I just started with SDL and made a small square moving around on a window.
I used DL_GetKeyboardState, and got it moving kind of smoothly. However, just when I start moving it one direction by holding down one key, it moves a bit, stops, then move like I want. This messes up the smoothness. My best guess is that it waits for a doubleclick from the mouse, but im not sure. Any suggestions?
The code:
#include <stdio.h>
#include <SDL.h>
int main(int argc, char * argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("Yelda!", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1600, 1200, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
const Uint8 *state;
int run = 1;
int xpos=300;
int ypos=300;
int projectileYPos;
int projectileXPos;
int loop;
int lanceLength = 10;
while(run)
{
while(SDL_PollEvent(&event))
{
state=SDL_GetKeyboardState(NULL);
if(state[SDL_SCANCODE_ESCAPE])
run=0;
if(state[SDL_SCANCODE_W])
ypos-=10;
if(state[SDL_SCANCODE_S])
ypos+=10;
if(state[SDL_SCANCODE_A])
xpos-=10;
if(state[SDL_SCANCODE_D])
xpos+=10;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255 ,255);
SDL_Rect rect = {xpos, ypos, 20, 20 };
SDL_RenderFillRect(renderer, &rect);
SDL_RenderPresent(renderer);
SDL_Delay(20);
}
}
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
return 0;
}
The SDL wiki says that you should use SDL_PumpEvents() to update the keyboard state array.
And indeed, if we
remove the while(SDL_PollEvent(&event)) loop (not its contents) as it's unneeded,
move state=SDL_GetKeyboardState(NULL); before the while(run) loop (the address of the array "will be valid for the whole lifetime of the application", so it always returns the same pointer), and
only call SDL_PumpEvents() inside the loop,
then the movement is smooth.
Related
I want a quick fix to this issue:
I wrote a simple program to play around with the SDL2 libraries. A cyan box moves along a blue background from left to right. Then the window closes.
The problem is that the window's color "fades out" while the program is running. The contrast decreases significantly and it's annoying. Sometimes it happens when the box is in the middle of the window. Sometimes it happens when the box reaches the right side of the window. Sometimes it doesn't happen at all. This fading of colors seems to be sporadic and random. It is a run time issue. Theoretically, I do not see any issue with the code. What is wrong?
#include "SDL.h"
#include <stdio.h>
#ifdef __cplusplus
extern "C"
#endif
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
window = SDL_CreateWindow("Boxes", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Rect myBox = { 200, 150, 50, 50 };
int go = 0;
while (go <= 590) {
myBox.x = go;
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
SDL_RenderFillRect(renderer, &myBox);
SDL_RenderPresent(renderer);
if (go == 0)
SDL_Delay(2000);
SDL_Delay(100);
go += 10;
}
SDL_Delay(2000);
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
return EXIT_SUCCESS;
}
That's a classical SDL mistake.
You're not handling events that your window receives, and because of that your OS assumes that your program has hung up.
Inside of your while loop, add following:
SDL_Event e;
while (SDL_PollEvent(&e))
if (e.type == SDL_QUIT)
return 0;
My program is about drawing the Mandelbrot set. I discovered that when I click another window in the operating system (eg. Chrome, or text editor ...) my program clears the screen to black but continues drawing where it finished. It is during drawing. If the drawing is finished and I click another window then nothing clearing happens.
Is there a solution to fix this (eg. switching something on or off in SDL) without tracking all the pixels onto the screen and print the entire pixel matrix all the times?
Minimal code:
#include <stdlib.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
enum {WIDTH = 1700, HEIGHT = 950};
int main(){
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("Minimal", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Event event;
bool exit_ = false;
while (! exit_){
for (int i = 1; i < WIDTH; i++){
for (int j = 1; j < HEIGHT; j++){
SDL_RenderDrawPoint(renderer, i, j);
}
SDL_RenderPresent(renderer);
}
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT) exit_ = true;
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
(Note: I haven't got any window event handling in the program.)
I think you need to put SDL_RenderClear(Renderer) at the top of the while loop.
If you do like that, window will be never cleared after rendering.
For example if you don't clear the window, a moving dot will leave his traces..
I work woth SDL too, and i always do this
I am following a tutorial on Youtube, but it does not work as intended when I try it.
Here is the code:
#include <stdio.h>
#include <SDL2/SDL.h>
void start(SDL_Window* window, SDL_Renderer* renderer)
{
SDL_Init(SDL_INIT_EVERYTHING);
window = SDL_CreateWindow("Hello", 200, 200, 200, 200, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect rect = {220, 140, 200, 200};
SDL_RenderFillRect(renderer, &rect);
}
void stop(SDL_Window* window, SDL_Renderer* renderer)
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
}
int main(int argc, char **argv)
{
SDL_Window* window;
SDL_Renderer* renderer;
start(window, renderer);
SDL_Delay(5000);
stop(window, renderer);
return 0;
}
It is supposed to create a white rectangle in the middle of the window and fill the rest with blue color, but that does not happen when I run it. Instead, it "captures a picture" of the program under it, for example the background. Why is this happening, and how can I solve it?
You have two issues to fix. First, you need to modify your start() function to take pointers-to-pointers, rather than just pointers, so that the window and renderer variables in main() can be modified... otherwise, window and renderer within start() will be valid, but the corresponding pointer variables in main() will not be changed and will remain uninitialized. So...
/* Use 'SDL_Window**' and 'SDL_Renderer**' instead of 'SDL_Window*' and
* 'SDL_Renderer*', and dereference once during use (eg. '*window'
* instead of 'window' */
void start(SDL_Window** window, SDL_Renderer** renderer)
{
SDL_Init(SDL_INIT_EVERYTHING);
*window = SDL_CreateWindow("Hello", 200, 200, 200, 200, 0);
*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor(*renderer, 0, 0, 255, 255);
SDL_RenderClear(*renderer);
SDL_SetRenderDrawColor(*renderer, 255, 255, 255, 255);
SDL_Rect rect = {220, 140, 200, 200};
SDL_RenderFillRect(*renderer, &rect);
}
Then in main() use:
start(&window, &renderer); /* pass addresses, not values */
The second issue is that you need to update the screen after finishing the drawing operations. You can do this with SDL_RenderPresent() when you're
done drawing, such as in main() right after calling your start() function:
...
start(&window, &renderer);
SDL_RenderPresent(renderer); /* add this */
SDL_Delay(5000);
...
You may also want to change the values in your SDL_Rect so that it's not drawn outside the window.
I just started using SDL2 and I already have a problem.
I want to create a window and paint it in red.
But it remains white, and I don't understand why.
Here is the code :
int main (int argc, char** argv) {
SDL_Window* pWindow = NULL;
pWindow = SDL_CreateWindow("Jeu de la vie", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_SHOWN);
SDL_Surface* pSurface = NULL;
pSurface = SDL_GetWindowSurface(pWindow);
SDL_FillRect(pSurface, NULL, SDL_MapRGB(pSurface->format, 255, 0, 0));
while(1);
SDL_FreeSurface(pSurface);
SDL_DestroyWindow(pWindow);
SDL_Quit();
return EXIT_SUCCESS;
}
There are several issues with your code, I'll try to address most of them.
Initialize SDL
SDL and SDL2 needs to be initialized before you can use it. The way to initialize SDL is the following function.
int SDL_Init(Uint32 flags)
Where flags can be a different value for different subsystems. Use SDL_INIT_EVERYTHING, to initialize everything.
int SDL_Init(SDL_INIT_EVERYTHING)
Read more about it here..
Initialize SDL_Window and SDL_Renderer
SDL_Renderer and SDL_Window needs to be set up before you can use them. You already create your window properly, so I won't cover that. Here's how to set up an SDL_Renderer
SDL_Renderer* SDL_CreateRenderer(SDL_Window* window,
int index,
Uint32 flags)
index defines what driver to use. Set it to -1 to use the first driver that supports the other arguments.
flags are used to make the rendering optimized, software rendiring, prevent vsync, etc.. Set it to SDL_RENDERER_ACCELERATED.
Read more about SDL_CreateRenderer here.
Mixing SDL and SDL2
SDL_Surface is primarily something used in SDL, not SDL2. SDL2_image, SDL2_ttf etc still used SDL_Surface, but they are converted into an SDL_Texture before they can be used.
SDL_FillRect(...); is also mostly a SDL thing. But as stated above, the SDL_Surface can be used, but you need to convert it to an SDL_Texture first :
SDL_Texture* SDL_CreateTextureFromSurface(SDL_Renderer* renderer,
SDL_Surface* surface)
Read more here.
And use
int SDL_RenderCopy(SDL_Renderer* renderer,
SDL_Texture* texture,
const SDL_Rect* srcrect,
const SDL_Rect* dstrect)
To render it, read more here.
Infinite loop ( while(1); )
You REALLY shouldn't do this, it'll just loop forever. Use SDL_Delay( 5000 ); to pause for 5000msec or 5 seconds.
A simpler way
You can use
int SDL_RenderDrawRect(SDL_Renderer* renderer,
const SDL_Rect* rect)
To draw a rect.
You should use
int SDL_SetRenderDrawColor(SDL_Renderer* renderer,
Uint8 r,
Uint8 g,
Uint8 b,
Uint8 a)
To set the color of what you are drawing, use
int SDL_RenderClear(SDL_Renderer* renderer)
After which you call your SDL_RenderDrawRect()
Up until this point, everything has been drawn "behind the scenes." To render it to the screen, use
void SDL_RenderPresent(SDL_Renderer* renderer)
Example
#include <SDL2/SDL.h>
int main (int argc, char** argv)
{
SDL_Window* window = NULL;
window = SDL_CreateWindow
(
"Jeu de la vie", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_SHOWN
);
// Setup renderer
SDL_Renderer* renderer = NULL;
renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED);
// Set render color to red ( background will be rendered in this color )
SDL_SetRenderDrawColor( renderer, 255, 0, 0, 255 );
// Clear winow
SDL_RenderClear( renderer );
// Creat a rect at pos ( 50, 50 ) that's 50 pixels wide and 50 pixels high.
SDL_Rect r;
r.x = 50;
r.y = 50;
r.w = 50;
r.h = 50;
// Set render color to blue ( rect will be rendered in this color )
SDL_SetRenderDrawColor( renderer, 0, 0, 255, 255 );
// Render rect
SDL_RenderFillRect( renderer, &r );
// Render the rect to the screen
SDL_RenderPresent(renderer);
// Wait for 5 sec
SDL_Delay( 5000 );
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
Result
You can read more about SDL2 on my blog.
This SDL program works fine (displays a windows and a draws a bitmap onto it), however, if I declare any variables in my program (such as int, long, etc), the windows freezes and is white instead of black and nothing draws. What could possibly cause this?
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
int main(int argc, char* argv[]) {
// line below will cause SDL crash
// int blabla = 640;
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow(
"A rather exceptional SDL window",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_OPENGL
);
if (window == NULL) {
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
SDL_Renderer *renderer;
SDL_Texture *texture;
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Surface *brush;
brush = IMG_Load("brush2.png");
texture = SDL_CreateTextureFromSurface(renderer, brush);
SDL_RenderClear(renderer);
SDL_Rect *sRect, *dRect;
sRect->w = 10;
sRect->h = 4;
sRect->x = 0;
sRect->y = 0;
dRect->w = 10;
dRect->h = 4;
dRect->x = 10;
dRect->y = 10;
SDL_RenderCopy(renderer, texture, sRect, dRect);
SDL_RenderPresent(renderer);
SDL_Delay(1000);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
You are writing unallocated memory.
SDL_Rect *sRect, *dRect;
sRect->w = 10; /* w doesn't exist. Writing is undefined behaviour. */
sRect and dRect are only pointers. They need to point to valid memory before struct members are accessed.
You could declare them in stack instead:
SDL_Rect sRect, dRect;
sRect.w = 10;
sRect.h = 4;
...
SDL_RenderCopy(renderer, texture, &sRect, &dRect);
You should also check return values of SDL_-functions. If those fail, and you continue execution regardless, you may experience weird behaviour or crashes.