compile errors using diddy and GLFW3

Monkey Targets Forums/Desktop/compile errors using diddy and GLFW3

tiresius(Posted 2015) [#1]
I downloaded the latest "diddy master" ZIP file from github.



My game doesn't use scrollwheel ... any ideas what I need to do? This is my first time trying to compile my game in GLFW3. Bananas code seems to compile fine.



Also, I used the GLFW3 target installed by Jungle IDE.


Samah(Posted 2015) [#2]
Fixed. Update Diddy and try again. :)
Edit: And fixed MouseZ() too.


tiresius(Posted 2015) [#3]
Thanks I will try it at home tonight!

I've only pulled down the ZIP master file is that updated daily/hourly or do I need to pull from github directly?


Samah(Posted 2015) [#4]
That zip is generated automatically when you click the download link. Make sure you get the develop branch.
https://github.com/swoolcock/diddy/tree/develop


tiresius(Posted 2015) [#5]
I now get a Memory Access Violation in call to MouseZInit() for DiddyMouse
Method New()
      MouseZInit()
End

I tried commenting it out but get an unhandled Monkey Exception instead...


Samah(Posted 2015) [#6]
Fixed. GLFW3 requires a callback function to be assigned to current window, and when DiddyMouse is instantiated, Mojo has not yet been initialised. I moved MouseZInit() into the OnCreate() method instead.
Sorry about that, but I originally tested it with a pure Mojo app rather than DiddyApp.

Pushing now, but my work's firewall makes things take forever.
Edit: Done.


tiresius(Posted 2015) [#7]
Thanks I think that did the trick.

My Monkey Exception looks like it is from not having WAV files for my sounds. :-/
Lots to learn.