I've been trying to load 2 images in a SDL window, like a player and an enemy, but SDL2_image loads only one image at a time
here's my code :
#include<iostream>
#define SDL_MAIN_HANDLED
#include<SDL2/SDL.h>
#include<SDL2/SDL_image.h>
using namespace std;
SDL_Texture* load(SDL_Renderer* ren, const char* path, SDL_Rect rect)
{
SDL_Texture* img = IMG_LoadTexture(ren, path);
if (img == NULL)
cout << SDL_GetError() << endl;
SDL_RenderClear(ren);
SDL_RenderCopy(ren, img, NULL, &rect);
SDL_RenderPresent(ren);
return img;
}
int main()
{
SDL_Init(SDL_INIT_EVERYTHING);
IMG_Init(IMG_INIT_PNG);
SDL_Window* window = SDL_CreateWindow("SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 460, 380, SDL_WINDOW_RESIZABLE);
SDL_Surface* icon = IMG_Load("sdl.png");
SDL_SetWindowIcon(window, icon);
SDL_Renderer* ren = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Rect rect,r2;
rect.x = 0; r2.x = 65;
rect.y = 0; r2.y = 80;
rect.w = 64; r2.w = 64;
rect.h = 64; r2.h = 64;
SDL_Texture* img = load(ren, "player.png", rect);
SDL_Delay(2000);
SDL_Texture* tex = load(ren, "enemy.png", r2);
SDL_Event events; bool running = true;
while (running == true)
{
if (SDL_PollEvent(&events))
{
if (events.type == SDL_QUIT)
{
running = false;
break;
}
}
}
IMG_Quit();
SDL_Quit();
return 0;
}
I used SDL_Delay to demonstrate what happens
it loads "player.png" first and then after 2 seconds, it loads "enemy.png"
I wanted to load both at the same time but I couldn't
Please help!
solved, it was due to SDL_RenderClear
Related
This is basically my code here, very simple just to load an image to display. But the first thing I open a window surface, the surface has characters like 'X','S' out of nowhere:
int main( int argc, char* args[] )
{
SDL_Init( SDL_INIT_VIDEO );
SDL_Surface* screen = SDL_SetVideoMode( WINDOW_WIDTH, WINDOW_HEIGHT, 0,
SDL_HWSURFACE | SDL_DOUBLEBUF );
SDL_WM_SetCaption( WINDOW_TITLE, 0 );
SDL_Surface* bitmap = SDL_LoadBMP("bat.bmp");
// Part of the bitmap that we want to draw
SDL_Rect source;
source.x = 24;
source.y = 63;
source.w = 65;
source.h = 44;
// Part of the screen we want to draw the sprite to
SDL_Rect destination;
destination.x = 100;
destination.y = 100;
destination.w = 65;
destination.h = 44;
SDL_Event event;
bool gameRunning = true;
int i=1000;
while (i)
{
if (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
gameRunning = false;
}
}
SDL_BlitSurface(bitmap, &source, screen, &destination);
SDL_Flip(screen);
i--;
}
SDL_FreeSurface(bitmap);
SDL_Quit();
return 0;
}
I'm trying to organize my code a bit more, so I tried putting the SDL2 code used for displaying windows/images into a class. The window opens, the code runs successfully, and the image seems to be loading fine, -but the image will not appear when the code is arranged in a class like this. Why is this happening?
main.cpp:
#include <SDL.h>
#include "display.h"
SDL_Event event;
SDL_Surface* image = nullptr;
int main(int argc, char* args[])
{
if (SDL_Init(SDL_INIT_EVERYTHING) == -1)
return false;
Display display;
display.loadImage("image.bmp");
bool quit = false;
while (!quit)
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
quit = true;
}
display.applySurface(0, 0, image, display.windowSurface);
display.update();
}
SDL_FreeSurface(image);
SDL_Quit();
return 0;
}
display.h:
#pragma once
#include <SDL.h>
#include <string>
#include <iostream>
class Display
{
public:
SDL_Window* window;
SDL_Surface* windowSurface;
Display();
SDL_Surface* loadImage(std::string fileName);
void applySurface(int x, int y, SDL_Surface *source, SDL_Surface *destination, SDL_Rect *clip = nullptr);
void update();
~Display();
private:
const int WINDOW_WIDTH = 612;
const int WINDOW_HEIGHT = 632;
const int SCREEN_BPP = 2;
};
display.cpp:
#pragma once
#include "display.h"
Display::Display()
{
window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
std::cout << "Error: SDL_CreateWindow failed." << std::endl;
windowSurface = SDL_GetWindowSurface(window);
if (windowSurface == NULL)
std::cout << "Error: Window surface is null." << std::endl;
}
SDL_Surface* Display::loadImage(std::string fileName)
{
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = SDL_LoadBMP(fileName.c_str());
if (loadedImage == NULL)
std::cout << "Loaded image = NULL" << std::endl;
if (loadedImage != NULL)
{
optimizedImage = SDL_ConvertSurface(loadedImage, windowSurface->format, 0);
SDL_FreeSurface(loadedImage);
if (optimizedImage == NULL)
std::cout << "Optimized image = NULL" << std::endl;
if (optimizedImage != NULL)
SDL_SetColorKey(optimizedImage, SDL_TRUE, SDL_MapRGB(optimizedImage->format, 255, 255, 255));
}
return optimizedImage;
}
void Display::applySurface(int x, int y, SDL_Surface *source, SDL_Surface *destination, SDL_Rect *clip)
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
SDL_BlitSurface(source, clip, destination, &offset);
}
void Display::update()
{
if (SDL_UpdateWindowSurface(window) == -1)
std::cout << "Error: SDL_UpdateWindowSurface() failed." << std::endl;
}
Display::~Display()
{
SDL_FreeSurface(windowSurface);
windowSurface = NULL;
SDL_DestroyWindow(window);
window = NULL;
}
In your main.cpp your image is empty because you didn't use the return image :
image = display.loadImage("image.bmp");
I was watching this series = https://www.youtube.com/watch?v=2NVgHrOFneg
and for some reason for the guy in the video the code works but for me it compiles fine but doesn't load an image. I really don't know what to do.
#include "SDL.h"
#include <iostream>
#include "SDL_image.h"
SDL_Texture *LoadTexture(std::string filePath, SDL_Renderer *renderTarget) //texture optimization function
{
SDL_Texture *texture = nullptr;
SDL_Surface *surface = IMG_Load(filePath.c_str());
if (surface == NULL)
std::cout << "Error 1" << std::endl;
else
{
texture = SDL_CreateTextureFromSurface(renderTarget, surface);
if (texture == NULL)
std::cout << "Error 2" << std::endl;
}
SDL_FreeSurface(surface);
return texture;
}
int main(int, char *argv[])
{
const int FPS = 144;
int frameTime = 0;
SDL_Window *window = nullptr;
SDL_Texture *currentImage= nullptr;
SDL_Renderer *renderTarget = nullptr;
SDL_Rect playerRect;
int frameWidth, frameHeight;
int textureWidth, textureHeight;
SDL_Init(SDL_INIT_VIDEO );
int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
if (!(IMG_Init(imgFlags) != imgFlags))
{
std::cout << "Error: " << IMG_GetError() << std::endl;
}
window = SDL_CreateWindow("SDL Pong", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1024, 720, SDL_WINDOW_SHOWN);
renderTarget = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
currentImage = LoadTexture("Untitled.jpg", renderTarget);
SDL_QueryTexture(currentImage, NULL, NULL, &textureWidth, &textureHeight);
SDL_SetRenderDrawColor(renderTarget, 0xFF, 0, 0, 0xFF);
frameWidth = textureWidth / 3;
frameHeight = textureHeight / 4;
playerRect.x = playerRect.y = 0;
playerRect.y = frameWidth;
playerRect.h = frameHeight;
bool isRunning = true; //game loop
SDL_Event ev;
while (isRunning)
{
while (SDL_PollEvent(&ev) != 0)
{
if (ev.type == SDL_QUIT)
isRunning = false;
}
frameTime++;
if (FPS / frameTime == 4)
{
frameTime = 0;
playerRect.x += frameWidth;
if (playerRect.x >= textureWidth)
playerRect.x =0;
}
SDL_RenderClear(renderTarget);
SDL_RenderCopy(renderTarget, currentImage, &playerRect, NULL);
SDL_RenderPresent(renderTarget);
}
SDL_DestroyWindow(window);
SDL_DestroyTexture(currentImage);
SDL_DestroyRenderer(renderTarget);
window = nullptr;
renderTarget = nullptr;
currentImage = nullptr;
SDL_Quit();
return 0;
}
This is the error message: http://imgur.com/LHMdt5F
IMG_Init returns bitfield of formats that was initialised. If resulting bitfield doesn't contain every format that was requested in flags, something gone wrong.
if (!(IMG_Init(imgFlags) != imgFlags)) checks if there is no error. Then you're trying to get error message, but there were no errors. Remove negation operator.
When you create the .exe and run it from an IDE it often stores the executable in a ../bin/.. directory. If Untitled.jpg is in the same directory as your source files, it will not find it.
SDL_GetBasePath(); will return the base path to your files. Check it out docs for it.
The string from SDL_GetBasePath() + "Untitled.jpg" will find and open the file.
PollEvent is bypassed if mouse isn't moving within window or any key is not pressed when supposed to run animation. Here's the code:
SDL_Init(SDL_INIT_EVERYTHING);
int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
if (IMG_Init(imgFlags) != imgFlags)
{
std::cout << IMG_GetError() << std::endl;
}
window = SDL_CreateWindow("NRG", 200, 200, 800, 600, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED| SDL_RENDERER_PRESENTVSYNC);
isRunning = true;
while (isRunning)
{
while (SDL_PollEvent(&ev))
{
heroImg = LoadTxt("image.png", renderer);
SDL_QueryTexture(heroImg, NULL, NULL, &textureWidth, &textureHeight);
frameWidth = textureWidth / 3;
frameHeight = textureHeight / 4;
heroRct.x = 0;
heroRct.y = 0;
heroRct.h = frameHeight;
heroRct.w = frameWidth;
frameTime++;
if (60 / frameTime == 4)
{
frameTime = 0;
heroRct.x += frameWidth;
if (heroRct.x >= textureWidth)
heroRct.x = 0;
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, heroImg, &heroRct, NULL);
SDL_RenderPresent(renderer);
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
window = NULL;
windowSurface = NULL;
renderer = NULL;
SDL_Quit();
Other stuff like SDL_Event ev; is included in .h file
For anybody with the same problem:
Put your render etc. outside of the while (SDL_PollEvent(&ev)) loop :)
Stupid mistake, pretty hard to solve for begginer :)
I am developing SDL2 application which needs to have multiple windows on multiple monitors. And I am getting access violation when drawing string with SDL_ttf library. I should also mention that Application is opening windows in separate threads and is working ok if there is no SDL_ttf used.
I get this for exception when using SDL_ttf:
Unhandled exception at 0x0F2BC191 (SDL2.dll) in SDLMultipleWindows.exe: 0xC0000005: Access violation writing location 0x0100000C.
And access violation is happening in this function:
bool loadFromRenderedText( std::string textureText, SDL_Color textColor )
{
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
SDL_Texture * mTexture = NULL;
int w, h;
if( textSurface != NULL )
{
mTexture = SDL_CreateTextureFromSurface( renderer, textSurface );
w = textSurface->w;
h = textSurface->h;
SDL_FreeSurface( textSurface );
}
else
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
SDL_Rect renderQuad = { 250, 300, w, h };
int result = SDL_RenderCopyEx( renderer, mTexture, NULL, &renderQuad, 0.0, NULL, SDL_FLIP_NONE );
OutputDebugString(SDL_GetError());
return true;
}
Exception happens on SDL_CreateTextureFromSurface(renderer, textSurface);
This is stack trace from Visual studio:
SDL2.dll!SDL_malloc_REAL(unsigned int bytes) Line 4206 C
SDL2.dll!SDL_calloc_REAL(unsigned int n_elements, unsigned int elem_size) Line 4406 C
SDL2.dll!SDL_CreateRGBSurface_REAL(unsigned int flags, int width, int height, int depth, unsigned int Rmask, unsigned int Gmask, unsigned int Bmask, unsigned int Amask) Line 53 C
SDL2.dll!SDL_ConvertSurface_REAL(SDL_Surface * surface, const SDL_PixelFormat * format, unsigned int flags) Line 840 C
SDL2.dll!SDL_CreateTextureFromSurface_REAL(SDL_Renderer * renderer, SDL_Surface * surface) Line 536 C
SDL2.dll!SDL_CreateTextureFromSurface(SDL_Renderer * a, SDL_Surface * b) Line 342 C
SDLMultipleWindows.exe! loadFromRenderedText(std::basic_string<char,std::char_traits<char>,std::allocator<char> > textureText, SDL_Color textColor) Line 162 C++
Am I doing something wrong or SDL_ttf or SDL2 cannot work on multiple threads?
Is there another way to draw string in SDL2?
Thanks!
Edit:
Adding part of existing code:
ClientWindows::ClientWindows(void)
{
SDL_Init(SDL_INIT_EVERYTHING);
IMG_Init(IMG_INIT_PNG);
TTF_Init();
}
Tread function:
void ClientWindows::WindowThread(int i)
{
AppWindow* rWindow = new AppWindow(i * 1024, 0);
Windows.push_back(rWindow);
rWindow->InitScreen();
}
Start graphics function:
void ClientWindows::StartGraphics(int number)
{
for(int i= 0; i<number; i++)
{
std::thread* wTread = new std::thread(&ClientWindows::WindowThread,this , i);
Threads.push_back(wTread);
}
.
.
.
Client window Constructor:
AppWindow::AppWindow(int x, int y)
{
quit = false;
SCREEN_WIDTH = 1024;
SCREEN_HEIGHT = 768;
imagePositionX = 50;
imagePositionY = 50;
speed_x = 10;
speed_y = 10;
moveX = 10;
moveY = 10;
std::ostringstream convert;
convert << "Graphics";
convert << x;
string name = convert.str();
window = SDL_CreateWindow(name.c_str(), x,
y, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS | SDL_WINDOW_OPENGL);
if (window == nullptr){
std::cout << SDL_GetError() << std::endl;
}
opengl3_context = SDL_GL_CreateContext(window);
SDL_assert(opengl3_context);
mt.lock();
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr){
std::cout << SDL_GetError() << std::endl;
}
mt.unlock();
background = nullptr,image = nullptr;
background = SDLLoadImage("../res/Image1024x768.png");
image = SDLLoadImage("../res/Image1024Classic.png");
animeImage = SDLLoadImage("../res/32_80x80.png");
gFont = TTF_OpenFont("../res/sample.ttf", 28);
}
Client window startGraphics function:
void AppWindow::InitScreen(void)
{
Clear();
Render();
Present();
//Init fps
countedFrames = 0;
fpsTimer.start();
//For tracking if we want to quit
Uint32 frameRate = 0;
while (!quit)
{
if (fpsTimer.getTicks() > frameRate + 15)
{
frameRate = fpsTimer.getTicks();
Clear();
Render();
Present();
}
SDL_Delay(5);
}
}
Function in question:
bool AppWindow::loadFromRenderedText(std::string textureText, SDL_Color textColor)
{
SDL_Surface* textSurface = TTF_RenderText_Solid( gFont, textureText.c_str(), textColor );
SDL_Texture * mTexture = NULL;
int w, h;
if( textSurface != NULL )
{
mTexture = SDL_CreateTextureFromSurface( renderer, textSurface );
w = textSurface->w;
h = textSurface->h;
SDL_FreeSurface( textSurface );
}
else
{
printf( "Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError() );
}
SDL_Rect renderQuad = { 250, 300, w, h };
int result = SDL_RenderCopyEx( renderer, mTexture, NULL, &renderQuad, 0.0, NULL, SDL_FLIP_NONE );
OutputDebugString(SDL_GetError());
return true;
}
You can't use SDL2 functions from other threads than the one in which the rendering context was created, SDL2 guarantees no thread safety for drawing functions.
If I recall correctly, the only thread safe part of SDL2 is pushing custom events to the event queue.
So I'm guessing the AccessViolation occurs because you're trying to use the renderering context from another thread than from on the one which it was created on.