I'm trying to simply create a window and blit an image to the screen but for some reason the image is not showing up and the screen remains white. I've been using lazyfoo's tutorial for reference in order to figure this out. I posted all my code below, hopefully it's readable enough. Help would be appreciated as I've been stuck on this for an hour or two, thank you.
#include <SDL.h>
#include <SDL_audio.h>
#include <cstdio>
#include <iostream>
#include <Windows.h>
// creates Load_surface function
SDL_Surface *loadSurface(std::string path) {
SDL_Surface *loadedSurface = SDL_LoadBMP(path.c_str());
if (loadedSurface == NULL) {
printf("Unable to load image %s! SDL Error: %s\n", path.c_str(),
SDL_GetError());
}
return loadedSurface;
}
int main(int argc, char ** argv)
{
// pointer variable for window
SDL_Window *window;
SDL_Surface *surface = NULL;
SDL_Surface *media =
loadSurface("C:\\Users\\nickl\\Desktop\\buttonpressed.bmp");
// initialize and test for failure
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) == -1) {
return 1;
}
// create the window
window = SDL_CreateWindow(
"Ice Cream Boys Software",
48,
48,
640,
480,
SDL_WINDOW_OPENGL
);
// safety check, see if window was created, otherwise throw an error
if (window = NULL) {
printf("Could not create window: %s", SDL_GetError());
return 1;
}
else {
OutputDebugString(TEXT("Surface loaded.\n"));
surface = SDL_GetWindowSurface(window);
}
SDL_BlitSurface(media, NULL, surface, NULL);
SDL_UpdateWindowSurface(window);
/* ************************************** loop **************************** */
// bool to keep window open and event handler
bool quit = false;
SDL_Event e;
// loop to keep window open
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
quit = true;
}
else if (e.type == SDL_KEYDOWN) {
OutputDebugString(TEXT("My output string.\n"));
}
}
}
/* ************************************************************************** */
// close and destroy window
SDL_DestroyWindow(window);
// quit
SDL_Quit();
return 0;
}
Related
I'm trying to test a simple SDL2 application. The app runs without any errors. However, no window shows up.
I'm using Ubuntu18.04 on a VMWare machine. I also tried to compile SDL from the source but got the same result. I am unsure if the cause of the problem is related to my OS or because of executing from a virtual machine.
Here is a simple application from docs (I just added SDL_GetNumDisplayModes to make sure the display mode is OK- returns 1)
// Using SDL and standard IO
#include <SDL2/SDL.h>
#include <stdio.h>
// Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int main(int argc, char *args[])
{
// The window we'll be rendering to
SDL_Window *window = NULL;
// The surface contained by the window
SDL_Surface *screenSurface = NULL;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
}
else
{
int res = SDL_GetNumDisplayModes(0);
printf("SDL_GetNumDisplayModes: %d\r\n", res);
// Create window
window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL)
{
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
}
else
{
// Get window surface
screenSurface = SDL_GetWindowSurface(window);
// Fill the surface white
SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 0xFF, 0xFF, 0xFF));
// Update the surface
SDL_UpdateWindowSurface(window);
// Hack to get window to stay up
SDL_Event e;
bool quit = false;
while (quit == false)
{
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
quit = true;
}
}
}
}
}
// Destroy window
SDL_DestroyWindow(window);
// Quit SDL subsystems
SDL_Quit();
return 0;
}
My SDL program wont work. It was supposed to change the image when I pressed Up. However, it changes the image only when I click on the x in the Window
#include "SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <string>
int main(int argc, char* argv[])
{
enum KeyPressSurfaces {
KEY_PRESS_SURFACE_DEFAULT,
KEY_PRESS_SURFACE_UP,
KEY_PRESS_SURFACE_LEFT,
KEY_PRESS_SURFACE_RIGHT,
KEY_PRESS_SURFACE_DOWN,
KEY_PRESS_SURFACE_TOTAL
};
SDL_Init(SDL_INIT_VIDEO);
SDL_Event e;
SDL_Window* window = SDL_CreateWindow("antena1", // window's title
10, 25, // coordinates on the screen, in pixels, of the window's upper left corner
640, 420, // window's length and height in pixels
SDL_WINDOW_OPENGL);
SDL_Surface* key_press_surface[KEY_PRESS_SURFACE_TOTAL];
SDL_Surface* gImage = NULL;
SDL_Surface* gScreenSurface = NULL;
bool quit = false;
key_press_surface[KEY_PRESS_SURFACE_UP] = SDL_LoadBMP("hello_world.bmp");
gScreenSurface = SDL_GetWindowSurface(window);
gImage = SDL_LoadBMP("nick.bmp");
if (gImage == NULL) {
printf("Erro", SDL_GetError);
}
SDL_BlitSurface(gImage, NULL, gScreenSurface, NULL);
SDL_UpdateWindowSurface(window);
gScreenSurface = SDL_GetWindowSurface(window);
while (!quit) {
while (SDL_PollEvent(&e) == 0) {
if (e.type == SDL_QUIT) {
quit = true;
//SDL_DestroyWindow(window);#
}
else if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_LEFT:
gImage = key_press_surface[KEY_PRESS_SURFACE_UP];
break;
default:
gScreenSurface = NULL;
break;
}
}
}
};
SDL_BlitSurface(gImage, NULL, gScreenSurface, NULL);
SDL_UpdateWindowSurface(window);
SDL_Delay(30000);
return 0;
}
https://wiki.libsdl.org/SDL_PollEvent
SDL_PollEvent returns 0 if there are no events available. So per the example in the above article, in order to get into the while statement for SDL_PollEvent, there must be events in the queue. However, your code only goes into the loop if there are NO events in the queue. So anything that happens once you get there is undefined.
IOW, just remove the "== 0".
I downloaded the SDL .zip files and added the added the "include" files as necessary. When I went to run the example that had been pre-made by Code::Blocks, an error occured that said "SDL/SDL.h: No file or directory". Any help? Code below:
ifdef __cplusplus
#include <cstdlib>
#else
#include <stdlib.h>
#endif
#include <SDL/SDL.h>
int main ( int argc, char** argv )
{
// initialize SDL video
if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "Unable to init SDL: %s\n", SDL_GetError() );
return 1;
}
// make sure SDL cleans up before exit
atexit(SDL_Quit);
// create a new window
SDL_Surface* screen = SDL_SetVideoMode(640, 480, 16,
SDL_HWSURFACE|SDL_DOUBLEBUF);
if ( !screen )
{
printf("Unable to set 640x480 video: %s\n", SDL_GetError());
return 1;
}
// load an image
SDL_Surface* bmp = SDL_LoadBMP("cb.bmp");
if (!bmp)
{
printf("Unable to load bitmap: %s\n", SDL_GetError());
return 1;
}
// centre the bitmap on screen
SDL_Rect dstrect;
dstrect.x = (screen->w - bmp->w) / 2;
dstrect.y = (screen->h - bmp->h) / 2;
// program main loop
bool done = false;
while (!done)
{
// message processing loop
SDL_Event event;
while (SDL_PollEvent(&event))
{
// check for messages
switch (event.type)
{
// exit if the window is closed
case SDL_QUIT:
done = true;
break;
// check for keypresses
case SDL_KEYDOWN:
{
// exit if ESCAPE is pressed
if (event.key.keysym.sym == SDLK_ESCAPE)
done = true;
break;
}
} // end switch
} // end of message processing
// DRAWING STARTS HERE
// clear screen
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
// draw bitmap
SDL_BlitSurface(bmp, 0, screen, &dstrect);
// DRAWING ENDS HERE
// finally, update the screen :)
SDL_Flip(screen);
} // end main loop
// free loaded bitmap
SDL_FreeSurface(bmp);
// all is well ;)
printf("Exited cleanly\n");
return 0;
}
So I'm learning C++ with SDL (on Visual Studio 2013). I'm following Lazy Foo's tutorials (specifically: http://lazyfoo.net/tutorials/SDL/02_getting_an_image_on_the_screen/index.php).
My image won't render. In contrast to the tutorial (which works) I do not have global surface variables. Instead I declared them in the main and passed the pointers around.
Code:
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
const int SCREEN_WIDTH = 600;
const int SCREEN_HEIGHT = 480;
//SDL init.
bool initialiseSDL(SDL_Window* gWindow, SDL_Surface* gWindowSurface)
{
bool success = true;
/*SDL_Init() initisalises SDL library. Returning 0 or less signifies an error.
SDL_INIT_VIDEO flag refers to graphics sub system.*/
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialise. SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
//Create the window
gWindow = SDL_CreateWindow("Asteroids", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
printf("Could not create window. SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
//Get the window surface.
gWindowSurface = SDL_GetWindowSurface(gWindow);
}
}
return success;
}
bool loadMedia(SDL_Surface* surface, std::string path)
{
//Success flag
bool success = true;
surface = SDL_LoadBMP(path.c_str());
if (surface == NULL)
{
printf("SDL surface failed to load. SDL Error: %s\n", SDL_GetError());
success = false;
}
return success;
}
void close()
{
}
int main(int argc, char* argv[])
{
SDL_Window* gWindow = NULL;
SDL_Surface* gWindowSurface = NULL;
SDL_Surface* gImageSurface = NULL;
if (!initialiseSDL(gWindow, gWindowSurface))
{
printf("Failed to initialise.\n");
}
else
{
if (!loadMedia(gImageSurface, "hw.bmp"))
{
printf("Failed to load inital media.");
}
else
{
//Apply the image
SDL_BlitSurface(gImageSurface, NULL, gWindowSurface, NULL);
//Update the surface
SDL_UpdateWindowSurface(gWindow);
//Wait two seconds
SDL_Delay(2000);
}
}
return 0;
}
Your program exhibits undefined behavior, because the pointers inside the main function are not initialized.
When you pass them to the initialiseSDL function you pass them by value, meaning they are copied and the function only operates on the copies and not the original pointers, which will still be uninitialized after the call.
What you need to do is to pass the pointers by reference instead:
bool initialiseSDL(SDL_Window*& gWindow, SDL_Surface*& gWindowSurface)
You of course need to do the same with the loadMedia function.
I'm writing a simple window class which is failing to return a display. Here's the short version:
#include <X11/Xlib.h>
#include <stdio.h>
#include <stdlib.h>
class WindowImpl
{
public:
WindowImpl()
{
open = true;
}
WindowImpl(float width, float height)
{
if(!create(width, height))
{
fprintf(stderr, "Could not open display\n");
exit(1);
}
open = true;
}
~WindowImpl()
{
XCloseDisplay(display);
};
bool create(float width, float height)
{
display = XOpenDisplay(NULL);
if(display == NULL)
return false;
int displayID = DefaultScreen(display);
window = XCreateSimpleWindow(display, RootWindow(display, displayID), 10, 10, width, height, 1, BlackPixel(display, displayID), WhitePixel(display, displayID));
XMapWindow(display, window);
return true;
}
bool isOpen()
{
return open;
}
void close()
{
open == false;
}
private:
Display* display;
Window window;
bool open;
};
int main()
{
WindowImpl myWindow(1920, 1080);
char* cmd;
while(myWindow.isOpen())
{
if(gets(cmd) == "close")
myWindow.close();
}
return 0;
}
WindowImpl::create fails, XOpenDisplay is returning NULL but I'm not sure why. Hopefully someone could shed some light on the problem here.
Edit: Changing WindowImpl::create to return true and false instead of 0 and 1 causes it to go through but the window still doesn't open;
For clarification:
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <stdio.h>
#include <stdlib.h>
int main()
{
Display* display;
Window window;
XEvent event;
char* message = "Hello";
int screenSize;
display = XOpenDisplay(NULL);
if(display == NULL)
{
fprintf(stderr, "Cannot open display\n");
exit(1);
}
screenSize = DefaultScreen(display);
window = XCreateSimpleWindow(display, RootWindow(display, screenSize), 10, 10, 1920, 1080, 1, BlackPixel(display, screenSize), WhitePixel(display, screenSize));
XSelectInput(display, window, ExposureMask | KeyPressMask);
XMapWindow(display, window);
KeySym keysym = XK_Escape;
KeyCode keycode = XKeysymToKeycode(display, keysym);
while(true)
{
XNextEvent(display, &event);
if(event.type == KeyPress && event.xkey.keycode == keycode)
break;
}
XCloseDisplay(display);
return 0;
}
Compiles and runs just fine.
When you create a windows, you need to let the X server to handle output buffer. Normally this is done when you enter into the window event loop, i.e. calling any function that has EVENT in its name.
Once you are not dealing with events in your code, another way to flush the output buffer is calling XFlush, as said in its manual:
The XFlush function flushes the output buffer. Most client applications need not use this function because the output buffer is automatically flushed as needed by calls to XPending, XNextEvent, and XWindowEvent. Events generated by the server may be enqueued into the library's event queue.
The XSync function flushes the output buffer and then waits until all requests have been received and processed by the X server.
So, to solve your issue, I suggest to put this line of code:
window = XCreateSimpleWindow(display, RootWindow(display, displayID), 10, 10, width, height, 1, BlackPixel(display, displayID), WhitePixel(display, displayID));
XMapWindow(display, window);
XFlush(display); // <------------
return true;