I've been following LazyFoo's SDL tutorials (and also adding my own organization and coding style). When I got to his animation tutorial I decided to make a separate class to store the variables and methods related to the animation algorithm, rather than having global variables. He uses an array of SDL_Rects to define the boundaries of different sprites on a sprite sheet, so I used an SDL_Rect pointer to store the array in my custom class. When I compiled everything I didn't see an animation, when I compiled the original source code I did. When I started debugging things, I found that when I was rendering the sprites, the rects were actually full of garbage, even though when I initialize them the rects are just fine. I've tried to simplify the problem so many times, but every approach I take to recreate the bug in a simpler environment actually works as expected! So with that in mind I apologize for the large amount of code, because I can't seem to reduce the problem.
texture.h
#ifndef TEXTURE_H
#define TEXTURE_H
#include <SDL2/SDL.h>
#include <string>
class Animation {
public:
Animation(SDL_Renderer* renderer);
~Animation();
void load(std::string path, int frames, SDL_Rect* clips),
free(),
render(int x, int y),
next_frame();
private:
SDL_Renderer* _renderer=NULL;
SDL_Rect* _clips=NULL;
SDL_Texture* _texture=NULL;
int _frame=0, _frames=0, _width=0, _height=0;
};
#endif
texture.cpp
#include <stdio.h>
#include <SDL2/SDL_image.h>
#include "texture.h"
#include "error.h"
Animation::Animation(SDL_Renderer* renderer) {
_renderer = renderer;
}
Animation::~Animation() {
free();
_renderer = NULL;
}
void Animation::load(std::string path, int frames, SDL_Rect* clips) {
free();
SDL_Texture* texture = NULL;
SDL_Surface* surface = IMG_Load(path.c_str());
if (!surface)
throw ErrorIMG("Could not load image "+path);
SDL_SetColorKey(surface, SDL_TRUE,
SDL_MapRGB(surface->format, 0, 0xFF, 0xFF));
texture = SDL_CreateTextureFromSurface(_renderer, surface);
if (!texture)
throw ErrorSDL("Could not create texture from image "+path);
_width = surface->w;
_height = surface->h;
SDL_FreeSurface(surface);
_frames = frames;
_clips = clips;
printf("clips[%d]: w: %d h: %d\n", 0, _clips[0].w, _clips[0].h);
}
void Animation::free() {
if (_texture) {
SDL_DestroyTexture(_texture);
_texture = NULL;
_clips = NULL;
_frames = 0;
_frame = 0;
_width = 0;
_height = 0;
}
}
void Animation::render(int x, int y) {
SDL_Rect crect = _clips[_frame/4];
printf("in render (clips[%d]): w: %d, h: %d\n", _frame/4, crect.w, crect.h);
SDL_Rect render_space = {x, y, crect.w, crect.h};
SDL_RenderCopy(_renderer, _texture, &_clips[_frame], &render_space);
}
void Animation::next_frame() {
SDL_Rect crect = _clips[_frame/4];
printf("in next frame (clips[%d]): w: %d, h: %d\n", _frame/4, crect.w, crect.h);
++_frame;
if (_frame/4 >= _frames)
_frame = 0;
}
game.h
#ifndef GAME_H
#define GAME_H
#include "texture.h"
class Game {
public:
Game();
~Game();
void main();
private:
void load_media();
SDL_Window* _window=NULL;
SDL_Renderer* _renderer=NULL;
Animation* _anim=NULL;
const int SCREEN_WIDTH=640, SCREEN_HEIGHT=480;
};
#endif
game.cpp
#include <SDL2/SDL_image.h>
#include "game.h"
#include "error.h"
void Game::main() {
load_media();
bool has_quit = false;
SDL_Event event;
while (!has_quit) {
while (SDL_PollEvent(&event))
if (event.type == SDL_QUIT)
has_quit = true;
SDL_SetRenderDrawColor(_renderer, 0xff, 0xff, 0xff, 0xff);
SDL_RenderClear(_renderer);
_anim->render(100, 100);
_anim->next_frame();
SDL_RenderPresent(_renderer);
}
}
Game::Game() {
if (SDL_Init(SDL_INIT_VIDEO))
throw ErrorSDL("SDL could not initialize");
_window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (!_window)
throw ErrorSDL("Window could not be created");
Uint32 render_flags = SDL_RENDERER_ACCELERATED;
render_flags |= SDL_RENDERER_PRESENTVSYNC;
_renderer = SDL_CreateRenderer(_window, -1, render_flags);
if (!_renderer)
throw ErrorSDL("Renderer could not be created");
SDL_SetRenderDrawColor(_renderer, 0xff, 0xff, 0xff, 0xff);
if (!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG))
throw ErrorIMG("SDL_image could not initialize");
}
Game::~Game() {
delete _anim;
SDL_DestroyRenderer(_renderer);
SDL_DestroyWindow(_window);
_renderer = NULL;
_window = NULL;
IMG_Quit();
SDL_Quit();
}
void Game::load_media() {
const int nclips = 4;
SDL_Rect clips[nclips];
for (int i=0; i < nclips; i++) {
clips[i].x = i*64;
clips[i].y = 0;
clips[i].w = 64;
clips[i].h = 164;
}
_anim = new Animation(_renderer);
_anim->load("sheet.png", nclips, &clips[0]);
}
You're storing a pointer to a temporary. The SDL_Rect* clips pointer that you pass to Animation::load is assigned to the member _clips used after the function returns. For this to work correctly, the data that is pointed to needs to live for as long as the Animation class is using it. The problem arises here:
void Game::load_media() {
const int nclips = 4;
SDL_Rect clips[nclips];
...
_anim->load("sheet.png", nclips, &clips[0]);
}
In this piece of code, clips is a local variable. That means it gets destroyed at the end of load_media(), and the memory contents at that location will become garbage.
There are a number of ways you could fix this. A simple one would be to use std::vector<SDL_Rect> instead of SDL_Rect*. std::vector can safely be copied and manages its internals for you. Your new code could look like:
class Animation {
...
std::vector<SDL_Rect> _clips;
...
}
void Animation::load(std::string path, int frames, std::vector<SDL_Rect> clips) {
...
_clips = clips;
...
}
void Game::load_media() {
const int nclips = 4;
std::vector<SDL_Rect> clips;
clips.resize(nclips);
...
_anim->load("sheet.png", nclips, clips);
}
And dont forget to #include <vector>. Documentation for std::vector is here. Note that std::vector has a size() method that can probably replace frames everywhere it appears.
The stack-allocated Game::load_media()::clips array disappears when it goes out of scope. Make a copy in Animation::load() instead of only storing a pointer.
Related
I'm trying to load a image("carnero.png") but when I use IMG_LoadTexture(), it returns null;
Game.h
#ifndef GAME_H_
#define GAME_H_
#include <SDL.h>
#include <SDL_image.h>
#include <windows.h>
class Game {
public:
Game();
~Game();
void run();
void initGraphics();
void gameLoop();
private:
SDL_Window* _window = nullptr;
SDL_Renderer* _renderer;
SDL_Surface* _surfaceBMP;
SDL_Texture* _textureScenario;
SDL_Texture* _textureCarnero;
SDL_Rect* _scenarioRect;
SDL_Rect* _carneroRect;
int _width;
int _height;
bool _running;
};
#endif /* SRC_GAME_H_ */
Game.cpp
#include "Game.h"
#include <iostream>
Game::Game(){
_running = true;
run();
}
Game::~Game(){
}
void Game::run(){
initGraphics();
gameLoop();
}
void Game::initGraphics(){
SDL_Init(SDL_INIT_VIDEO);
IMG_Init(IMG_INIT_PNG);
_window = SDL_CreateWindow("Carneiro", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1024, 768, SDL_WINDOW_SHOWN);
if(_window == nullptr) exit(1);
_renderer = SDL_CreateRenderer(_window, -1, SDL_RENDERER_ACCELERATED);
_surfaceBMP = SDL_LoadBMP("textures/scenario.bmp");
_textureScenario = SDL_CreateTextureFromSurface(_renderer, _surfaceBMP);
SDL_FreeSurface(_surfaceBMP);
_textureCarnero = IMG_LoadTexture(_renderer, "/textures/carnero2.png");
if(_textureCarnero == nullptr) exit(1);
_scenarioRect->x = 0; _scenarioRect->w = 1024;
_scenarioRect->y = 0; _scenarioRect->h = 740;
_carneroRect->x = 20; _carneroRect->w = 150;
_carneroRect->y = 100; _carneroRect->h = 100;
}
void Game::gameLoop(){
while(_running){
Sleep(10);
SDL_Event evnt;
if(SDL_PollEvent(&evnt)){
switch(evnt.type){
case SDL_QUIT:
_running = false;
break;
}
}
SDL_RenderClear(_renderer);
SDL_RenderCopy(_renderer, _textureScenario, nullptr, _scenarioRect);
// SDL_QueryTexture(_textureCarnero, NULL, NULL, &_carneroRect->x, &_carneroRect->y);
SDL_RenderCopy(_renderer, _textureCarnero, nullptr, _carneroRect);
SDL_RenderPresent(_renderer);
}
SDL_DestroyTexture(_textureScenario);
SDL_DestroyTexture(_textureCarnero);
SDL_DestroyRenderer(_renderer);
SDL_DestroyWindow(_window);
SDL_Quit();
IMG_Quit();
}
This function returns null
_textureCarnero = IMG_LoadTexture(_renderer, "/textures/carnero2.png");
But when I use SDL_LoadBMP() to load the background it works. I tried putting my .png in other folders but it doesn't work either. I also tried to load my .png using IMG_LOAD() but i had no sucess.
Your path is incorrect. /textures/carnero2.png will search for a file in C:\textures\carnero2.png, or /textures/carnero2.png on unix.
You can solve this problem as follows:
Use full (absolute) path: C:\Program Files (x86)\MyGame\textures\carnero2.png, /usr/local/share/mygame/textures/carnero2.png
Add a dot ./textures/carnero2.png
Remove the slash: textures/carnero2.png.
The path to your input file is probably incorrect:
/textures/carnero2.png
should probably be
textures/carnero2.png
like in the previous (working) load command.
In the future, I suggest that you test for file existence before trying to load the file. So you can separate "file not found" errors from real format/corrupt file problems.
I was following Lazy Foo' tutorial to create text using ttf font, and everything was fine, but I needed to create several text lines in several different places with different font size and color, so I decided to use vector. Here is my code of TextTexture (mostly copy of Lazy Foo tutorial):
#ifndef TEXT_TEXTURE_HPP
#define TEXT_TEXTURE_HPP
#include "graphics.hpp"
#include "vector2.hpp"
#include <SDL2/SDL_ttf.h>
#include <string>
class TextTexture {
public:
TextTexture(
Graphics& graphics,
TTF_Font* font,
std::string textureText,
SDL_Color textColor,
Vector2 coordinates
);
~TextTexture();
void draw( Graphics& graphics );
private:
SDL_Texture* mTexture;
int mWidth;
int mHeight;
int mX;
int mY;
};
#endif // TEXT_TEXTURE_HPP
And .cpp file for it:
#include "text_texture.hpp"
#include "vector2.hpp"
#include <iostream>
#include <unistd.h>
TextTexture::TextTexture (
Graphics& graphics,
TTF_Font* font,
std::string textureText,
SDL_Color textColor,
Vector2 coordinates
) :
mTexture(NULL),
mWidth(0),
mHeight(0),
mX(0),
mY(0)
{
//Render temp surface
SDL_Surface* tempSurface = TTF_RenderUTF8_Blended (font, textureText.c_str(), textColor);
if ( tempSurface == NULL ) {
std::cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << std::endl;
} else {
this -> mTexture = SDL_CreateTextureFromSurface(graphics.getRenderer(), tempSurface);
if ( this -> mTexture == NULL ) {
std::cout << "Unable to create texture from rendered text! SDL Error: " << SDL_GetError() << std::endl;
} else {
//Get image dimensions
mWidth = tempSurface -> w;
mHeight = tempSurface -> h;
// Get coordinates
this -> mX = coordinates.getX();
this -> mY = coordinates.getY();
}
SDL_FreeSurface (tempSurface);
tempSurface = NULL;
}
}
TextTexture::~TextTexture() {
//Free texture if it exists
if ( mTexture != NULL ) {
SDL_DestroyTexture( mTexture );
}
mTexture = NULL;
mWidth = 0;
mHeight = 0;
}
// FIXME somewhy affects previous dest rects
void TextTexture::draw (Graphics& graphics) {
//Set rendering space and render to screen
SDL_Rect destinationRectangle = { mX, mY, this -> mWidth, this -> mHeight };
//Render to screen
graphics.blitSurface( mTexture, NULL, &destinationRectangle );
}
I created simple Text Manager to handle vector of texts:
#ifndef TEXT_MANAGER_HPP
#define TEXT_MANAGER_HPP
#include "graphics.hpp"
#include "text_texture.hpp"
#include "vector2.hpp"
#include <string>
#include <vector>
enum fontSize {
SMALL = 16,
NORMAL = 32,
BIG = 48,
TITLE = 72
};
enum fontColor {
WHITE,
ORANGE,
BLACK
};
class TextManager {
public:
TextManager(Graphics& graphics);
~TextManager();
void addText(std::string, fontSize, fontColor, Vector2);
void draw();
void clearText();
private:
Graphics& graphics;
std::vector <TextTexture> gText;
};
#endif // TEXT_MANAGER_HPP
and .cpp file:
#include "text_manager.hpp"
#include <iostream>
TextManager::TextManager(Graphics& graphics) :
graphics(graphics)
{}
TextManager::~TextManager() {}
void TextManager::addText(std::string text, fontSize size, fontColor color, Vector2 coordinates) {
TTF_Font* tempFont = TTF_OpenFont( "resources/fonts/pixel.ttf", fontSize::TITLE );
SDL_Color tempColor = { 255, 255, 255 };
// Switch removed for shorter code
this -> gText.emplace_back(graphics, tempFont, text, tempColor, coordinates);
TTF_CloseFont(tempFont);
tempFont = NULL;
}
// FIXME
void TextManager::draw() {
std::vector<TextTexture>::iterator it;
for(it = gText.begin(); it != gText.end(); ++it) {
it -> draw(graphics);
}
}
void TextManager::clearText() {
gText.clear();
}
But when I start the application, I see something like this:
Second string is printed, but font and bonding rectangle of first line is saved, hovewer
Later I added input handler that added second line of text after pressing a button, and when there is only one line of text, everything fine, but when you add second, something weird is beginning - sometimes first text disappears, sometimes 'both' of them is shoved. As I understand, second surface of text somehow affects first one, by copying it texture on the place of the first's destination.
Here is my graphics.blitSurface, if it will help:
void Graphics::blitSurface(SDL_Texture* texture, SDL_Rect* sourceRectangle, SDL_Rect* destinationRectangle)
{
SDL_RenderCopy ( this -> _renderer, texture, sourceRectangle, destinationRectangle );
}
Where is my mistake? Sorry for bad english, I hope you will get my problem.
I figured it out somehow randomly. The thing is that when I adding object to vector, it's calls a destructor.
Here is why:
Why does my class's destructor get called when I add instances to a vector?
i'm new and still learning OOP and SDL for educational purpose.
so, i have a variable SDL_Renderer renderer. this variable needs to be initiated only once, and i initiate it in GameManager class.
and i have another class named Texture that needs that renderer.
this Texture will be used frequently.
so how do i pass this renderer? do i have to call GameManager in the Texture class? but if i do that, it means that i makeGameManager everytime i use the Texture right? or there is another way around?
thank you for helping me, i'm really sorry if my question is vague or not clear.
EDIT
this is Texture class
class Texture
{
public:
Texture();
~Texture();
int getWidth();
int getHeight();
bool loadFromFile(std::string path);
bool loadTextFromFile(std::string text, SDL_Color textColor, TTF_Font* font);
void render(int x, int y, SDL_Rect* clip = NULL);
void free();
bool lockTexture();
bool unlockTexture();
void* getPixels();
int getPitch();
private:
int vWidth;
int vHeight;
SDL_Texture* vTexture;
SDL_Renderer* renderer;
void* pPixels;
int pPitch;
};
this is the initiator
Texture::Texture()
{
vTexture = NULL;
vWidth = 0;
vHeight = 0;
renderer = GameManager::getRenderer();
}
this is GameManager class
class GameManager
{
public:
GameManager();
~GameManager();
bool intializeGame();
void gameLoop();
static SDL_Renderer* getRenderer();
private:
SDL_Window* window = NULL;
static SDL_Renderer* renderer;
TTF_Font* font = NULL;
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
};
the getRenderer() just a getter to pass the renderer
and this is my Main
int main(int argc, char* args[])
{
GameManager gameManager;
gameManager.intializeGame();
Texture charTexture;
SDL_Rect rect;
bool text = charTexture.loadFromFile("foo.png");
if (!text)
{
printf("texture not loaded");
}
rect.x = 0;
rect.y = 0;
rect.w = charTexture.getWidth();
rect.h = charTexture.getHeight();
while (true)
{
SDL_SetRenderDrawColor(GameManager::getRenderer(), 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(GameManager::getRenderer());
charTexture.render(10, 10, &rect);
SDL_RenderPresent(GameManager::getRenderer());
}
return 0;
}
i hope it's not confusing.
Disclaimer : I've never used SDL. This might be terrible, but it's based on what you gave me.
The important thing is the ownership. This is a shared ownership example. It's quite simple and takes the burden of figuring out when to destroy SDL_Renderer off of you.
class GameManager {
//BLABGLABLA
public:
std::shared_ptr<SDL_Renderer> getRenderer();
private:
std::shared_ptr<SDL_Renderer> renderer
}
class Texture
{
public:
Texture(std::shared_ptr<SDL_Renderer> theRenderer, //some other args)
private:
std::shared_ptr<SDL_Renderer> renderer;
}
So based on the name of the classes alone, you probably want GameManager to own the renderer, but you also want Texture to have access to it.
One way you can do that is to have a shared_ptr member in both classes, and to pass the renderer to texture in its constructor.
Basically the renderer object you initialized in GameManager, will only be destroyed when the last shared_ptr pointing to it is destroyed.
I've been toying with this code a guy on youtube attached to one of his tutorial videos... I've run into a few problems that I cant seem to get past... The current one is this 'EXC_BAD_ACCESS' error... From what I've researched briefly online these errors occur when you improperly use the stack and allocate memory to things that no longer exist or something like that... I just can't pinpoint what I'm doing wrong exactly... I've seen some troubleshooting done -- but nothing for xcode 5 yet
The error shows up in a class called 'cSprite.cpp':
// ~~~~~~~~~~~~~~~~~~~ cSprite.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSprite.h"
//#include "gMain.h"
//#include <SDL2/SDL_main.h>
//#include <SDL2/SDL.h>
//#include "cSDL_Setup.h"
using namespace std;
void draw(SDL_Renderer, SDL_Texture, SDL_Rect);
cSprite::cSprite(SDL_Renderer* passed_renderer, string filePath, int x, int y, int w, int h)
{
renderer = passed_renderer;
//... image
image = NULL;
image = IMG_LoadTexture(renderer,filePath.c_str());
// image error message
if (image == NULL)
{
cout<<"Couldnt load image..."<<filePath.c_str()<<endl;
}
//image dimensions
rect->x = x; // ***** Error: Thread 1:EXC_BAD_ACCESS(code=EXC_1386_GPFLT)
rect->y = y;
rect->w = w;
rect->h = h;
};
cSprite::~cSprite(void)
{
SDL_DestroyTexture(image);
}
//get methods
//SDL_Rect* cSprite::getRect()
//{
// return rect;
//}
//get methods
//SDL_Texture* cSprite::getImage()
//{
// return image;
//}
void cSprite::draw()
{
SDL_RenderCopy(renderer, image, NULL, rect);
}
... the line 'rect->x = x;'
gets the error I put beside it...but idk what else could be causing it... I was hoping someone could explain why EXC_BAD_ACCESS errors even occur... and/or where in the rest of my code it could be coming from...
here's my 3 other .cpp files
....
// ~~~~~~~~~~~~~~~~~~~~~~~~ gMain.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <iostream>
#include "stdafx.h"
#include "gMain.h"
using namespace std;
gMain::gMain(int passed_screenWidth, int passed_screenHeight)
{
screenWidth = passed_screenWidth;
screenHeight = passed_screenHeight;
// quit boolean
quit = false;
// create instance of cSDL class
csdl_setup = new cSDL_Setup(&quit, screenWidth, screenHeight);
grass = new cSprite(csdl_setup->getRenderer(), "/Users/jamesbryant/Desktop/nuGame/nuGame/images.jpeg", screenWidth, screenHeight, screenWidth, screenHeight);
bruce_Lee = new cSprite(csdl_setup->getRenderer(), "/Users/jamesbryant/Desktop/nuGame/nuGame/lee.bmp", 300, 300, 200, 200);
}
gMain::~gMain(void)
{
}
void gMain::gameLoop(void)
{
// game loop logic
while (!&quit && csdl_setup->getMainEvent() ->type != SDL_QUIT)
{
csdl_setup->begin();
grass->draw();
bruce_Lee->draw();
csdl_setup->end();
}
}
....
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cSDL_Setup.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSDL_Setup.h"
//#include "gMain.h"
using namespace std;
cSDL_Setup::cSDL_Setup(bool* quit, int screenWidth, int screenHeight)
{
// create window
window = NULL;
window = SDL_CreateWindow("rWDY_pWDR", 400, 400, screenWidth, screenHeight, SDL_WINDOW_RESIZABLE);
// if window couldnt be created...
if (window == NULL)
{
cout<<"Window couldnt be created..."<<endl;
*quit = true;
//exit(0);
}
//create renderer
renderer = NULL;
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// initialize images
mainEvent = new SDL_Event();
}
cSDL_Setup::~cSDL_Setup(void)
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
delete mainEvent;
}
//get methods
SDL_Renderer* cSDL_Setup::getRenderer()
{
return renderer;
}
SDL_Event* cSDL_Setup::getMainEvent()
{
return mainEvent;
}
void cSDL_Setup::begin()
{
SDL_PollEvent(mainEvent);
SDL_RenderClear(renderer);
}
void cSDL_Setup::end()
{
SDL_RenderPresent(renderer);
}
....
// ~~~~~~~~~~~~~~~~~~~~~~~~~~ firstGame.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSDL_Setup.h"
//#include "gMain.h"
using namespace std;
cSDL_Setup::cSDL_Setup(bool* quit, int screenWidth, int screenHeight)
{
// create window
window = NULL;
window = SDL_CreateWindow("rWDY_pWDR", 400, 400, screenWidth, screenHeight, SDL_WINDOW_RESIZABLE);
// if window couldnt be created...
if (window == NULL)
{
cout<<"Window couldnt be created..."<<endl;
*quit = true;
//exit(0);
}
//create renderer
renderer = NULL;
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// initialize images
mainEvent = new SDL_Event();
}
cSDL_Setup::~cSDL_Setup(void)
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
delete mainEvent;
}
//get methods
SDL_Renderer* cSDL_Setup::getRenderer()
{
return renderer;
}
SDL_Event* cSDL_Setup::getMainEvent()
{
return mainEvent;
}
void cSDL_Setup::begin()
{
SDL_PollEvent(mainEvent);
SDL_RenderClear(renderer);
}
void cSDL_Setup::end()
{
SDL_RenderPresent(renderer);
}
... here's what my cSprite.h file looks like right now:
#ifndef __game__cSprite__
#define __game__cSprite__
#pragma once
#include <iostream>
#include <SDL2/SDL_main.h>
#include <SDL2/SDL.h>
using namespace std;
class cSprite
{
public:
cSprite(SDL_Renderer* passed_renderer, string filePath, int x, int y, int w, int h);
~cSprite(void);
void draw();
private:
SDL_Texture* image = NULL;
SDL_Rect* rect = NULL;
SDL_Renderer* renderer = NULL;
};
#endif /* defined(__game__cSprite__) */
You didn't post your header for cSprite. However, I imagine that rect is an SDL_Rect*.
The function getting the error is cSprite::cSprite(), ie. the constructor. One of its duties is to initialize all of the class members to reasonable values.
However, I do not see any code that initializes rect to point to anything. The error you're currently getting suggests you're dereferencing a bum pointer, and that's consistent with this observation.
You either need to allocate an SDL_Rect to assign to rect, or you should change rect to just be SDL_Rect, not SDL_Rect*. If you make the latter change, then you will also need to change all of your rect-> to rect., and pass a pointer to rect in the SDL calls that require it (ie. SDL_RenderCopy(renderer, image, NULL, &rect);)
I am getting some practice with SDL. I currently am drawing space with classes star, sun, and earth. I can get everything to render to the screen but when I move the sun with the right arrow key, I can't figure out how to delete the old sun to simulate that the view is rotating around the sun. It just creates a big line across the screen. I think I need to clear the screen, redraw the stars, sun, and earth every time the key is down. However, I can't redraw the stars because they fall out of scope and if I recreate them they will be in a different position since I use rand() to randomize their locations. I have hit a big wall and would appreciate any advice.
The code:
// Planet.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <SDL.h>
#include <SDL_gfxPrimitives.h>
#include <stdlib.h>
#include <time.h>
class Star
{
private:
int x,y,rad,r,g,b,a;
SDL_Surface* screen;
public:
Star(SDL_Surface* sc, int xx, int yy, int ra, int rr, int gg, int bb, int aa){screen=sc;x=xx;y=yy;rad=ra;r=rr;g=gg;b=bb;a=aa;}
~Star(){}
void Show()
{
filledCircleRGBA(screen, x, y, rad, r, g, b, a);
}
};
class Sun
{
private:
int x,y,rad,r,g,b,a;
SDL_Surface* screen;
public:
Sun(SDL_Surface* sc, int xx, int yy, int ra, int rr, int gg, int bb, int aa){screen=sc;x=xx;y=yy;rad=ra;r=rr;g=gg;b=bb;a=aa;}
~Sun(){}
void Show()
{
for (int light=10;light<241;light+=10){
filledCircleRGBA(screen, x, y, rad+(light/7), r, g, b+(light/2), a-light);
}
}
void Move(int a, int b)
{
x+=a;
y+=b;
}
};
class Earth
{
private:
int x,y,rad,r,g,b,a;
SDL_Surface* screen;
public:
Earth(SDL_Surface* sc, int xx, int yy, int ra, int rr, int gg, int bb, int aa){screen=sc;x=xx;y=yy;rad=ra;r=rr;g=gg;b=bb;a=aa;}
~Earth(){}
void Show()
{
for (int light=10;light<241;light+=10){
filledCircleRGBA(screen, x, y, rad+(light/7), r, g, b+(light/2), a-(light/2));
}
for (double light=0;light<.25;light+=.01){
filledEllipseRGBA(screen, x, y-(rad*1.05), rad*(.60+light), rad*(.1+light), 170+(light*100), 170+(light*100), 170+(light*100), 255-(light*1000));
}
}
};
int main( int argc, char* args[] )
{
//Start SDL
SDL_Init( SDL_INIT_EVERYTHING );
SDL_Surface* screen = NULL;
screen = SDL_SetVideoMode( 1366, 768, 32, SDL_FULLSCREEN | SDL_SWSURFACE);
srand((unsigned)time(NULL));
//Stars
for (int x=0;x<1361;x+=25){
for (int y=0;y<766;y+=25){
int Special = rand()%3;
if(Special==0||Special==1){
Star star(screen, x+(rand()%30), y+(rand()%30), 0+(rand()%1), 235+rand()%21, 235+rand()%21, 235+rand()%21, 205+rand()%51);
star.Show();
}
if(Special==2){
Star star(screen, x+(rand()%30), y+(rand()%30), 0+(rand()%2), 235+rand()%21, 235+rand()%21, 235+rand()%21, 205+rand()%51);
star.Show();
}
}
}
//Sun
Sun sun(screen, 200, 300, 10, 255, 255, 0, 255);
sun.Show();
//Earth
Earth earth(screen, 700, 400, 100, 0, 80, 255, 255);
earth.Show();
SDL_Event event;
bool Running=1;
bool keysHeld[323]={false};
while (Running)
{
// Handle input
if (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
Running = false;
}
if (event.type == SDL_KEYDOWN)
{
keysHeld[event.key.keysym.sym] = true;
}
if (event.type == SDL_KEYUP)
{
keysHeld[event.key.keysym.sym] = false;
}
}
if ( keysHeld[SDLK_ESCAPE] )
{
Running = false;
}
if ( keysHeld[SDLK_LEFT] )
{
}
if ( keysHeld[SDLK_RIGHT] )
{
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
sun.Move(4,0);
sun.Show();
}
if ( keysHeld[SDLK_UP] )
{
}
if (keysHeld[SDLK_DOWN])
{
}
SDL_Flip(screen);
}
//Quit SDL
SDL_Quit();
return 0;
}
EDIT
Since my last answer was rubbish, I try again:
Yes, indeed, the stars are going out of scope since they are declared in the loop. What you could do is to save every star in an array, but this is a huge waste of bytes.
A better approach in my opinion is to draw all stars in a surface, and blit it on the screen every time you need it. This should be fast and memory efficient. I'll sho a short sample:
Uint32 rmask, gmask, bmask, amask;
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
SDL_Surface* star_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, 1361, 766, 32, rmask, gmask, bmask, amask);
And now, you draw your stars into this surface:
...
Star star(star_surface, x+(rand()%30), y+(rand()%30), 0+(rand()%1), 235+rand()%21, 235+rand()%21, 235+rand()%21, 205+rand()%51);
star.Show();
...
Any time you need it, you blit this surface as a background to your screen using this function:
int SDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);