) added by MarisaLovesUsAll
Rect.d:
SDL_EnclosePoints(sdl_points, cast(int) points.length, null, rect.ptr); //cast(int) added by MarisaLovesUsAll
StaticBuffer.d:
glDrawArrays(ptype, start, cast(int) count); //cast(int) added by MarisaLovesUsAll
glDrawElements(ptype, cast(int) count, GL_UNSIGNED_INT, &indices[0]); //cast(int) added by MarisaLovesUsAll
end ? cast(uint) end : cast(uint) indices.length, //cast(uint) added by MarisaLovesUsAll
cast(uint) count, //cast(uint) added by MarisaLovesUsAll
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All right, good catch. I will fix/bypass them tomorrow. It's a bit difficult that D's array length is size_t...
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Solved. I will upload my new Version. Good new stuff comes with it. Documentation follows as soon as possible.
It's possible, that such errors are also in the new version. If so, please report it here.
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Any further problems/errors?
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Dgame works on Linux. Therefore I close this issue.
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Related Issues (20)
- Iterating over SpriteSheet starts at index 1 and ends at index 0 HOT 13
- small issue on page HOT 2
- [Feature Request] A Window.draw overload with an offset HOT 4
- Dgame Does not render on multiple windows HOT 3
- Make Rect a template to allow for floating point HOT 1
- Necessary code doesn't execute when compiling in release mode HOT 3
- Shape color is being changed by unrelated objects HOT 5
- TTF_Init is not being called, formatting Text always errors "Font Invalid" HOT 5
- StopWatch Divide by 0 when trying to fill frame_ms HOT 1
- DerelictGL3 not able to find symbol ( glGetnTexImage ) HOT 3
- Window.wait Timeout is milliseconds, not seconds. HOT 1
- Collision detection HOT 4
- Wrong links in README.md? HOT 1
- Dgame crashing HOT 6
- Is this project still alive ? Couple bugs I ran into. HOT 8
- What about adding more built in colors? Like 400 plus . Color Enhancement idea . HOT 8
- Rect methods questions ? Add new method clamp ? HOT 1
- `object.Error@(0): Access Violation` on `DMD32` HOT 7
- D program quits unexpectedly when using Text HOT 11
- Text colors are wrong HOT 2
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