I previously found the lack of a solid tutorial difficult, ending up spending around 5-6 days attempting to get SFML.NET to work on OSX. I finally got it to work after trudging through problem after problem. Free Download of Udemy The Complete SFML C Game Tic-Tac-Toe Clone – Course Course. Learn how to make cross platform games using Tic-Tac-Toe as an example.
I previously found the lack of a solid tutorial difficult, ending up spending around 5-6 days attempting to get SFML.NET to work on OSX. I finally got it to work after trudging through problem after problem. So I decided to write a tutorial to help newer users get setup on OSX.
How To Install Sfml Dev C Version
I'm going to assume you'll be using Xamarin IDE. If you don't, it's a great tool for working with C# on OSX, and I highly recommend you use it.
If you're using the latest SFML.Net version (2.2), you'll want to download the following libraries for your project.
- SFML.Net - http://www.sfml-dev.org/download/sfml.net/ (2.2 64bit)
- CSFML - http://www.sfml-dev.org/download/csfml/ (2.2 MacOSX Clang Universal)
- SFML - http://sfml-dev.org/download.php (2.2 MacOSX Clang Universal)
- InstallNameTool - https://code.google.com/p/install-name-tool-gui/ (Prebuilt Binary) with Command Line Tools installed.
Once you've created a new Command Line project from Xamarin, you can go ahead and add the SFML.Net bindings by going into your references and adding the contents of the lib folder inside the sfmlnet zip file. This should be three DLL's.
- sfmlnet-audio-2.dll
- sfmlnet-window-2.dll
- sfmlnet-graphics-2.dll
Just select them in the lib directory, and click add.
The SFML.Net binding does not use the SFML library directly. Instead, it uses the CSFML binding, so we have to add this to our binary directory. Copy the following files from the lib directory inside the CSFML zip you downloaded into your bin/Debug/ directory.
- libcsfml-audio.2.2.0.dylib
- libcsfml-window.2.2.0.dylib
- libcsfml-graphics.2.2.0.dylib
Now that we have added the CSFML binding, all that's left to add is the actual SFML library itself. Copy the following files from the lib directory inside the SFML zip you downloaded into your bin/Debug/ directory.
- libsfml-audio.2.2.0.dylib
- libsfml-graphics.2.2.0.dylib
- libsfml-system.2.2.0.dylib
- libsfml-window.2.2.0.dylib
You'll also have to copy the external libraries used by SFML from the extlibs folder into your bin/Debug/ Valhalla vst. directory as well.
- freetype.framework
- sndfile.framework
In order to make sure everything is working fine, replace the contents of Program.cs with the following example code.
If you're doing good so far, the program should build successfully. When you attempt to run it, you should encounter the following error. This is due to the method in which the binding maintains compatibility with all of the supported platforms. If you were running on windows, you would be able to drop in the required dll's, and mono would be able to correctly reference them. Since we're using mono on OSX, we have to actually map the dll's to the correct dynamic libraries. This is very easy to do.
Create a file named sfmlnet-graphics-2.dll.config inside your bin/Debug/ folder and fill it with the following contents.
This will redirect the libraries properly, and mono should be able to find them.
If you're done the previous steps, you'll notice that mapping the dlls still results in errors. This is due to the way SFML finds the other libraries. Fixing this is possible, but difficult through the command line. Using the InstallToolGUI binary which you downloaded, you can easily fix the relative paths. First though, we need to be able to read the errors that mono produces in-case we do something wrong. This needs to be done via the command line. Start by changing the directory to your project binary folder.
You can now debug your setup by typing the following command, which will output a block of text which should explain why your application may not be able to find the dll. If an error occurs loading or linking the dynamic library, the error will still tell you it cannot find it. Even if it exists.
If you read the log, it's not clear why it cannot find the library. While the filename is correct, the actual id is not. Cubase vst instruments free download. In the next step, we'll go through and fix this.
We'll start by fixing the CSFML binding, start the InstallNameToolGUI application and open libcsfml-graphics-2.1.dylib in your binary directory. Firstly, change the dynamic library ID so that it matches the filename correctly. Press the Set ID button to save. You should then remove all the prefix paths in the list, and make sure it is the correct filename. Everything in the CSFML files should reference the SFML libraries.
Here is an example.
Once you are done changing all the CSFML dynamic libraries, you can progress by altering the SFML libraries in a similar way. Again, renaming the dynamic library ID and altering all the relative paths. In both graphics and audio, you will have to alter the freetype and sndfile frameworks paths.
Here is an example.
If you've done everything correctly, you will end up with a rather satisfying window on your screen.
Introduction
Crosscompiling SFML for Android can be a bit tricky at times, depending on your host system. Unfortunately it's not as straightforward as compiling SFML for the actual host machine. This guide is meant to help you getting started. It won't go too far into detail. You'll still have to attain at least some knowledge on your own on how to properly utilize the Android SDK/NDK.
These steps are experimental, feel free to edit this page and make improvements.
Windows
If you're using Windows, feel free to check out the scripts here, these will build SFML for you.
Linux
If you're using Linux, feel free to check out the scripts here, these will build SFML for you.
Requirements
Before you can start, you'll need the proper development environment. Basically, you'll need the following things installed (some might be installed already, e.g. to build SFML for your host machine):
![How To Install Sfml Dev C++ How To Install Sfml Dev C++](/uploads/1/2/6/1/126191051/468872219.jpg)
- Git
Setup
https://connectturbo.weebly.com/alesis-nanobass-vst-download.html. Before you can start, there are a few things to note, that will make the following steps easier.
- Update your
PATH
environment variable to include the following paths:- [Path to CMake]/bin
- [Path to Git]/bin
- [Path to SDK]/tools
- Note: On Mac, this can be found at /Users/[Username]/Library/Android/sdk/tools
- [Path to SDK]/platform-tools
- Note: On Mac, this can be found at /Users/[Username]/Library/Android/sdk/platform-tools
- [Path to NDK]
Make sure to use backslashes () for these paths on Windows.
On Mac, use the commandsudo nano /etc/paths
to editPATH
. Make sure to escape any spaces with a backslash ().
Note: You may encounter further problems if your directory paths contain spaces. It is recommended you avoid spaces in any of your directories.
Retrieving and Building SFML
Follow these steps to download, build and install SFML:
- Open a console or terminal window and go to a directory where you'd like to place your SFML sources and build files, e.g.
/home/code
. - Clone the official SFML repository:This will create a sub directory
SFML
containing all build files. - Enter the new sub directory:
- Create a build directory and enter it:
- You can repeat the following steps for all available architectures. Unfortunately, you can't build all targets for SFML at once. The following lines create a
armeabi-v7a
build. If you'd like to build for any other target, just replace all occurences. Other valid targets would bemips
, andx86
.- Create a sub directory and enter it:
- Now invoke CMake. Make sure to pass all parameters:
- If you are using Android NDK r18b or newer you might need to add
-DCMAKE_ANDROID_NDK_TOOLCHAIN_VERSION=clang
- If you are using Android NDK r18b or newer you might need to add
- If you've got multiple toolsets installed, like Visual Studio and MinGW, you might want to pick the type of project or makefile to create. You can do this by adding a parameter like
-G 'MinGW Makefiles'
(note the quotes). - If building process fails due to error 'No toolchain for ABI 'armeabi' found in the NDK_PATH' then you need to update your CMake.
- Important: It can be tricky to get this process to work with Visual Studio! I'd recommend you use MinGW's make (which is essentially GNU make). See the previous step to create the proper makefiles.
- Wait for the process to complete. There might be a few warnings regarding the toolchain(s), but you shouldn't see any other warnings or error messages.
- This will create a makefile or project for you, based on your current host system.
- Use it to build and then install SFML. For example, under Linux you'd issue the following commands:
- If everything went fine, this should have copied the created binaries as well as header files and dependencies to your Android NDK's
source
directory. - You're now ready to use SFML in the NDK together with devices understanding the compiled target files (in this example
armeabi-v7a
).
Building and Executing the Android Example
Sfml Learn
Go into the example directory:
Add a 'local.properties' file with the following contents, specifying the android SDK and NDK paths:
If you aren't using
armeabi-v7a
as ABI then you must also change the abiFilters
property in app/build.gradle
and the APP_ABI
property in app/src/main/jni/Application.mk
.Sfml C++ Visual Studio
Now you should be able to build project with gradle:
If this results in an error stating 'Could not open terminal for stdout: could not get termcap entry' then set the
TERM
variable to dumb
(e.g. run TERM=dumb gradle build
on linux).If all goes well then you can now install the apk to a device or emulator by running
Troubleshooting
Sfml Games
Windows 10 and Android build
If you're running Windows 10, don't use the Power Shell, use the regular command line (cmd) to run the cmake and make commands.