C++ "SDL.h": No such file or directory

09/05/2013 20:10 ErawondA#1
Servus,
ich habe ein Problem und zwar wenn ich mein Spiel als Batch erstellen...
möchte wähle ich Release x64 aus und dabei kommt eben dieser Error:

------ Erstellen gestartet: Projekt: SDL_Game, Konfiguration: Release x64 ------
Asteroid.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Framework.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Game.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
main.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Player.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Shot.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Sprite.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
Timer.cpp
c:\users\administrator\documents\visual studio 2012\projects\selbst programmiert\sdl_game\Timer.hpp(4): fatal error C1083: Datei (Include) kann nicht geöffnet werden: "SDL.h": No such file or directory
========== Erstellen: 0 erfolgreich, 1 fehlerhaft, 0 aktuell, 0 übersprungen ==========

Der Fehler ist ganz klar in der Headerdatei Timmer.hpp. Jedoch weis ich nicht wie ich den Code anders schreiben soll damit das Programm klappt.
Hier ist der Timmer.hpp Code:
Code:
#ifndef TIMER_HPP
#define TIMER_HPP

#include <SDL.h>
#include "singleton.hpp"

#define g_pTimer CTimer::Get ()
class CTimer : public TSingleton<CTimer>
{
	public:
		CTimer           ();
		void  Update     ();
		float GetElapsed () {return m_fElapsed;}

	private:
		float m_fElapsed;  // Vergangene Zeit seit dem letzten Frame
		float m_fCurTime;  // Aktuelle Zeit
		float m_fLastTime; // Zeit des letzten Frames

};

#endif
Ich hoffe das mir jemand bei meinem Problem helfen kann/wird.
Danke im voraus. :)
09/05/2013 20:55 kissein#2
Wurde auch das include verzeichnis eingerichtet ?
Quote:
Project Properties -> Configuration Properties -> C/C++ -> General -> Additional Include Directories
09/05/2013 21:03 ErawondA#3
Jop, wurde alles schon gemacht auch dem Linker -> Eingabe
wurde schon bearbeitet. Jedoch ist mir aufgefallen das in der SDL-Datei -> include
keine SDL.h vorhanden ist.
09/05/2013 21:12 Tyrar#4
Ich meine die SDL.h liegt standardmäßig im SDL unterverzeichnis.
09/05/2013 21:30 ErawondA#5
Die SDL.h habe ich nun gefunden in Visual Studio bei den Externen Abhängigkeiten
,aber nicht im Ordner außerhalb von Visual Studio.
Hier ist der Code von der SDL.h:
Code:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2013 Sam Lantinga <[Only registered and activated users can see links. Click Here To Register...]>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

/**
 *  \file SDL.h
 *
 *  Main include header for the SDL library
 */

/**
 *  \mainpage Simple DirectMedia Layer (SDL)
 *
 *  http://www.libsdl.org/
 *
 *  \section intro_sec Introduction
 *
 *  This is the Simple DirectMedia Layer, a general API that provides low
 *  level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
 *  and 2D framebuffer across multiple platforms.
 *
 *  SDL is written in C, but works with C++ natively, and has bindings to
 *  several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
 *  Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
 *  Pike, Pliant, Python, Ruby, and Smalltalk.
 *
 *  This library is distributed under the zlib license, which can be
 *  found in the file  "COPYING".  This license allows you to use SDL
 *  freely for any purpose as long as you retain the copyright notice.
 *
 *  The best way to learn how to use SDL is to check out the header files in
 *  the "include" subdirectory and the programs in the "test" subdirectory.
 *  The header files and test programs are well commented and always up to date.
 *  More documentation and FAQs are available online at:
 *      http://wiki.libsdl.org/
 *
 *  If you need help with the library, or just want to discuss SDL related
 *  issues, you can join the developers mailing list:
 *      http://www.libsdl.org/mailing-list.php
 *
 *  Enjoy!
 *      Sam Lantinga                ([Only registered and activated users can see links. Click Here To Register...])
 */

#ifndef _SDL_H
#define _SDL_H

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* As of version 0.5, SDL is loaded dynamically into the application */

/**
 *  \name SDL_INIT_*
 *
 *  These are the flags which may be passed to SDL_Init().  You should
 *  specify the subsystems which you will be using in your application.
 */
/*@{*/
#define SDL_INIT_TIMER          0x00000001
#define SDL_INIT_AUDIO          0x00000010
#define SDL_INIT_VIDEO          0x00000020  /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK       0x00000200  /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC         0x00001000
#define SDL_INIT_GAMECONTROLLER 0x00002000  /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS         0x00004000
#define SDL_INIT_NOPARACHUTE    0x00100000  /**< Don't catch fatal signals */
#define SDL_INIT_EVERYTHING ( \
                SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
                SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \
            )
/*@}*/

/**
 *  This function initializes  the subsystems specified by \c flags
 *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
 *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
 */
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);

/**
 *  This function initializes specific SDL subsystems
 */
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);

/**
 *  This function cleans up specific SDL subsystems
 */
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);

/**
 *  This function returns a mask of the specified subsystems which have
 *  previously been initialized.
 *
 *  If \c flags is 0, it returns a mask of all initialized subsystems.
 */
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);

/**
 *  This function cleans up all initialized subsystems. You should
 *  call it upon all exit conditions.
 */
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* _SDL_H */

/* vi: set ts=4 sw=4 expandtab: */
09/08/2013 17:32 ErawondA#6
push