SLD GUI libs that compile on Mac?

Hello,

I searched back through the archives and found a library (CEGUI)
which looks like it does basically everything I could want, and also
seems amazingly unobtrusive in my SDL/OpenGL code! The problem here
is that I downloaded the code and it won’t build on my Mac! (I
performed a terminal-based ./configure, and make, but it bombs out
saying that a header file wasn’t found.)

Anyway, I’m writing to the SDL list about that, what I want to know
is if somebody knows of an equally unobtrusive, relatively fully-
featured GUI system that works with SDL and OpenGL which DOES compile
on Macs?

If not, then I suppose it’s no big deal continuing with my own mini-
GUI classes I’ve been working on in the meantime. I mean it’s good
experience to write a UI system like that. Just, my goal right now
isn’t a UI, so if I don’t have to learn that lesson yet, I’m okay
with putting it off and using code someone else has already written. :slight_smile:

– Scott

Hello !

Maybe test ParaGUI :

http://www.paragui.org/

But i am not sure if it supports OpenGL.

CU

Guichan [1] should work on Mac without any problems, I believe.

[1] http://guichan.sf.net----
Cheers,
Josh

Scott Harper wrote:

Hello,

I searched back through the archives and found a library (CEGUI)
which looks like it does basically everything I could want, and also
seems amazingly unobtrusive in my SDL/OpenGL code! The problem here
is that I downloaded the code and it won’t build on my Mac! (I
performed a terminal-based ./configure, and make, but it bombs out
saying that a header file wasn’t found.)

Anyway, I’m writing to the SDL list about that, what I want to know
is if somebody knows of an equally unobtrusive, relatively fully-
featured GUI system that works with SDL and OpenGL which DOES compile
on Macs?

If not, then I suppose it’s no big deal continuing with my own mini-
GUI classes I’ve been working on in the meantime. I mean it’s good
experience to write a UI system like that. Just, my goal right now
isn’t a UI, so if I don’t have to learn that lesson yet, I’m okay
with putting it off and using code someone else has already written. :slight_smile:

– Scott


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

which header is not found ? could you put the part that fails from
configure ?

Scott Harper wrote:> Hello,

I searched back through the archives and found a library (CEGUI)
which looks like it does basically everything I could want, and also
seems amazingly unobtrusive in my SDL/OpenGL code! The problem here
is that I downloaded the code and it won’t build on my Mac! (I
performed a terminal-based ./configure, and make, but it bombs out
saying that a header file wasn’t found.)

Anyway, I’m writing to the SDL list about that, what I want to know
is if somebody knows of an equally unobtrusive, relatively fully-
featured GUI system that works with SDL and OpenGL which DOES compile
on Macs?

If not, then I suppose it’s no big deal continuing with my own mini-
GUI classes I’ve been working on in the meantime. I mean it’s good
experience to write a UI system like that. Just, my goal right now
isn’t a UI, so if I don’t have to learn that lesson yet, I’m okay
with putting it off and using code someone else has already written. :slight_smile:

– Scott


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

?? Wed, 24 Jan 2007 22:55:01 -0700
Scott Harper ???:

I searched back through the archives and found a library (CEGUI)
which looks like it does basically everything I could want, and also
seems amazingly unobtrusive in my SDL/OpenGL code! The problem here
is that I downloaded the code and it won’t build on my Mac! (I
performed a terminal-based ./configure, and make, but it bombs out
saying that a header file wasn’t found.)
You better ask about that on CEGUI forums here:
http://www.cegui.org.uk/phpBB2/index.php

Be sure to include the exact error message you’re getting.

CEGUI is not platform specific, and can run even on top of raw OpenGL
(as well as on top of several well-known 3D engines), so most probably
it’s not a big problem to make it working on Macs.–
Greetings,
Andrew

which header is not found ? could you put the part that fails from
configure ?

Actually, configure runs just fine! The error occurs when I run
make. Here’s what I get at the end of configure:On Jan 25, 2007, at 10:41 AM, matt wrote:



  • Crazy Eddie’s GUI System - Configuration Results Summary


  • Library Release Version: 0.5.0
  • Code options:
  •     Building CEGUI in debug mode:                 no
    
  • Renderer Modules:
  •     Building OpenGL Renderer:                     yes
    
  •     Building Irrlict Renderer:                    no
    
  • Image Loading Codec Modules (currently for OpenGL Renderer only):
  •     Building Corona Image Codec:                  no
    
  •     Building DevIL Image Codec:                   no
    
  •     Building FreeImage Image Codec:               no
    
  •     Building SILLY Image Codec:                   no
    
  •     Building TGA Image Codec:                     yes
    
  •     Default Image Codec will be:                  TGAImageCodec
    
  • XML Parser Modules:
  •     Building TinyXMLParser:                       yes
    
  •     Building ExpatParser:                         no
    
  •     Building LibXMLParser:                        no
    
  •     Building XercesParser:                        no
    
  •     Default XML Parser is:                        TinyXMLParser
    
  • Scripting:
  •     Building Lua scripting module:                no
    
  •     Building tolua++cegui generator:              no
    
  • Samples Framework:
  •     Building Samples:                             no
    
  •     GTK2 based dialog for renderer selection:     no
    
  •     OpenGL Renderer available in samples:         no
    
  •     Irrlict Renderer available in samples:        no
    
  •     Ogre3D Renderer available in samples:         no
    


I’m pretty sure the first line is the problem, but here’s all of the
error output from make:

g++ -DHAVE_CONFIG_H -I. -I. -I…/include -I…/include -I… -I/usr/
local/include/freetype2 -I/usr/local/include -I/usr/local/include -g -
O2 -MT CEGUIDynamicModule.lo -MD -MP -MF .deps/CEGUIDynamicModule.Tpo
-c CEGUIDynamicModule.cpp -fno-common -DPIC -o .libs/
CEGUIDynamicModule.o
CEGUIDynamicModule.cpp:46:27: error: macPlugins.h: No such file or
directory
…/include/CEGUIDynamicModule.h:127: error: ‘CFBundleRef’ does not
name a type
CEGUIDynamicModule.cpp: In constructor
’CEGUI::DynamicModule::DynamicModule(const CEGUI::String&)’:
CEGUIDynamicModule.cpp:79: error: ‘d_handle’ was not declared in this
scope
CEGUIDynamicModule.cpp:79: error: ‘mac_loadExeBundle’ was not
declared in this scope
CEGUIDynamicModule.cpp: In destructor
’CEGUI::DynamicModule::~DynamicModule()’:
CEGUIDynamicModule.cpp:91: error: ‘d_handle’ was not declared in this
scope
CEGUIDynamicModule.cpp:91: error: ‘mac_unloadExeBundle’ was not
declared in this scope
CEGUIDynamicModule.cpp: In member function ‘void*
CEGUI::DynamicModule::getSymbolAddress(const CEGUI::String&) const’:
CEGUIDynamicModule.cpp:103: error: ‘d_handle’ was not declared in
this scope
CEGUIDynamicModule.cpp:103: error: ‘mac_getBundleSym’ was not
declared in this scope
CEGUIDynamicModule.cpp: In member function ‘CEGUI::String
CEGUI::DynamicModule::getFailureString() const’:
CEGUIDynamicModule.cpp:111: error: ‘mac_errorBundle’ was not declared
in this scope
make[1]: *** [CEGUIDynamicModule.lo] Error 1
make: *** [all-recursive] Error 1

Hopefully that will allow you to know what’s going on.

Thanks,
–Scott

Guichan [1] should work on Mac without any problems, I believe.

[1] http://guichan.sf.net

And the results are in… sort of. Of the three gui programs I tried
to compile, guichan is the only one that actually managed to compile
(and this after I had to download libjpeg – I figure JPEG loading is
important – and then manually copy the libjpeg.a file to my /usr/
local/lib directory to compile SDL_Image), but I can’t get any of the
demos from the website to compile; configure bombs out saying it
couldn’t find IMG_Load in SDL_Image library, thus SDL_Image must not
exist.

I downloaded from source, configured, made, and installed SDL_Image.
The header files and library files are all in their proper
locations… sigh I guess this is a matter to take to the forums
for guichan instead, I just wanted to update anyone who was
interested on this list that I can’t get any of these GUI prijects to
build on my system.

And that makes me a sad panda.
–ScottOn Jan 25, 2007, at 9:23 AM, Josh Matthews wrote:

Guichan [1] should work on Mac without any problems, I believe.

[1] http://guichan.sf.net

And the results are in… sort of. Of the three gui programs I tried
to compile

Sorry, they’re not programs. >.<

And the three GUI LIBRARIES I tried were:

CEGUI
guichan
paragui

–ScottOn Jan 26, 2007, at 11:13 PM, Scott Harper wrote:

On Jan 25, 2007, at 9:23 AM, Josh Matthews wrote:

Don’t feel bad, you’re not alone. On my system, SDL_image fails ./configure,
hence guichan won’t compile. Other projects configure, but then fail the make
stage. Others configure, make, and install, but then crash and burn on
launch. (Despite what ID claims, Doom III will NOT run on Linux.)

The sad fact is that there’s a lot of crap out there produced by parochial
amateurs who assume that everyone has exactly the same hardware and software
installed as they do. Even some pros (did I mention ID software?) can’t seem
to make truly cross-platform software.

There are very few people like Sam, Bob Pendleton, David Olofson, and others
(not to slight anyone I haven’t mentioned) who have the skill to produce
software that will compile and run on most systems.

BTW, I’m not one of them. I get bug reports about once a month from someone
running a ThunderThud X system with libusbfubar version 6 (or some such), and
by golly, my software misbehaves on his system.

The bottom line is, if you want a decent gui to use with SDL, you may just
have to write it yourself. And then don’t expect it to work for anyone else.

JeffOn Fri January 26 2007 22:13, Scott Harper wrote:

And the results are in… sort of. Of the three gui programs I tried
to compile, guichan is the only one that actually managed to compile
(and this after I had to download libjpeg – I figure JPEG loading is
important – and then manually copy the libjpeg.a file to my /usr/
local/lib directory to compile SDL_Image), but I can’t get any of the
demos from the website to compile; configure bombs out saying it
couldn’t find IMG_Load in SDL_Image library, thus SDL_Image must not
exist.

I downloaded from source, configured, made, and installed SDL_Image.
The header files and library files are all in their proper
locations… sigh I guess this is a matter to take to the forums
for guichan instead, I just wanted to update anyone who was
interested on this list that I can’t get any of these GUI prijects to
build on my system.

And that makes me a sad panda.
–Scott

Le 27 janv. 07 ? 07:13, Scott Harper a ?crit :

And that makes me a sad panda.

Try with a package system like fink [1] or macports [2] these people
do a lot of work to make sure libraries build on osx, and they
automatically manage build dependencies. The former seems to have
paragui while the later has libguichan.

I just tried to build libguichan with my macport installation and it
succeded (can’t say anything about using it though), it was as easy
as typing :

sudo port install libguichan

in the terminal.

Hope that helps,

Daniel

[1] http://fink.sourceforge.net
[2] http://www.macports.org

[…]

Don’t feel bad, you’re not alone. On my system, SDL_image
fails ./configure, hence guichan won’t compile. Other projects
configure, but then fail the make stage.

Did you ./configure --prefix=/usr ?

On some systems, you need to make sure all libs with interdependencies
are built with the same prefix, or they won’t find each others’
*-config scripts and stuff. Packages that don’t check for things
in ./configure usually fail when compiling instead, as a result of
missing headers. (The compiler just ignores the missing include and
tries to compile anyway, so you may get a million weird errors,
making it hard to spot the actual reason.)

Others configure, make, and install, but then crash and burn on
launch.

Are you using some non x86 or 64 bit x86 architecture? Most people
seem to be on 32 bit x86 - and it’s not exactly unusual to see stuff
that “used to work” break when you go 64 bit…

And then there’s this C++ ABI issue. Beware of “user oriented” distros
with weird or broken development tools, or none at all! (If you
install GCC from source, make sure you install a version that’s ABI
compatible with the one used for building your system’s C++ libs.)

(Despite what ID claims, Doom III will NOT run on Linux.)

Well, binary-only distros tend to have issues, but it runs fine here.
(Gentoo/AMD64; a native 64 bit system.)

The sad fact is that there’s a lot of crap out there produced by
parochial amateurs who assume that everyone has exactly the same
hardware and software installed as they do.

I think the main problem is that most people simply don’t have
sufficient knowledge about low level details like calling
conventions, shared library loading mechanisms, endian issues etc.
After all, most languages higher level than assembly language as
supposed to hide the details these issues are related to, so how are
people supposed to learn?

I find it amazing that people can actually learn serious programming
without starting with assembly language… People start flying
without knowing how to walk.

Even some pros (did I mention ID software?) can’t seem to make truly
cross-platform software.

For a moving target with a million flavors, like Linux, it’s very hard
to make binaries work everywhere. Even so, I’m surprized how well it
works, even on the non Red Hat distros I’ve been using the last few
years.

There are very few people like Sam, Bob Pendleton, David Olofson,
and others (not to slight anyone I haven’t mentioned) who have the
skill to produce software that will compile and run on most systems.

Well, I have a simple trick: Explicitly target at least two very
different platforms.

I develop everything on Linux, but I build and test most of my code
for or on Windows, and sometimes OS X. Just doing a build in a Win32
cross compiler with all warnings enabled can reveal both portability
issues and “sleeping bugs” that could potentially affect all
platforms.

It might actually be a good idea to develop on multiple platforms even
if the product is only planned for release on a single platform.
You’ll get more robust code that’s easier to reuse in future
projects.

BTW, I’m not one of them. I get bug reports about once a month from
someone running a ThunderThud X system with libusbfubar version 6
(or some such), and by golly, my software misbehaves on his system.

I get those too occasionally, especially after making substantial
changes - but considering the number of downloads, my inbox is
actually surprizingly quiet… :slight_smile:

The bottom line is, if you want a decent gui to use with SDL, you
may just have to write it yourself. And then don’t expect it to work
for anyone else.

Well, that would depend on what type of GUI toolkit you need, and what
you’re hacking, and why.

If you need all the “standard” widgets, proper windowing and whatnot,
you’re in for some serious design and hacking. You can learn a lot
from rolling your own GUI toolkit though, so if you’re not in a hurry
to get something out the door, why not? Otherwise, you’ll most
probably get done quicker if you pick up something that’s almost
there, and fix it.

If you need a simple menu (like the one in the original Doom, for
example), you might actually write that quicker than you can find
something suitable, get it to work, and integrate it with your code.
For some problems, it’s hard to come up with an API that
isn’t “bigger than the problem”…

//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --'On Saturday 27 January 2007 08:20, Jeff wrote:

You might be interested in this forum thread:

http://guichan.sourceforge.net/forum/read.php?2,599

Cheers,
Josh

Scott Harper wrote:> On Jan 25, 2007, at 9:23 AM, Josh Matthews wrote:

Guichan [1] should work on Mac without any problems, I believe.

[1] http://guichan.sf.net

And the results are in… sort of. Of the three gui programs I tried
to compile, guichan is the only one that actually managed to compile
(and this after I had to download libjpeg – I figure JPEG loading is
important – and then manually copy the libjpeg.a file to my /usr/
local/lib directory to compile SDL_Image), but I can’t get any of the
demos from the website to compile; configure bombs out saying it
couldn’t find IMG_Load in SDL_Image library, thus SDL_Image must not
exist.

I downloaded from source, configured, made, and installed SDL_Image.
The header files and library files are all in their proper
locations… sigh I guess this is a matter to take to the forums
for guichan instead, I just wanted to update anyone who was
interested on this list that I can’t get any of these GUI prijects to
build on my system.

And that makes me a sad panda.
–Scott


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Copy/paste of the Angelfire link doesn’t work as Angelfire can’t seem to find
the page for either the Xcode or OSX file.

JeffOn Sat January 27 2007 08:37, Josh Matthews wrote:

You might be interested in this forum thread:

http://guichan.sourceforge.net/forum/read.php?2,599

Cheers,
Josh

Did you ./configure --prefix=/usr ?

Nope. I’ll try that and see what happens. Thanks for the tip.

Packages that don’t check for things
in ./configure usually fail when compiling instead, as a result of
missing headers.

That’s an oversight of whoever wrote the configure script, isn’t it?

It takes great skill to use autotools effectively, which is why I don’t
usually use them. Only one of my projects is distributed with a configure
script (written by someone else) because it depends on a library that I don’t
control and which seems to be different on various Linux distros, not to
mention other OSs. Even then, I provide a Makefile.default just in case.

Are you using some non x86 or 64 bit x86 architecture?

Linux (CentOs 4.4) on a generic 3.2GHz 686 machine.

seem to be on 32 bit x86 - and it’s not exactly unusual to see stuff
that “used to work” break when you go 64 bit…

Been there, done that :wink: Those issues are fairly easy to resolve, as are
endian problems.

(Despite what ID claims, Doom III will NOT run on Linux.)

Well, binary-only distros tend to have issues, but it runs fine here.
(Gentoo/AMD64; a native 64 bit system.)

If you know the magic incantation that makes it work, please let me know
(offline). It doesn’t run on either of my systems.

I think the main problem is that most people simply don’t have
sufficient knowledge about low level details like calling
conventions, shared library loading mechanisms, endian issues etc.
After all, most languages higher level than assembly language as
supposed to hide the details these issues are related to, so how are
people supposed to learn?

I think you hit the nail on the head. Much of the junk available is written by
kids who took a few college classes in programming and think that made them
experts. There’s nothing like industrial-grade experience to show programmers
how un-knowledgeable they really are.

FWIW, my more than two decades experience is in embedded systems, not
applications. I’ve been doing mainly apps for only about five years, so I’m
still a newbie. (Betcha a bunch of young guys reading that will think “I have
three years experience and I’m an expert, so how come you’re a newbie after
five years?” sigh)

Well, I have a simple trick: Explicitly target at least two very
different platforms.

Yep. I target Linux, Windows, and OS X. Alpha and beta testers debug the OS X
versions for me since I don’t have a Mac.

Just doing a build in a Win32
cross compiler with all warnings enabled can reveal both portability
issues and “sleeping bugs” that could potentially affect all
platforms.

It’s found a lot of potential bugs for me :slight_smile: I highly recommend the practice,
especially for those developing on Windows (they’re more likely to be
parochial/myopic than those who develop on other platforms–for reasons that
should be obvious).

JeffOn Sat January 27 2007 06:49, David Olofson wrote:

And the results are in… sort of. Of the three gui programs I tried
to compile, guichan is the only one that actually managed to compile
(and this after I had to download libjpeg – I figure JPEG loading is
important – and then manually copy the libjpeg.a file to my /usr/
local/lib directory to compile SDL_Image), but I can’t get any of the
demos from the website to compile; configure bombs out saying it
couldn’t find IMG_Load in SDL_Image library, thus SDL_Image must not
exist.

I downloaded from source, configured, made, and installed SDL_Image.
The header files and library files are all in their proper
locations… sigh I guess this is a matter to take to the forums
for guichan instead, I just wanted to update anyone who was
interested on this list that I can’t get any of these GUI prijects to
build on my system.

And that makes me a sad panda.
–Scott

Don’t feel bad, you’re not alone. On my system, SDL_image fails ./configure,
hence guichan won’t compile. Other projects configure, but then fail the make
stage. Others configure, make, and install, but then crash and burn on
launch. (Despite what ID claims, Doom III will NOT run on Linux.)

The sad fact is that there’s a lot of crap out there produced by parochial
amateurs who assume that everyone has exactly the same hardware and software
installed as they do. Even some pros (did I mention ID software?) can’t seem
to make truly cross-platform software.

There are very few people like Sam, Bob Pendleton, David Olofson, and others

WOW! Thank you for that comment! Nice to be appreciated! Not to mention
the group I have been included in. Seriously, thank you!

	Bob PendletonOn Fri, 2007-01-26 at 23:20 -0800, Jeff wrote:

On Fri January 26 2007 22:13, Scott Harper wrote:

(not to slight anyone I haven’t mentioned) who have the skill to produce
software that will compile and run on most systems.

BTW, I’m not one of them. I get bug reports about once a month from someone
running a ThunderThud X system with libusbfubar version 6 (or some such), and
by golly, my software misbehaves on his system.

The bottom line is, if you want a decent gui to use with SDL, you may just
have to write it yourself. And then don’t expect it to work for anyone else.

Jeff


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


±-------------------------------------+

[…]

Packages that don’t check for things
in ./configure usually fail when compiling instead, as a result of
missing headers.

That’s an oversight of whoever wrote the configure script, isn’t it?

Yes. One of the main points with using something like autoconf is to
have the build adapt to the system and tools at hand, or at least
fail with a sensible error message.

It takes great skill to use autotools effectively, which is why I
don’t usually use them.

I’m using them for a number of projects, but I still find them rather
hairy to work with. Not particularly happy about the gigantic and
painfully slow scripts either. The problem is this inertia factor…

[…]

(Despite what ID claims, Doom III will NOT run on Linux.)

Well, binary-only distros tend to have issues, but it runs fine
here. (Gentoo/AMD64; a native 64 bit system.)

If you know the magic incantation that makes it work, please let me
know (offline). It doesn’t run on either of my systems.

I have no idea, actually… The Gentoo ebuild Just Works™, like
they do most of the time. :slight_smile: Likewise for Q3A, RTCW and ET.

[…]

FWIW, my more than two decades experience is in embedded systems,
not applications. I’ve been doing mainly apps for only about five
years, so I’m still a newbie. (Betcha a bunch of young guys reading
that will think “I have three years experience and I’m an expert, so
how come you’re a newbie after five years?” sigh)

A little over 20 years here; mostly games, music and control
engineering. Still learning…

Maybe I’m a slow learner? :wink:

[…]

//David Olofson - Programmer, Composer, Open Source Advocate

.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
’-- http://www.reologica.se - Rheology instrumentation --'On Saturday 27 January 2007 18:54, Jeff wrote:

You just happened to find my forum post. You’re lucky I read this list.

I’ll see if I can find those binaries on my computer, and host them
on something like YouSendIt.On Jan 27, 2007, at 12:11 PM, Jeff wrote:

On Sat January 27 2007 08:37, Josh Matthews wrote:

You might be interested in this forum thread:

http://guichan.sourceforge.net/forum/read.php?2,599

Cheers,
Josh

Copy/paste of the Angelfire link doesn’t work as Angelfire can’t
seem to find
the page for either the Xcode or OSX file.

Jeff


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Okay, I lost the original files somehow, but I was able to quickly
recreate the Xcode project, and update it to be Universal for all
parts except Allegro. I still don’t have a Universal Allegro framework.

The package comes with pre-built static libraries (Debug and Release
editions). I didn’t build Allegro, but you don’t need that anyway if
you’re on the SDL mailing list, I presume.

I also opted to not use YouSendIt, but instead re-uploaded to the
same Angelfire page. It’s now here: http://www.angelfire.com/anime6/
sup-ent/guichan-0.6.1-xcodeproj.tgz. Extract the archive to the base
guichan directory.

Enjoy.

Instead of compiling Guichan as a library there is always the
possibility to include the Guichan source into your project as Guichan
is licensed under the BSD license. That way
your project only needs to be dependent on SDL and SDL_image.

/OlofOn 1/27/07, Scott Harper wrote:

On Jan 25, 2007, at 9:23 AM, Josh Matthews wrote:

Guichan [1] should work on Mac without any problems, I believe.

[1] http://guichan.sf.net

And the results are in… sort of. Of the three gui programs I tried
to compile, guichan is the only one that actually managed to compile
(and this after I had to download libjpeg – I figure JPEG loading is
important – and then manually copy the libjpeg.a file to my /usr/
local/lib directory to compile SDL_Image), but I can’t get any of the
demos from the website to compile; configure bombs out saying it
couldn’t find IMG_Load in SDL_Image library, thus SDL_Image must not
exist.

I downloaded from source, configured, made, and installed SDL_Image.
The header files and library files are all in their proper
locations… sigh I guess this is a matter to take to the forums
for guichan instead, I just wanted to update anyone who was
interested on this list that I can’t get any of these GUI prijects to
build on my system.

And that makes me a sad panda.
–Scott


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org