![]() ![]() Is linking in every single SFML module, needed or not.A conventional search process does not take into account the syntax and semantics of the source code. There you go, a fully configured, really to run SFML project on MacOS, without an Xcode in sight! There is one thing to be aware of though… right now the line: find_package(SFML REQUIRED system window graphics network audio) It is important this matches the run directory you specified earlier. Window.getSize().y/2 - text.getGlobalBounds().height/2) įinally we need the rtf file used in this example, I downloaded it from right here, and copied the file OpenSans-Bold.ttf to the root of our project directory. tPosition(window.getSize().x/2 - text.getGlobalBounds().width/2, Replace the contents of main.cpp with the following: #include Now let’s try with some actual SFML code. The default application should run and we should see: Use the play icon to run, the bug icon to debug. You should now be able to run your application using the pulldown at the top of CLion, like so: Select the menu Run->Edit Configuration…īe sure to set the working directory to you project folder ( or wherever you are going to put assets ), and chose your project as the executable, then hit Apply/OK. The choice is yours, but in the end your project should look like: Creating a Run Configuration Or you could just create a new file called FindSFML.cmake in CLion and copy/paste the contents. ![]() Be sure you save as Raw if downloading from Github and make sure the extension stays cmake, not cmake.txt as Mac OS is found of doing. We need to copy this file (FindSFML.cmake) into that folder. Oh yeah, about that… make a directory called cmake_modules. Also make sure your cmake_modules directory is set right… Make sure your project name is set correctly everywhere I boxed in red. Let me point out the critical portions here. If you’re going to screw up, this is the part you will screw up. This file is basically your CMake based project file, which CLion uses for it’s project format, as does SFML.ĬMakeList.txt will open in the editor, replace with the follow text: cmake_minimum_required(VERSION 3.2) project(SFMLDemo) set(CMAKE_CXX_FLAGS "$) endif() In the Project panel, locate CMakeList.txt and double click it. Name however and wherever you wish, just be sure to remember the location. Once installed, fire up CLion, it’s time for us to create a new project. ![]() If not, it’s available here and can be installed as a 30 day trial. I’m going to assume at this point you’ve already got CLion installed. If it fails, go back to the manual process. In theory this will download and install all the requisite parts of SFML. Assuming you have homebrew installed, at a terminal simply type: There are two ways to go about this… first you can head to SFML downloads page, download the Mac OS zip package, extra it, and copy the files to the locations specified in the readme file… Installing SFMLįirst we need to download and install SFML. So, if you are interested in developing using SFML on Mac using CLion… this post is for you! We are going to walk through installing SFML and configuring your very first project. This involves setting up the development environment and probably the area where most new C++ game developers fall flat on their faces. So I decided to kill two birds with one stone… check out what’s new with SFML and evaluate CLion all at the same time. Thankfully CLion, a cross platform C++ IDE from JetBrains, the makers of IntelliJ, was recently released. ![]() The alternatives such as Code::Blocks never really appealed to me, and Qt Creator always seems to make you jump through half a hundred extra steps. I just find it to be a downright unpleasant, disorganized, unintuitive mess and C++ is a third class citizen. Time for a bit of a confession… I hate Xcode, especially for C++ development. I happen to be on my Macbook, so Visual Studio wasn’t an option. So a lot has happened in the land of SFML since I created my SFML tutorial series and I decided to check out what’s new. ![]()
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