Question

openFrameworks and cocos2d both have a wrapper for EAGLview.h, and of course you can't just use both. Just adding both libraries (libcocos2d.a and libofxiPhone_iphoneos_Release.a) to my project gives a linker error:

ld: duplicate symbol _OBJC_METACLASS_$_ES1Renderer in /Developer/of_007_iphone/apps/cwi007/iTicTacToe/libofxiPhone_iphoneos_Release.a(ES1Renderer.o) and /Developer/of_007_iphone/apps/cwi007/iTicTacToe/libs/libcocos2d.a(ES1Renderer.o) for architecture armv7
collect2: ld returned 1 exit status
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 failed with exit code 1

I'm writing the core of my program in openFrameworks because it's easy and C++. I want to put a UI, transitions, menus etc. in with cocos2d because it's also easy and looks nice.

I tried

#define __OPENFRAMEWORKS__

in one .h file, and wrapping the other in

#ifndef __OPENFRAMEWORKS__
#endif

figuring I could "augment" the .h in openFrameworks with the extra bits added in by cocos2d, but then openFrameworks wouldn't build because it no longer had a definition for EAGLview.

Is there a best practice for working with two libraries like this that both tap into the same low-level functionality, in this case CoreAnimation? Can I write my own class that inherits from them both? Is there a way to excise one of the .h files from my project?

Était-ce utile?

La solution

Try to include the cocos2d.h header where EAGLview.h is included in the original openFrameworks code (i.e. ofMain.h), or vice versa.

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