Does this SDL_gfx code involve a race condition? - c

When I run the following code on my machine, it doesn't behave deterministically. The triangle it should draw only appears sometimes:
#include <SDL/SDL.h>
#include <SDL/SDL_gfxPrimitives.h>
int main(int argc, char* args[])
{
int xres = 250;
int yres = 250;
SDL_Surface* screen = SDL_SetVideoMode(xres, yres,
0, SDL_SWSURFACE | SDL_DOUBLEBUF | SDL_NOFRAME);
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
filledTrigonRGBA(screen, 10, 10, 170, 170, 75, 100, 255, 0, 255, 255);
//SDL_Delay(1); // this fixes some race condition?
SDL_Flip(screen);
SDL_Delay(1000);
SDL_Quit();
return 0;
}
But if I uncomment the first SDL_Delay() call, the triangle always appears. I have also observed this when using SDL 2.
Is there a race condition in one of the libraries here, or is something wrong with my computer?

There are many things involved, especially if you have compositing window manager. Like if you flip your resulting image but window wasn't visible at that moment. With compositing it is even worse since it implements its own double buffering.
Just repeatedly draw it a loop, like every single example does. If you absolutely have to, you can redraw only on window events (mostly 'exposed' one).

Related

SDL, how to fix key input lag [duplicate]

I am making a game where a nozzle of a tank rotates around when space is pressed to shoot enemies. However, right in the beginning when the space is pressed, it seems to stop for a few milliseconds and then continues without any problems. How can I make it so that the rotations is smooth and consistent as soon as the space is pressed, right from the start? Here is a minimal reproducible example:
#include "SDL.h"
#include <iostream>
class Nozzle
{
public:
void draw(SDL_Renderer* renderer, int cx, int cy, int l)
{
float x = ((float)cos(angle) * l) + cx;
float y = ((float)sin(angle) * l) + cy;
SDL_RenderDrawLine(renderer, cx, cy, (int)x, (int)y);
}
void plusAngle(float a)
{
angle += a;
}
private:
float angle = 0.0f;
};
int main(int argc, char* argv[])
{
SDL_Window* window = SDL_CreateWindow("RGame", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1200, 600, false);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_Event event;
Nozzle nozzle;
bool running = true;
while (running)
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
running = false;
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_SPACE)
nozzle.plusAngle(0.1f);
}
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
nozzle.draw(renderer, 600, 300, 70);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_SPACE)
nozzle.plusAngle(0.1f);
}
This is not how you do controls in a game.
If you open a text editor and hold a key, you'll see one letter being typed, then, after a delay, a steady stream of the same repeated letter. And SDL does the same thing, it gives you fake repeated "key down" events in this manner. This is normally used for editing text, not for game controls. (Those repeated events are marked by event.key.repeat == true).
What you should do is to create something like bool space_key_down, set it to true when you get SDL_KEYDOWN for the space key, and to false when you get SDL_KEYUP for the same key. Then, outside of the event loop, if the variable is set, you rotate your nozzle.
Or you can use SDL_GetKeyboardState. SDL does this thing automatically for every key, and you can access the list of flags it maintains using this function.
Also, while we're at it, you normally don't want to use keycodes (.sym == SDLK_SPACE) for game controls. Prefer scancodes (.scancode == SDL_SCANCODE_SPACE). The difference only becomes apparent on exotic layouts (e.g. AZERTY): keycodes represent the letters printed on the keycaps, while scancodes represent physical key locations. For example, on AZERTY you want to use ZQSD instead of WASD. If you use scancodes, it will happen automatically (SDL_SCANCODE_W will represent Z, and so on).
scaling rotation with frame-rate isn't really what I am looking for. Its a different problem
You need to solve this problem too. If you don't want the rotation speed to depend on FPS (bad thing), you must either mutliply the rotation angle by the frame length (it works, but it's easy to make mistakes this way), or make sure your game logic runs the fixed amount of times per second regardless of the FPS (I prefer this solution). See Fix Your Timestep!.

sdl2 flickering unless I don't use createrenderer

I have a somewhat basic rendering loop which blits a scaled image to the screen as fast as I can process the event loop. I created a minimal example that recreates the flickering on pastebin here.
If I don't use "SDL_CreateRenderer", and instead leave renderer to NULL, it works. I just can't clear the screen first. If I set the renderer, I get this crazy fast flickering.
// if I comment this out in my init_sdl(), no flickering...
renderer = SDL_CreateRenderer(window, -1, 0);
assert(renderer != NULL);
my draw function happens at the end of the event loop:
void draw()
{
SDL_SetRenderDrawColor(renderer, 255, 0, 128, 255);
SDL_RenderClear(renderer);
SDL_Rect dstrect = {
.x = 50,
.y = 50,
.h = 100,
.w = 100,
};
SDL_BlitScaled(img, NULL, screen, &dstrect);
SDL_UpdateWindowSurface(window);
SDL_RenderPresent(renderer);
}
I've seen this potential duplicate question, but the problem was that they had their RenderPresent in the wrong place. You can see I'm calling SDL_RenderPresent at the end of all drawing operations, which was my takeaway from that. It is still happening.
I'm using msys2 (mingw_x64), gcc, windows 10, SDL2.

X11 Why I can't draw any text?

I'm trying to learn X11. It's very hard to me, because I don't have experience with window applications on Linux.
I wrote some simple code and I can't resolve this not visible text problem.
Everything is working good probably, when I was trying to draw rectangle with DrawRectangle function it was working.
Here is the code:
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <X11/Xlib.h>
int main()
{
Display* myDisplay;
Window myWindow;
int myScreen;
GC myGC;
XEvent myEvent;
unsigned long black, white;
char* hello = "Hello world!";
XFontStruct* myFont;
if((myDisplay = XOpenDisplay(NULL)) == NULL)
{
puts("Error in conneting to X Server!");
return -1;
}
myScreen = DefaultScreen(myDisplay);
black = BlackPixel(myDisplay, myScreen);
white = WhitePixel(myDisplay, myScreen);
myWindow = XCreateSimpleWindow(myDisplay, RootWindow(myDisplay, myScreen), 0, 0, 640, 320, 5, black, white);
XSelectInput(myDisplay, myWindow, ExposureMask);
XClearWindow(myDisplay, myWindow);
XMapWindow(myDisplay, myWindow);
myGC = XCreateGC(myDisplay, myWindow, 0, 0);
XSetForeground(myDisplay, myGC, black);
XSetBackground(myDisplay, myGC, white);
myFont = XLoadQueryFont(myDisplay, "-Misc-Fixed-Medium-R-Normal--7-70-75-75-C-50-ISO10646-1");
XSetFont(myDisplay, myGC, myFont->fid);
while(1)
{
XNextEvent(myDisplay, &myEvent);
if(myEvent.type == Expose)
{
XClearWindow(myDisplay, myWindow);
// HERE I DONT KNOW WHY IT DOESNT WORK!
XDrawString(myDisplay, myWindow, myGC, 0, 0, hello, strlen(hello));
}
}
XFreeGC(myDisplay, myGC);
XDestroyWindow(myDisplay, myWindow);
XCloseDisplay(myDisplay);
return 0;
}
Thank you for help!
Your font path argument to XLoadQueryFont is wrong (on my Linux/Debian desktop). Check with the xlsfonts command the right ones (they are all lowercases).
With
myFont = XLoadQueryFont
(myDisplay,
"-misc-fixed-medium-r-normal--9-90-75-75-c-60-iso10646-1");
it could work better. Try also with "lucidasanstypewriter-bold-14"
And most importantly the coordinates passed to XDrawString are wrong. Remember that they are the coordinates of the baseline of your text. And x=0, y=0 is the top left corner of the window, and y is growing downwards and x is growing to the right. Hence your text is drawn off-window, above its top. So y should be positive and more than the font height.
Try
XDrawString (myDisplay, myWindow, myGC, 15, 20, hello,
strlen (hello));
As I commented, you need to handle a lot more events.
I don't have experience with window applications on Linux.
And to learn about GUI programming, I strongly recommend first using some toolkit like GTK or Qt or perhaps SDL.
Raw X11 programming is too hard (and by the time you'll learn it is will be obsolete, e.g. by Wayland), in particular because an X11 application needs to be ICCCM & EWMH compliant. Notice that the entire X11 documentation requires nearly ten thousand pages.
See also https://tronche.com/gui/x/xlib/
BTW, most Linux GUI applications are drawing pixmap client side and sending it to the X11 server. Read about compositing window managers. Drawing requests like XDrawString are no more used anymore in practice. Recent font related libraries like libfontconfig, libXft, etc are working on the client side.

SDL TTF - Line wrapping & changing height of wrapped lines?

I've been programming a small text adventure game using SDL2 recently and have come across an issue with line wrapping. I am using TTF_RenderText_Blended_Wrapped() to render my strings, and this gives me some nicely wrapped lines. But The line height is an issue, the lines seem squished together, and letters like 'jqg' overlap with letters like 'tli'.
Does anyone know if there is a way to change the line height? TTF_RenderText_Blended_Wrapped() still isn't even in the documentation for SDL_ttf. Should I just write my own text wrapping function?
The font size is 16pt, styling is TTF_STYLE_BOLD, and the font can be found here. The code below should reproduce the error, there is almost no error checking though, use at your own risk. Here is the output of the code:
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
int main(int argc, char *argv[]) {
SDL_Window *gui;
SDL_Surface *screen, *text;
SDL_Event ev;
TTF_Font *font;
int running = 1;
const char *SAMPLETEXT = "This is an example of my problem, for most lines it works fine, albeit it looks a bit tight. But for any letters that \"hang\" below the line, there is a chance of overlapping with the letters below. This isn\'t the end of the world, but I think it makes for rather cluttered text.\n\nNotice the p and k on line 1/2, and the g/t on 2/3 and 3/4.";
// init SDL/TTF
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
// Open and set up font
font = TTF_OpenFont("Anonymous.ttf", 16);
if(font == NULL) {
fprintf(stderr, "Error: font could not be opened.\n");
return 0;
}
TTF_SetFontStyle(font, TTF_STYLE_BOLD);
// Create GUI
gui = SDL_CreateWindow("Example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480, SDL_WINDOW_SHOWN);
// Grab GUI surface
screen = SDL_GetWindowSurface(gui);
// Clear screen black
SDL_FillRect(screen, NULL, 0);
// Draw some text to screen
SDL_Color color = {0xff, 0xff, 0xff, 0xff};
text = TTF_RenderText_Blended_Wrapped(font, SAMPLETEXT, color, screen->w);
SDL_BlitSurface(text, NULL, screen, NULL);
while(running) { // Main loop
while(SDL_PollEvent(&ev)) {
switch(ev.type){
case SDL_QUIT:
running = 0;
break;
}
}
SDL_UpdateWindowSurface(gui); // Refresh window
SDL_Delay(20); // Delay loop
}
// Destroy resources and quit
TTF_CloseFont(font);
TTF_Quit();
SDL_FreeSurface(text);
SDL_DestroyWindow(gui);
SDL_Quit();
return 0;
}
The easiest solution is to find a font that doesn't have that issue. The FreeMono font has more spacing:
From looking at the source code for TTF_RenderUTF8_Blended_Wrapped, which is called by TTF_RenderText_Blended_Wrapped, there is no configurable way to set the spacing between the lines. See const int lineSpace = 2; on line 1893.
However, even though lineSpace is set to 2, it is not being used when computing the address of each pixel to render. This is effectively setting the line spacing to 0. I reported this as a bug in the SDL_ttf library: https://bugzilla.libsdl.org/show_bug.cgi?id=3679
I was able to fix the issue in SDL_ttf 2.0.14 with the following change:
--- a/SDL_ttf.c Fri Jan 27 17:54:34 2017 -0800
+++ b/SDL_ttf.c Thu Jun 22 16:54:38 2017 -0700
## -1996,7 +1996,7 ##
return(NULL);
}
- rowSize = textbuf->pitch/4 * height;
+ rowSize = textbuf->pitch/4 * (height + lineSpace);
/* Adding bound checking to avoid all kinds of memory corruption errors
that may occur. */
With the above patch applied, your example program shows the correct line spacing with the Anonymous font:

Why does XWarpPointer only work once (while in a loop)?

Why does XWarpPointer only work once?
When I run:
#include <stdio.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
int main()
{
Display *dpy = XOpenDisplay(0);
while (1) {
Window root_window;
root_window = XRootWindow(dpy, 0);
XSelectInput(dpy, root_window, KeyReleaseMask);
XWarpPointer(dpy, None, root_window, 0, 0, 0, 0, 100, 100);
XSync(dpy, False);
}
}
The mouse should appear locked in a single position. But it only moves the mouse once and then lets me move it around while the loop is still runnning. What is causing the XWarpPointer to only run once? Is it some kind of X11 feature to protect the user from the application?
FYI, I am running RHEL 5.2 on VMWare Fusion on Mac OSX 10.6.
Update:
When running the binary, components
like a button or icon flicker, but
the visual mouse cursor stays where I
move it.
After the one time XWarpPointer does
work, when I move the mouse, the
cursor jumps to near where it was
before I warped it. It's as if there
is a (last_x,last_y) that is not
getting updated.
When I change the pointer via
OpenVMTools it seems to make the
pointer stick to the desired location
more, but the visual pointer does not
change.
Thanks,
Chenz
I've no experience here but what happens if you don't discard events in XSync? e.g. XSync(dpy, True);?
After
XWarpPointer(dpy, None, root_window, 0, 0, 0, 0, 100, 100);
Try
XFlush(dpy);
This should solve the problem.

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