I try to compile some exercise from a SDL guide.
I compile like this:
g++ -o main main.cpp -I/usr/local/include/SDL2 -L/usr/local/lib -lSDL2
and i get this:
/tmp/cci2rYNF.o: In function `main':
main.cpp:(.text+0x5f): undefined reference to `Game::init(char const*, int, int, int, int, int)'
collect2: error: ld returned 1 exit status
and my code is:
main.cpp
#include "Game.h"
// our Game object
Game* g_game = 0;
int main(int argc, char* argv[])
{
g_game = new Game();
g_game->init("Chapter 1", 100, 100, 640, 480, 0);
while(g_game->running())
{
g_game->handleEvents();
g_game->update();
g_game->render();
}
g_game->clean();
return 0;
}
Game.h
#ifndef __Game__
#define __Game__
#include <SDL.h>
class Game
{
public:
Game() {}
~Game() {}
bool init(const char* title, int xpos, int ypos, int width, int height, int flags);
void render(){}
void update(){}
void handleEvents(){}
void clean(){}
// a function to access the private running variable
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif // defined(__Game__) */
Game.cpp
#include "Game.h"
bool Game::init(const char* title, int xpos, int ypos, int width, int height, int flags)
{
// attempt to initialize SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "SDL init success\n";
// init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos,
width, height, flags);
if(m_pWindow != 0) // window init success
{
std::cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if(m_pRenderer != 0) // renderer init success
{
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer,
255,255,255,255);
}
else
{
std::cout << "renderer init fail\n";
return false; // renderer init fail
}
}
else
{
std::cout << "window init fail\n";
return false; // window init fail
}
}
else
{
std::cout << "SDL init fail\n";
return false; // SDL init fail
}
std::cout << "init success\n";
m_bRunning = true; // everything inited successfully, start main loop
return true;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer); // clear the renderer to the draw color
SDL_RenderPresent(m_pRenderer); // draw to the screen
}
void Game::clean()
{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
void Game::handleEvents()
{
SDL_Event event;
if(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}