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It's not actually cross platform. #4

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Jellonator opened this issue Oct 7, 2013 · 5 comments
Open

It's not actually cross platform. #4

Jellonator opened this issue Oct 7, 2013 · 5 comments
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@Jellonator
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ToastedFramework is not cross platform.
It uses too many Windows-specific dependencies, including windows.h, winuser.h, allegro_direct3d.h, and many others.

@ghost ghost assigned dannycalleri Oct 7, 2013
@dannycalleri
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Hi Distraxel,
I'm working to fix those dependencies and provide an Xcode project too! ;)
Some #ifdef should be enough to fix everything right away.

I already found windows.h, winuser.h and direct3d.h, but could you please be more specific about "many others"? Any help would be appreciated,
Thanks!

@Jellonator
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Thanks!
I think that's all of the dependencies, I said "and many others" because I assumed there was more.
Right now I'm modifying the code a little bit to see if I can compile it under Linux.

@dannycalleri
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By now all dependencies should be fixed 👍
I'll try to compile it under Mountain Lion later today. Please let me know if you are able to compile it under Linux. Which distro?

@Jellonator
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After a little bit of work, I managed to compile the demo in Mint.
There is a weird issue with it, tile zero's background color is invisible. I doubt that is supposed to happen.
I'll see if I can find what's wrong with it.

@dannycalleri
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Oh, don't worry, that's not an issue!
It's only a "standard" way to signal a transparent tile in the map. Most editors I know use this method, including Ogmo and Mappy. A good rule of thumb is to leave the first tile in your tileset transparent.

So I guess that you succesfully compiled it under Linux, congratulations! ;)
Please keep looking the project because I'll push a major update in the next few days, including a new tech demo regarding a procedural world generation for a roguelike game ;)

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