SDL error LNK1120 & LNK2019 - c++

I'm trying to compile a simple SDL example from a book and I'm getting these errors. I'm near positive everything is linked correctly, because I was able to get other SDL examples to compile fine. I'm using Visual Studio 2013.
This code was intended for use with SDL 2.0 and links to SDL.lib, while I'm using SDL 2.0.3 and linking to SDL2.lib. However, I don't see any reason why that affect anything here.
Game.cpp
#include "Game.h"
#include <iostream>
Game::Game()
{
}
bool Game::init(const char* title, int xpos, int ypos, int width,
int height, int flags)
{
// attempt to initialize SDL
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "SDL init success\n";
// init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos,
width, height, flags);
if (m_pWindow != 0) // window init success
{
std::cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if (m_pRenderer != 0) // renderer init success
{
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer,
255, 255, 255, 255);
}
else
{
std::cout << "renderer init fail\n";
return false; // renderer init fail
}
}
else
{
std::cout << "window init fail\n";
return false; // window init fail
}
}
else
{
std::cout << "SDL init fail\n";
return false; // SDL init fail
}
std::cout << "init success\n";
m_bRunning = true; // everything inited successfully,start the main loop
return true;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer); // clear the renderer to the draw color
SDL_RenderPresent(m_pRenderer); // draw to the screen
}
void Game::handleEvents()
{
SDL_Event event;
if (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::clean()
{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
Game.h
#ifndef __Game__
#define __Game__
#include "SDL.h"
class Game
{
public:
Game();
~Game();
bool init(const char* title, int xpos, int ypos, int width, int
height, int flags);
void render();
void update();
void handleEvents();
void clean();
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif /* defined(__Game__) */
Main.cpp
#include "Game.h"
// our Game object
Game* g_game = 0;
int main(int argc, char* argv[])
{
g_game = new Game();
g_game->init("Chapter 1", 100, 100, 640, 480, 0);
while (g_game->running())
{
g_game->handleEvents();
g_game->update();
g_game->render();
}
g_game->clean();
return 0;
}
And the following are the errors/warnings I recieve:
Error 3 error LNK1120: 1 unresolved externals c:\users\alexn\documents\visual studio 2013\Projects\SDL_template2\Debug\SDL_template2.exe SDL_template2
Error 2 error LNK2019: unresolved external symbol "public: void __thiscall Game::update(void)" (?update#Game##QAEXXZ) referenced in function _SDL_main c:\Users\alexn\documents\visual studio 2013\Projects\SDL_template2\SDL_template2\Main.obj SDL_template2
Warning 1 warning LNK4098: defaultlib 'msvcrt.lib' conflicts with use of other libs; use /NODEFAULTLIB:library c:\Users\alexn\documents\visual studio 2013\Projects\SDL_template2\SDL_template2\MSVCRTD.lib(cinitexe.obj) SDL_template2

You're calling Game::update() from your main(), however it seems that you didn't actually implement it.
As for the warning, refer to this question for more info. It's likely that you're trying to link with a version of SDL (or some other lib) that was built with a different C runtime.

Related

LNK1120 error and LNK2019 error inside include line game dev?

I'm currently using this tutorial: https://www.youtube.com/watch?v=44tO977slsU&list=PLhfAbcv9cehhkG7ZQK0nfIGJC_C-wSLrx&index=3
But I've been getting this error on the first line that I don't know how to address as a beginner.
It says it's unresolved externals
I've been trying to look at some of the windows config advice, but I don't know how to apply it to this tutorial.
here's the code:
#include "Header.hpp"
Game::Game(){}
Game::~Game(){}
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if (fullscreen) { flags = SDL_WINDOW_FULLSCREEN; }
if (SDL_Init(SDL_INIT_EVERYTHING) == 0) {
std::cout << "Subsystems initialized" << std::endl;
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (window) { std::cout << "Windows created" << std::endl; }
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
std::cout << "renderer created" << std::endl;
}
isRunning == true; } else { isRunning == false; }
}
void Game::handleEvents() {
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
isRunning = false;
break;
default:
break;
}
}
void Game::update() { count++; std::cout << count << std::endl; }
void Game::render() {
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
void Game::clean() {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
std::cout << "Game cleaned" << std::endl;
}
this is is the header file, if it'll help:
#ifndef Header_hpp
#define Header_hpp
#include <iostream>
#include "SDL.h"
class Game {
public:
Game();
~Game();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void handleEvents();
void update();
void render();
void clean();
bool running(){ return isRunning; }
private:
int count = 0;
bool isRunning;
SDL_Window *window;
SDL_Renderer *renderer;
};
#endif / * Header_hpp */
I'm genuinely clueless on what could be causing this so I guess I'll include the main.cpp as well if something can be found there:
#include "Header.hpp"
Game* game = nullptr;
int main(int argc, const char * argv[]) {
game = new Game();
game->init("Birchengine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, false);
while (game->running()) {
game->handleEvents();
game->update();
game->render();
}
game->clean();
return 0;
}
What could be the cause of this error, and how do I prevent it in the future?

How to fix SDL2 'Assertion failure at SDL_RenderClear_REAL' in C++?

I'm learning the basics of creating a window using SDL2 by following a tutorial. The code works just fine, and even compiles correctly, however on runtime it gives the error message 'Assertion failure at SDL_RenderClear_REAL'.
I've tried reinstalling SDL2, as well as moving it to the user library folder on my mac, but neither of these fixed the issue
main.cpp
#include "game.hpp"
Game *game = nullptr;
int main() {
game = new Game();
game->init("GUI", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, false);
while (game->running()) {
game->handleEvents();
game->update();
game->render();
}
game->clean();
return 0;
}
game.cpp
#include "game.hpp"
Game::Game(){}
Game::~Game(){}
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen) {
int flags = 0;
if (fullscreen == true) {
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) == 0) {
std::cout << "Sub-systems initialized\n";
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (window) {
std::cout << "Window created.\n";
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
std::cout << "Renderer created\n";
}
isRunning = true;
} else {
isRunning = false;
}
}
void Game::handleEvents() {
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
isRunning = false;
break;
default:
break;
}
}
void Game::update() {
cnt++;
std::cout << cnt << "\n";
}
void Game::render() {
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
void Game::clean() {
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
std::cout << "Game cleaned\n";
}
game.hpp
#ifndef game_hpp
#define game_hpp
#include "SDL2/SDL.h"
#include <iostream>
class Game {
public:
Game();
~Game();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void handleEvents();
void update();
void render();
void clean();
bool running() { return isRunning; }
private:
int cnt = 0;
bool isRunning;
SDL_Window *window;
SDL_Renderer *renderer;
};
#endif
After narrowing down the code, it seems that the issue is limited to SL_RenderClear. Here's the exact message it produces in the console:
2019-08-20 15:26:15.508900-0500 GUI[26436:7287503] WARN:
Assertion failure at SDL_RenderClear_REAL (/Users/valve/release/SDL/SDL2-2.0.10-source/src/render/SDL_render.c:2235), triggered 1 time:
'renderer && renderer->magic == &renderer_magic'
Program ended with exit code: 42
How can I fix this issue?
EDIT: Added full code to help identify the problem.
A basic "hello world" of creating a window and clearing the color on the screen for SDL requires a few boilerplate initialization steps
Initialize SDL
Create a SDL_Window
Create a SDL_Renderer
After which you can do
SDL_RenderClear and use SDL_RenderDrawColor to set a custom color to make it more obvious that it is properly clearing the Renderer.
Without error checking this would look something like:
SDL_Init(flags);
SDL_Window* window = SDL_CreateWindow("window title", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, more_flags);
SDL_SetRenderDrawColor(renderer, red, green, blue, alpha);
SDL_RenderClear(renderer);
Also remember to call SDL_Delay(ms) if you want the program to not immediately close before you get a chance to see the window.

Breaking up the SDL code

I am doing first examples from the "SDL Game Development Black and White" book.
The point where I have problems is in example where I should break "HelloSDL" code in one header( .h) and two cpp( .cpp) files.
Here they are:
main.cpp
#include "Game.h"
#include <stdio.h>
#include <SDL2/SDL.h>
Game* g_game = 0;
int main(int argc, char* args[])
{
g_game = new Game();
g_game->init("Chapter 1", 100, 100, 640, 480, 0);
while(g_game->running())
{
g_game->handleEvents();
g_game->update();
g_game->render();
}
g_game->clean();
void Game::handleEvents()
{
SDL_Event event;
if(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default;
break;
}
}
}
return 0;
}
Game.h
#ifndef GAME_H_INCLUDED
#define GAME_H_INCLUDED
#include <SDL2/SDL.h>
class Game
{
public:
Game();
~Game();
void init();
void render();
void update();
void handleEvents();
void clean();
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif // GAME_H_INCLUDED
Game.cpp
#include <iostream>
#include "Game.h"
//#include <stdio.h>
#include <SDL2/SDL.h>
bool Game::init(const char* title, int xpos, int ypos, int width, int height, int flags)
{
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "SDL init success\n";
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(m_pWindow != 0)
{
std::cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if(m_pRenderer != 0)
{
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 255 255, 255, 255);
}
else
{
std::cout << "renderer init fail\n";
return false;
}
}
else
{
std::cout << "window init fail\n";
return false;
}
}
else
{
std::cout << "SDL init fail\n";
return false;
}
std::cout << "init success\n";
m_bRunning = true;
return true;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
SDL_RenderPresent(m_pRenderer);
}
SDL_Quit()
+{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
void Game::clean()
{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
After compiling it in CodeBlocks(16.11) I get next error messages:
Game.cpp|6|error: prototype for 'bool Game::init(const char*, int, int, int, int, int)' does not match any in class 'Game'
Game.h|12|error: candidate is: void Game::init()
Firstly, I got much more errors but I managed to solve it.
There is still two more errors to solve.
I suppose that is something wromg in Game.h file, but I cannot find it.
Thank you in advance!
The init() declared in the game.h returns void, but the definition you provide returns bool.
It seems that you may be coming from C background. In C++ omitting function signature at function declaration is not permitted. Basically by declaring void init(); you declare void Game::init(void) function, not bool Game::init(const char* title, int xpos, int ypos, int width, int height, int flags). So one must carefully check that function declaration does exactly match function definition. Another thing is that in C++ one should perform object initialization at constructor and cleanup at destructor.

Already Defined / Multiple Object Definitions / Visual Studio

I'm following along with a video tut on SDL. When I do exactly as he has done, by putting an SDL_Texture* in the Game.h and use the object in Game.cpp, I get an error about multiple definitions. Yet, the video creator has no error of such. I can, however, copy and paste the SDL_Texture* to the .cpp and it work just fine.
Why is it that the same code will work on one, but not another machine, in Visual Studio
Game.cpp
#include "Game.h"
Game::Game()
{
}
Game::~Game()
{
}
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "Successfully Initialized Subsystem . . . " << std::endl;
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (window)
{
std::cout << "Successfully Created Window . . . " << std::endl;
}
else
{
std::cout << "Something went wrong. Error: " << SDL_GetError() << std::endl;
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
std::cout << "Successfully Created Renderer . . . " << std::endl;
}
else
{
std::cout << "Something went wrong. Error: " << SDL_GetError() << std::endl;
}
is_running = true;
}
else
{
is_running = false;
}
SDL_Surface* surf_temp = IMG_Load("assets/player.png");
tex_player = SDL_CreateTextureFromSurface(renderer, surf_temp);
SDL_FreeSurface(surf_temp);
}
void Game::event_handle()
{
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT:
is_running = false;
}
}
void Game::update()
{
cnt++;
std::cout << cnt << std::endl;
}
void Game::render()
{
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, tex_player, NULL, NULL);
SDL_RenderPresent(renderer);
}
void Game::clean()
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
std::cout << "Game cleaned . . . " << std::endl;
}
Game.h
#include "SDL.h"
#include "SDL_image.h"
#include <iostream>
#include <stdio.h>
#include <string>
SDL_Texture* tex_player;
class Game
{
public:
Game();
~Game();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void event_handle();
void update();
void render();
void clean();
bool running() { return is_running; }
private:
int cnt;
bool is_running;
SDL_Window *window;
SDL_Renderer *renderer;
};
main.cpp
#include "Game.h"
Game *game = nullptr;
int main(int argc, char *argv[])
{
game = new Game();
game->init("Yeah", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, false);
while (game->running())
{
game->event_handle();
game->update();
game->render();
}
game->clean();
return 0;
}
Error:
1>------ Build started: Project: SDL_Template, Configuration: Debug Win32 ------
1>main.cpp
1>LINK : C:\Users\Onion\documents\visual studio 2017\Projects\SDL_Template\Debug\SDL_Template.exe not found or not built by the last incremental link; performing full link
1>main.obj : error LNK2005: "struct SDL_Texture * tex_player" (?tex_player##3PAUSDL_Texture##A) already defined in Game.obj
1>C:\Users\Onion\documents\visual studio 2017\Projects\SDL_Template\Debug\SDL_Template.exe : fatal error LNK1169: one or more multiply defined symbols found
1>Done building project "SDL_Template.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Think of #include as "please copy-paste the content of this file here."
Since you #includeGame.h in both main.cpp and Game.cpp, the line SDL_Texture* tex_player; which is a global variable definition (as opposed to declaration) appears in both files, which confuses the linker.
The immediate fix is to declare the variable in game.h:
extern SDL_Texture* tex_player;
and define it in game.cpp
SDL_Texture* tex_player;
The better fix would be to make tex_player a member variable of Game (or some other class).

SDL2 errors what am I doing Wrong

It was working before I tried to load my image.
This is the error I get:
Error 1 error LNK2005: "struct SDL_Window * m_pWindow"
(?m_pWindow##3PAUSDL_Window##A) already defined in
Game.obj C:\Users\Joseph\Desktop\DuckGotti\DuckGotti\maine.obj
Error 2 error LNK2005: "struct SDL_Renderer * m_pRenderer"
(?m_pRenderer##3PAUSDL_Renderer##A) already defined in
Game.obj C:\Users\Joseph\Desktop\DuckGotti\DuckGotti\maine.obj
Error 3 error LNK2005: "struct SDL_Texture * m_pTexture"
(?m_pTexture##3PAUSDL_Texture##A) already defined in
Game.obj C:\Users\Joseph\Desktop\DuckGotti\DuckGotti\maine.obj
Error 4 error LNK2005: "struct SDL_Rect m_sourceWREK"
(?m_sourceWREK##3USDL_Rect##A) already defined in
Game.obj C:\Users\Joseph\Desktop\DuckGotti\DuckGotti\maine.obj
Error 5 error LNK2005: "struct SDL_Rect m_destWREK"
(?m_destWREK##3USDL_Rect##A) already defined in
Game.obj C:\Users\Joseph\Desktop\DuckGotti\DuckGotti\maine.obj
Error 7 error LNK1169: one or more multiply defined symbols found
C:\Users\Joseph\Desktop\DuckGotti\Debug\DuckGotti.exe 1
Here is my code (main.cpp):
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
#include <iostream>
#include "Game.h"
/**my first game obj**/
Game* g_game = 0;
int main(int argc, char* argv[])
{
g_game = new Game();
g_game->init("Duck Gotti", 100, 100, 640, 480, SDL_WINDOW_FULLSCREEN );
while (g_game->running())
{
g_game->handelEvents();
g_game->update();
g_game->render();
}
g_game->clean();
return 0;
}
Game.h
#ifndef __Game__
#define __Game__
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
#include <iostream>
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
SDL_Texture* m_pTexture;
SDL_Rect m_sourceWREK;
SDL_Rect m_destWREK;
class Game
{
public:
Game(){}
~Game(){}
/**setting the run var to true**/
bool init(const char* title, int xpos, int ypos, int width, int height
,bool fullscreen);
void render();
void update();
void handelEvents();
void clean();
/** a func to access the privet var **/
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif /**defined (__Game__) **/
Game.cpp:
#include "game.h"
bool Game::init(const char* title, int xpos, int ypos, int width,
int height, bool fullscreen )
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
/**attempt to initalize SDL**/
if (SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
std::cout << "SDL init sucess/n";
/**init the winn**/
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (m_pWindow !=0)
{
std::cout << "window creation sucess/n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if (m_pRenderer != 0)
{
std::cout << "renderer created/n";
SDL_SetRenderDrawColor(m_pRenderer, 255, 255, 255, 255);
}
else
{
std::cout << "renderer broked/n";
return false;
}
}
else
{
std::cout << "winn init nope/n";
return false;
}
}
else
{
std::cout << "SDL init broked/n";
return false;
}
std::cout << "init sucess/n";
m_bRunning = true;
return true;
SDL_Surface* pTempSurf = SDL_LoadBMP("img3.bmp");
m_pTexture = SDL_CreateTextureFromSurface(m_pRenderer, pTempSurf);
SDL_FreeSurface(pTempSurf);
SDL_QueryTexture(m_pTexture, NULL, NULL, &m_sourceWREK.w, &m_destWREK.h);
m_destWREK.x = m_sourceWREK.x = 0;
m_destWREK.y = m_sourceWREK.y = 0;
m_destWREK.w = m_sourceWREK.w;
m_destWREK.h = m_sourceWREK.h;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
SDL_RenderCopy(m_pRenderer, m_pTexture, &m_sourceWREK, &m_destWREK);
SDL_RenderPresent(m_pRenderer);
}
void Game::update()
{
}
void Game::handelEvents()
{
SDL_Event evil;
if (SDL_PollEvent(&evil))
{
switch (evil.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::clean()
{
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
I believe you are reading this book SDL Game Development. Be aware, the book has a bunch of errors.
remove these lines
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
SDL_Texture* m_pTexture;
SDL_Rect m_sourceWREK;
SDL_Rect m_destWREK;
They are already defined inside game class.
I was reading this book, luckily I was organized and I kept the files. It seems you are in the first chapter
main.cpp
#include "game.h"
Game* g_game = 0;
int main(int argc, char* args[])
{
g_game = new Game();
g_game->init("Chapter 1: Setting up SDL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_SHOWN);
while( g_game->running() ){
g_game->handleEvents();
g_game->update();
g_game->render();
SDL_Delay(10);
}
g_game->clean();
return 0;
}
game.h
#ifndef _GAME_H
#define _GAME_H
#include "SDL.h"
class Game
{
public:
Game() {}
~Game() {}
bool init(const char* title, int xpos, int ypos, int height, int width, int flags);
void render();
void update();
void handleEvents();
void clean();
bool running() { return m_bRunning; }
private:
SDL_Window* m_pWindow;
SDL_Renderer* m_pRenderer;
bool m_bRunning;
};
#endif /* defined(_GAME_H) */
game.cpp
#include "game.h"
#include <iostream>
bool Game::init(const char* title, int xpos, int ypos, int height, int width, int flags)
{
if ( SDL_Init(SDL_INIT_EVERYTHING) == 0 ){
std::cout << "SDL init success\n";
m_pWindow = SDL_CreateWindow(title, xpos, ypos, height, width, flags);
if ( m_pWindow != 0 ){
std::cout << "window creation success \n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if ( m_pRenderer != 0 ){
std::cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 0, 0, 0, 255);
}else{
std::cout << "renderer init fail\n";
return false;
}
}else{
std::cout << "window init fail\n";
return false;
}
}else{
std::cout << "SDL init fail\n";
return false;
}
std::cout << "init success\n";
m_bRunning = true;
//#####################################################################################
return true;
}
void Game::render()
{
SDL_SetRenderDrawColor(m_pRenderer, 0, 0, 0, 255);
SDL_RenderClear(m_pRenderer);
SDL_RenderPresent(m_pRenderer);
}
void Game::clean()
{
std::cout << "cleaning game\n";
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
void Game::handleEvents()
{
SDL_Event event;
if ( SDL_PollEvent(&event) ){
switch( event.type ){
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::update()
{
}
These are some notes I've written
After chapter 2, you need to organize your classes because you will get lost easily with the inheritance. For example, the below picture, you will see the way classes are connected in chapter 3
For chapter 4,
Hope this helps.