Bug compilation

Bonjour, je ne peut pas compiler mon jeu, voici ce que GD me dit :

In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:4: include/SFML/include\SFML/System/Clock.hpp:40:7: warning: 'dllimport' attribute only applies to variables and functions class SFML_API Clock ^ include/SFML/include\SFML/Config.hpp:110:37: note: expanded from: #define SFML_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:6: include/SFML/include\SFML/Graphics/Color.hpp:40:7: warning: 'dllimport' attribute only applies to variables and functions class SFML_API Color ^ include/SFML/include\SFML/Config.hpp:110:37: note: expanded from: #define SFML_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:7: include/GDL\GDL/RuntimeContext.h:13:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API RuntimeContext ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:8: In file included from include/GDL\GDL/Object.h:9: include/GDL\GDL/Force.h:15:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API Force ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:8: In file included from include/GDL\GDL/Object.h:13: In file included from include/GDL\GDL/VariableList.h:11: include/GDL\GDL/Variable.h:24:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API Variable ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:8: In file included from include/GDL\GDL/Object.h:13: include/GDL\GDL/VariableList.h:25:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API ListVariable ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:8: include/GDL\GDL/Object.h:50:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API Object ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:19: In file included from include/GDL\GDL/SpriteObject.h:10: include/GDL\GDL/Animation.h:20:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API Animation ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ In file included from C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:19: include/GDL\GDL/SpriteObject.h:38:7: warning: 'dllimport' attribute only applies to variables and functions class GD_API SpriteObject : public Object ^ <command line>:2:27: note: expanded from: #define GD_API __declspec(dllimport) ^ <built-in>:123:38: note: expanded from: #define __declspec(a) __attribute__((a)) ^ C:\Users\gabriel\AppData\Local\Temp/GDTemporaries/0x165f2fc8events.cpp:2427:33: error: use of undeclared identifier 'WarnAboutInfiniteLoop' if (loopCount == 100000) { if ( WarnAboutInfiniteLoop(*runtimeContext->scene) ) break; } ^

Merci d’avance

Tu est sur Windows ou Linux ?
Tu as bien la dernière version de GD ?
Est ce que tu pourrais aller dans le dossier de Game Develop, puis dans include, GDL, BuiltinExtensions, ouvrir le fichier RuntimeSceneTools.h et m’afficher son contenu ?

EDIT : En fait l’erreur se produit chez moi aussi, je corrige ça et je met une version en ligne sans doute ce soir.

Je suis sous Windows car sous Linux, GD ne marche pas.
J’ai bien la dernière version de GD.
VoilĂ  le contenu de RuntimeSceneTools.h :
#ifndef RUNTIMESCENETOOLS_H
#define RUNTIMESCENETOOLS_H

#include
#include
#include
class RuntimeScene;
class Variable;
class Object;

/**

  • Only used internally by GD events generated code.
    */
    bool GD_API LayerVisible( RuntimeScene & scene, const std::string & layer );

/**

  • Only used internally by GD events generated code.
    */
    void GD_API ShowLayer( RuntimeScene & scene, const std::string & layer );

/**

  • Only used internally by GD events generated code.
    */
    void GD_API HideLayer( RuntimeScene & scene, const std::string & layer );

/**

  • Only used internally by GD events generated code.
    */
    void GD_API StopGame( RuntimeScene & scene );

/**

  • Only used internally by GD events generated code.
    */
    void GD_API ChangeScene( RuntimeScene & scene, std::string newSceneName );

/**

  • Only used internally by GD events generated code.
    */
    bool GD_API SceneJustBegins(RuntimeScene & scene );

/**

  • Only used internally by GD events generated code.
    */
    void GD_API MoveObjects( RuntimeScene & scene );

/**

  • Only used internally by GD events generated code.
    /
    void GD_API CreateObjectOnScene(RuntimeScene & scene, std::map <std::string, std::vector<Object
    > *> pickedObjectLists, int useless, const std::string & objectName, float positionX, float positionY, const std::string & layer);

/**

  • Only used internally by GD events generated code.
    /
    void GD_API CreateObjectFromGroupOnScene(RuntimeScene & scene, std::map <std::string, std::vector<Object
    > *> pickedObjectLists, const std::string &, const std::string & objectWanted, float positionX, float positionY, const std::string & layer);

/**

  • Only used internally by GD events generated code.
  • \return true ( always )
    /
    bool GD_API PickAllObjects(RuntimeScene & scene, std::map <std::string, std::vector<Object
    > *> pickedObjectLists, int useless, const std::string & objectName);

/**

  • Only used internally by GD events generated code.
  • \return true ( always )
    /
    bool GD_API PickRandomObject(RuntimeScene & scene, std::map <std::string, std::vector<Object
    > *> pickedObjectLists, int useless, const std::string & objectName);

/**

  • Only used internally by GD events generated code.
    */
    void GD_API ChangeSceneBackground( RuntimeScene & scene, std::string newColor );

/**

  • Only used internally by GD events generated code.
  • \return Variable with specified name
    */
    Variable & GD_API GetSceneVariable(RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return Global variable with specified name
    */
    Variable & GD_API GetGlobalVariable(RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return Variable with specified name
    */
    Variable & GD_API IndexGetSceneVariable(RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
  • \return Global variable with specified name
    */
    Variable & GD_API IndexGetGlobalVariable(RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
  • \return True if a variable exists
    */
    bool GD_API SceneVariableDefined(RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return True if a variable exists
    */
    bool GD_API GlobalVariableDefined(RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return Value of a variable
    */
    double GD_API GetSceneVariableValue( const RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return String of a variable
    */
    const std::string & GD_API GetSceneVariableString( const RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return Value of a global variable
    */
    double GD_API GetGlobalVariableValue( const RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return String of a global variable
    */
    const std::string & GD_API GetGlobalVariableString( const RuntimeScene & scene, const std::string & variableName);

/**

  • Only used internally by GD events generated code.
  • \return Value of a variable
    */
    double GD_API IndexGetSceneVariableValue( const RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
  • \return String of a variable
    */
    const std::string & GD_API IndexGetSceneVariableString( const RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
  • \return Value of a global variable
    */
    double GD_API IndexGetGlobalVariableValue( const RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
  • \return String of a global variable
    */
    const std::string & GD_API IndexGetGlobalVariableString( const RuntimeScene & scene, unsigned int variableIndex);

/**

  • Only used internally by GD events generated code.
    */
    void GD_API SetFullScreen(RuntimeScene & scene, bool fullscreen);

/**

  • Only used internally by GD events generated code.
    */
    void GD_API SetWindowSize(RuntimeScene & scene, int width, int height, bool useTheNewSizeForCameraDefaultSize);

/**

  • Only used internally by GD events generated code.
    */
    void GD_API SetWindowIcon(RuntimeScene & scene, const std::string & imageName);

/**

  • Only used internally by GD events generated code.
    */
    void GD_API SetWindowTitle(RuntimeScene & scene, const std::string & newName);

/**

  • Only used internally by GD events generated code.
    */
    const std::string & GD_API GetWindowTitle(RuntimeScene & scene);

/**

  • Only used internally by GD events generated code.
    */
    unsigned int GD_API GetSceneWindowWidth(RuntimeScene & scene);

/**

  • Only used internally by GD events generated code.
    */
    unsigned int GD_API GetSceneWindowHeight(RuntimeScene & scene);

/**

  • Only used internally by GD events generated code.
    */
    unsigned int GD_API GetScreenWidth();

/**

  • Only used internally by GD events generated code.
    */
    unsigned int GD_API GetScreenHeight();

/**

  • Only used internally by GD events generated code.
    */
    unsigned int GD_API GetScreenColorDepth();

/**

  • Only used internally by GD events generated code.
    */
    void GD_API DisplayLegacyTextOnScene( RuntimeScene & scene, const std::string & str, float x, float y, const std::string & color, float characterSize, const std::string & fontName, const std::string & layer);

#if defined(GD_IDE_ONLY)
/**

  • \brief Called so as to warn the developer about a while event doing a large number of iterations.
  • Displays a warning and offer a chance to stop the preview.
  • Only used internally by GD events generated code and only available for the IDE.
  • \return true if scene must be stopped ( scene.running was set to false )
    */
    bool GD_API WarnAboutInfiniteLoop( RuntimeScene & scene );

#endif

#endif // RUNTIMESCENETOOLS_H

En Espérant que cela puisse t’aider.

La nouvelle version devrait corriger le soucis.

Merci