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Various questions and feedback...

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Smatcher:
Well actually here is the file ( a .txt, strange that .cpp isn't allowed).
I think that having the same function name in different namespaces might be responsible for this.

As a test i just opened the file out of any project and clicked on the display() function in the "function browser".
The text cursor went at the start of DebugGrid::display() and the function browser said DebugAxis::display() ( the function just above )


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MortenMacFly:

--- Quote from: Funto on July 18, 2008, 02:28:35 pm ---- the code completion doesn't work always very well (but I know that coding a good code completion must be very difficult ^^) ; particularly, I don't get any autocompletion concerning OpenGL nor GLFW, though I mentioned "/usr/include/GL" in my project's "C/C++ parser options" :(

--- End quote ---
GLUT really works, if one does it right... but ok... it's a bit tricky. ;-) The error that happens most is that the include is inside a #define, something like:

--- Code: ---#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

--- End code ---
CodeCompletion does not handle defines correctly (as of now). Thus the parser won't identify "glut.h" as file to parse. Just remove the #define (comment all out) and leave the relevant single #include line for the OS you are developing on and it'll work.

MortenMacFly:

--- Quote from: Funto on July 18, 2008, 05:06:57 pm ---MortenMacFly >> are you using Windows ? (as you said "plus"...). I'm using Ubuntu and wxGTK, and when I double-click on the folder's name, it doesn't open ^^.

--- End quote ---
Ah yes... ok - my fault. But then it really seems to be a wx issue / limitation.

Funto:
As for code completion, in fact we use GLEW (GL Extension Wrangler, a library to get the OpenGL extensions' functions) and GLFW, not GLUT ^^
I just managed to have a working code completion for OpenGL by adding /usr/include/GL/glew.h to my project files, but that's not an elegant solution, and my project browser now displays the folders "usr->include->GL" and "home->funto->vertex_team->iap_engine->etc...", which is not very handy ^^

Some simple solution that would be ok would be to make it possible to add not only specific directories, but also header files to parse ^^

killerbot:

--- Quote ---- a very cool feature which lacks and would be very simple to add (or I didn't see that ?) : it would be very nice to be able to open a file which is part of the project just by writing its name, just as we can launch a program in GNOME using the Alt+F2 and typing its name Smile

--- End quote ---

right click on the project or the workspace and choose 'find file' the the name of the file and the project tree will open on that file, and then you can double click it to open it in the editor.

I dunno if there's a keyboard shortcut to open the current selected file in the project tree : might be a nice addition if it's lacking.

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