So I have been having this extremely frustrating problem lately with Visual C++ 2012. Up until a few hours ago, I was writing code just fine and everything was working as intended, until I decided to optimize some things and deleted a few classes. I fixed all of the errors that were popping up because of that, e.g. false includes, etc. Unfortunately, after this the VS compiler went crazy. It started giving me errors such as:
Error 14 error C2653: 'Class' : is not a class or namespace name
or even
Error 5 error C2143: syntax error : missing ';' before '}'
Error 4 error C2059: syntax error : '>'
I've checked multiple times, and everything is in it's right place: all headers included, all symbols placed where they should be.
As far as I understand, the problem is not with my code but with the compiler itself... Visual Studio can be really annoying at times, I guess. Anyway, I would really be grateful if someone could help me out on this one.
(By the way, disabling precompiled headers did not work)
Relevant parts of code:
Error 14:
#include "PlayerEntity.h"
PlayerEntity::PlayerEntity(void) {} // This line causes the error
Error 5:
class GameScreen : public BaseScreen
{
public:
...
private:
...
}; // This line causes the error
Error 4:
private:
std::vector<BaseEntity*> _EntityList; // This line causes the error
Whole PlayerEntity.h file:
#ifndef PENTITY_H
#define PENTITY_H
#include "BaseEntity.h"
class PlayerEntity : public BaseEntity
{
public:
PlayerEntity(void);
PlayerEntity(float, float);
virtual ~PlayerEntity(void);
void render(sf::RenderWindow&);
void update();
private:
void init();
};
#endif
Whole GameScreen.h file:
#ifndef GSCREEN_H
#define GSCREEN_H
#include "BaseScreen.h"
#include "BaseEntity.h"
#include "PlayerEntity.h"
class GameScreen : public BaseScreen
{
public:
GameScreen(sf::Vector2u&);
virtual ~GameScreen(void);
void start();
void stop();
void render(sf::RenderWindow&);
void update(void);
void addEntity(BaseEntity*);
void destoryEntity(int id);
private:
std::vector<BaseEntity*> _EntityList;
sf::Vector2u _ScreenDimensions;
};
#endif
Whole BaseEntity.h file:
#ifndef BSENTITY_H
#define BSENTITY_H
#include "Input.h"
#include <SFML/Graphics.hpp>
class BaseEntity
{
public:
BaseEntity(void);
virtual ~BaseEntity(void);
sf::Vector2f position;
virtual void update(void);
virtual void render(sf::RenderWindow&);
void compare(BaseEntity*);
protected:
sf::Texture *_EntityTexture;
sf::Sprite _EntitySprite;
bool _isAlive;
int _id;
virtual void init();
};
#endif
Whole Input.h file:
#ifndef INPUT_H
#define INPUT_H
#include "ScreenSystem.h"
#include <SFML/Window.hpp>
class Input
{
public:
Input(void);
Input(sf::RenderWindow*);
virtual ~Input(void);
static bool keyPressed(int);
static bool keyReleased(int);
static bool mouseHeld(int);
static bool mouseReleased(int);
private:
static sf::RenderWindow *_Window;
};
#endif
Whole ScreenSystem.h file:
#ifndef GHANDLER_H
#define GHANDLER_H
#include "BaseScreen.h"
#include "MenuScreen.h"
#include "GameScreen.h"
#include <SFML/Window.hpp>
class ScreenSystem
{
public:
ScreenSystem(void);
ScreenSystem(sf::RenderWindow*);
virtual ~ScreenSystem(void);
BaseScreen *getCurrentScreen(void);
void setScreen(int);
private:
int _currentScreenID;
std::vector<BaseScreen*> _Screens;
sf::RenderWindow *_Window;
};
#endif