so I got the following code(piece):
_Bool create_new_window(rectanglestruct *rectangle, colorstruct *colorfill, char *winname)
{
....
log_printf("creating main renderer for window ( window : %s )\n", ptr->winname);
// Setup renderer
SDL_Renderer *renderer = SDL_CreateRenderer( ptr->window, -1, SDL_RENDERER_ACCELERATED);
ptr->renderer = renderer;
if (colorfill != NULL)
{
log_printf("\n - background color set r=%d g=%d b=%d with opacity of %d\n", colorfill->r,colorfill->g,colorfill->b, colorfill->opacity);
// Set render color to red ( background will be rendered in this color )
SDL_SetRenderDrawColor( ptr->renderer, colorfill->r,colorfill->g,colorfill->b, colorfill->opacity );
log_printf("background rendered\n");
}
// Clear window
SDL_RenderClear( ptr->renderer );
SDL_ShowWindow(ptr->window);
SDL_RenderPresent( ptr->renderer );
getchar();
with
typedef struct SDL_Window SDL_Window;
typedef struct windowstruct {
char *winname;
SDL_Window *window;
SDL_Renderer *renderer;
struct windowstruct *next;
struct windowstruct *previous;
} windowstruct;
static windowstruct *root = NULL;
and
typedef struct colorstruct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t opacity;
} colorstruct;
With in main:
_Bool start_SDL(void)
// scope this
{
//draw background
colorstruct *colorfill = malloc(sizeof(rectanglestruct));
colorfill->r = 0xFF;
colorfill->g = 0xFF;
colorfill->b = 0xFF;
colorfill->opacity = 0xFF;
rectanglestruct *winplace = malloc(sizeof(rectanglestruct));
winplace->x = 0;
winplace->y = 0;
winplace->w = 300;
winplace->h = 300;
create_new_window(winplace, colorfill, "appscreen");
free(colorfill);
free(winplace);
}
and
_Bool start_SDL(void)
{
//Initialization flag
_Bool success = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
log_printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
success = false;
}
}
and I got the following output (after a couple of times):
The point is I thought that the renderer was just a copy of the screen like a buffer in which you can write and refresh on the screen. But I gues not?
No, SDL_Renderer implements SDL2 drawing, usually with hardware-accelerated backend. Your image is corrupt because you didn't issue redraw at appropriate time. If your window needs redraw (resized, overshadowed by other window or sceen borders) - you have to draw again and present result (this is in fact the same for every windowing library; even in GUI toolkits like Qt or GTK if your callback didn't return quickly, you can experience the same corruption). You can render to texture and then display it again if your image remains unchanged and calculations are heavy.
To do what you've said would require accumulating all data sent to renderer (may be high memory usage) and either calling update on regular intervals or on events, or taking away main loop from calling side (like most GUI toolkits do), which is against SDL design. Also, since SDL's main target are video games, scenes there are rarely static.
Before SDL2 there was no renderer and SDL only provided display surface to which you draw, but it is quite the same basic concept, it wouldn't update all by itself.
It doesn't mean it cannot be done with SDL, however - it gives you much more control. If you want to redraw only when it is really required - watch for SDL_WindowEvent.
Related
I'm attempting to create a window using SDL2 and initialize BGFX to use it. My current test is just to set the window to purple using a clear color.
I tried creating a window using CreateWindowEx as well, and was also unable to update the window with the clear color I specified in my call to bgfx::setViewClear. I've been scouring open source projects as well as the docs and samples, and I can't figure out what step of bgfx initialization/update I could be missing. Please help! I've attached my current approach as a small test main.
int main(int, char**) {
SDL_InitSubSystem(SDL_INIT_VIDEO);
const int width = 800;
const int height = 600;
SDL_Window* window = nullptr;
HWND nativeWindow;
// sdl2
{
window = SDL_CreateWindow(
"test_window",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
0
);
SDL_SysWMinfo windowManInfo;
SDL_VERSION(&windowManInfo.version);
if (SDL_GetWindowWMInfo(window, &windowManInfo)) {
nativeWindow = windowManInfo.info.win.window;
}
}
// bgfx
{
bgfx::PlatformData platformData;
platformData.ndt = nullptr;
platformData.nwh = nativeWindow;
bgfx::setPlatformData(platformData);
// prevent creation of a renderer thread
bgfx::renderFrame();
bgfx::Init init;
init.type = bgfx::RendererType::Count;
init.resolution.width = width;
init.resolution.height = height;
init.resolution.reset = BGFX_RESET_VSYNC;
bgfx::init(init);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x443355FF /*purple*/, 1.f, 0);
}
while (1) {
// sdl events
{
SDL_Event _event;
while (SDL_PollEvent(&_event) > 0);
}
bgfx::frame();
}
bgfx::shutdown();
SDL_Quit();
return 0;
}
After asking around work/etc.. I finally got a solution, and there were actually a couple of things that I was missing.
Because I wasn't adding any render work to the frame, bgfx is 'smart' and doesn't actually do anything. Adding a call to bgfx::touch will add an empty primitve for rendering. After I added this I could see a small dot in the top-left of my window, which leads to the other call I was missing.
I never set my view! I was also only rendering to one pixel of my window. By adding a call to bgfx::setViewRect I was able to set a size for my window view and the clear color finally took.
I am facing an issue with the SDL library and different resolution than 1920x1080.
I want to copy display an image of dimension 1080x608 at the center of a screen of resolution 1080x1920 (portrait).
I have only one plugged monitor screen.
I used the following command to switch screen from 1920x1080 to 1080x1920 :
xrandr --output DP-1 --mode 1920x1080 --rotate left --primary
I am using the following code to initialize the SDL renderer :
/**
* initialize everything so we are ready to display
*/
int SdlHandler::initialize(
unsigned int positionX,
unsigned int positionY,
unsigned int width,
unsigned int height,
bool showWindow,
std::string name) {
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
return -1;
}
// Size if the window
this->width = width;
this->height = height;
this->positionX = positionX;
this->positionY = positionY;
// Create the SDL window
// 0 and 0 are the position in X and Y
unsigned int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
if (showWindow) {
flags |= SDL_WINDOW_SHOWN;
} else {
flags |= SDL_WINDOW_HIDDEN;
}
this->window = SDL_CreateWindow(name.c_str(), this->positionX, this->positionY, this->width, this->height, flags);
// If there had been a problem, leave
if (!this->window) {
return -1;
}
// Create a new renderer
this->renderer = SDL_CreateRenderer(this->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
// If there is an error creating it, just leave
if (!this->renderer) {
return -1;
}
// Setup the best for the SDL render quality
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
return 0;
}
Then, i call the SDL_RenderCopy function to display the image. I pass it the created renderer created with theSDL_CreateRenderer on the above code :
// Create a window at 0,0 of dimension 1080x1920
this->initialize(0, 0, 1080, 1920, true, SDL_BASE_DISPLAY_WINDOW);
// Create the SDL Rectangle that will contain the image, at the center of the window
SDL_Rect *howToDraw = new SDL_Rect();
howToDraw->x = this->positionX + floor((this->width - this->imageWidth) / 2);
howToDraw->y = this->positionY + floor((this->height - this->imageHeight) / 2);
howToDraw->w = this->imageWidth;
howToDraw->h = this->imageHeight;
SDL_RenderCopy(this->renderer, this->texture, NULL, howToDraw);
But the axis seems to be at the wrong position, igot the following result :
EDIT AND SOLUTION
This was a bug related to Compton, the window manager, everything is working good without Compton ...
Since you are rotating your display using xrandr, we can consider this is a post processing step that will rotate everything after each framebuffer is rendered.
Because this post processing step takes a 1920x1080 image resolution as input, you should use the SDL at this resolution.
What if you change your code for:
// Create a window at 0,0 of dimension 1920x1080
this->initialize(0, 0, 1920, 1080, true, SDL_BASE_DISPLAY_WINDOW);
EDIT: I also understand that you want your image to start at the center of the window, but your are placing the middle of the image at the center of the window.
You should also try the following:
howToDraw->x = this->positionX + this->imageWidth / 2;
I'm following this tutorial that teaches how to use SDL2 with the final goal of learning C++ in a more fun and interactive way.
For this, I only need to be able to draw lines, polygons and circles.
So, after reading part 1 that explains how to create a window on the screen and part 3 that introduces event handling, I headed torward part 7 and 8 that explain, respectively, how to create a renderer and how to draw a rectangle on the screen. This is the code I've got so far (it isn't exactly the same as the code on the tutorial: I've introduced a struct to pass SDL objects around and removed all the error handling which was confusing):
#include <SDL2/SDL.h>
//screen dimensions costants
#define SCREEN_WIDTH 540
#define SCREEN_HEIGHT 960
//data structure holding the objects needed to create a window and draw on it
struct interface {
SDL_Window * window = NULL;
SDL_Surface * surface = NULL;
SDL_Renderer * renderer = NULL;
};
//function which inits the sdl and creates an interface object
interface init() {
interface screen;
SDL_Init(SDL_INIT_VIDEO);
screen.window = SDL_CreateWindow("", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
screen.surface = SDL_GetWindowSurface(screen.window);
screen.renderer = SDL_CreateRenderer(screen.window, -1, SDL_RENDERER_ACCELERATED);
return screen;
}
//function to free the memory and close the sdl application
void close(interface screen) {
SDL_DestroyRenderer(screen.renderer);
SDL_DestroyWindow(screen.window);
screen.renderer = NULL;
screen.window = NULL;
SDL_Quit();
}
int main(int argc, char* args[]) {
//start the application
interface screen = init();
//setup for event handling
bool quit = false;
SDL_Event event;
//the shape to render
SDL_Rect fillRect = { SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 };
//main loop which first handles events
while (!quit) {
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT)
quit = true;
}
//should draw a red rectangle on the screen
SDL_SetRenderDrawColor(screen.renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(screen.renderer);
SDL_SetRenderDrawColor(screen.renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(screen.renderer, &fillRect);
}
//End the application
close(screen);
return 0;
}
The problem is that, as it is, the program draws nothing to the screen (which remains black), and if I remove the line screen.surface = SDL_GetWindowSurface(screen.window); it also begins lagging a lot in a manner I even find difficult to exit the application.
Note that I'm programming on Android using C4droid and the SDL Plugin for C4droid.
Why is that happening? What am I doing wrong?
EDIT Problem solved by renaming close to end and by including a call to SDL_RenderPresent(screen.renderer); at the end of the main loop. With this setup the screen surface has to be deleted or the program won't draw anything.
Thanks to #keltar and #Wutipong Wongsakuldej for answering the question in the comments
First of all I tested the code in Windows (MSYS2) rather than on Android as I don't have AIDE installed at the moment.
Basically I added 2 lines of code into the main loop :
//main loop which first handles events
while (!quit) {
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT)
quit = true;
}
//should draw a red rectangle on the screen
SDL_SetRenderDrawColor(screen.renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(screen.renderer);
SDL_SetRenderDrawColor(screen.renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderFillRect(screen.renderer, &fillRect);
/** below lines are added **/
SDL_RenderPresent(screen.renderer);
SDL_Delay(0);
}
SDL_RenderPresent draw whatever you've renderred so far to the screen. This make the output shows up.
SDL_Delay() this is added to give the cpu time back to the os. Without this your app might become unresponsive and the cpu utilization will be 100% (at one core) in some operating system (especially the very old one). I don't know if this is needed in Android or not anyway. Give it a try.
class Game {
public:
Game(int width, int height) {
gwidth = width;
gheight = height;
}
~Game() {
}
bool initGame() {
bool sucsess = true;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
sucsess = false;
}
//gTetrisSurface = SDL_LoadBMP("TetrisBg.bmp");
gWindow = SDL_CreateWindow("Petris V1", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, gwidth, gheight, SDL_WINDOW_SHOWN);
gScreenSurface = SDL_GetWindowSurface(gWindow);
gMainBG = SDL_LoadBMP("test.bmp");
/**if (gMainBG == NULL) {
return false;
}**/
bool running = true;
//SDL_SetWindowFullscreen(gWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
while (running == true) {
SDL_BlitSurface(gMainBG, NULL, gScreenSurface, NULL);
SDL_UpdateWindowSurface( gWindow );
}
return sucsess;
}
protected:
int gwidth, gheight;
SDL_Window* gWindow = NULL;
SDL_Surface* gScreenSurface = NULL;
SDL_Surface* gTetrisSurface = NULL;
SDL_Surface* gPongSurface = NULL;
SDL_Surface* gMainBG = NULL;
};
The thought behind this, is that this should be one huge surface, containing 2 other surfaces for 2 other games. Problem is, it wont seem to draw the BMP that i try to draw on it. Because of this my development got kinda stuck. Anyone see a possible sulotion for this problem? Thanks!
EDIT: I made it so it flushes the events, BUT, i did a bit of debugging, the problem seems to be that the img file returns NULL, why? It should be loaded with a bmp... (No error messages at all..)
From the documentation of SDL2:
https://wiki.libsdl.org/SDL_GetWindowSurface
This surface will be invalidated if the window is resized. After resizing a window this function must be called again to return a valid surface.
You may not combine this with 3D or the rendering API on this window.
My advice is to avoid using the window surface directly.
Instead, you should use a renderer and copy your own main surface to your background texture.
The SDL2 migration guide explains clearly the right way to copy surfaces and textures on the screen, especially the paragraph "If your game wants to do both".
The whole problem was that the BMP file was in the wrong folder.
If anyone have the same problem, the picture should either be in the same directory as the src (when debugging) or the solution (if building).
Hope this might help someone in the future, either way, thanks to those who tried coming up with other possibilites.
(Using visual studio)
I wish to have a semi-transparent SDL background (nothing to do with sub-surfaces or images), such that instead of having a black background it is actually transparent, but the other things I draw are not. My current code is a slightly modified copy of Code::Blocks' SDL project, similar to how various applications have rounded borders or odd shapes besides rectangles.
#ifdef __cplusplus
#include <cstdlib>
#else
#include <stdlib.h>
#endif
#ifdef __APPLE__
#include <SDL/SDL.h>
#else
#include <SDL.h>
#endif
int main ( int argc, char** argv )
{
putenv("SDL_VIDEO_WINDOW_POS");
putenv("SDL_VIDEO_CENTERED=1");
// 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|SDL_NOFRAME);
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;
}
I think what you're trying to do is in fact a shaped window (parts of the window are transparent depending on a mask that you provide). It seems there's no way to do that with SDL 1.2, however there is a SDL_SetWindowShape function just for this in SDL 1.3 for which you can find a pre-release snapshot here but it's not even in beta yet so I suggest waiting until it's officialy released :)
this is a link to a pretty neat article about development of an older application for Mac OS 9, which did not have support for shaped windows, either.
It's actually a neat article in general about software development.
But the idea seems pretty smart, and I wonder if you might be able to get it working here, too. Instead of trying to make a transparent background, they actually take a screen-shot of the computer right where their window is going to go, and then use that screen shot for their background. When the user drags the window around on the screen, they continue to update the background with new screen-shots. I think this might be more complicated than you were hoping for, but it's certainly an interesting idea.