Reputation: 1756
I'm using SDL2 to learn how to make a simple 2D platform. I'm beginning to read SDL game development and the Lazy Foo's tutorial and I'm able to open a window and draw on a surface and blit that surface on the window (as it's done in legacy SDL), but if I try to do the same with hardware acceleration using the Renderer functions it doesn't display a thing! I'm running on windows 10,and when I launch the application it just shows the empty window. I tried to print some debug lines and it seems to open the bitmap, create the texture,but when I print the dimensions of the rectangle I get with QueryTexture it returns 0 and 0 !
//Game.cpp:
#include <SDL.h>
#include <SDL_image.h>
#include "Game.h"
#include <iostream>
bool Game::init(const char *title,int x,int y,int width,int height,int flags)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
return false;
m_pWindow = SDL_CreateWindow(title,x,y,width,height,flags);
if (m_pWindow == NULL)
return false;
m_pRenderer = SDL_CreateRenderer(m_pWindow,-1,0);
if (m_pRenderer == NULL)
return false;
SDL_SetRenderDrawColor(m_pRenderer,0,0,0,255);
return true;
}
void Game::handle_events()
{
SDL_Event event;
while (SDL_PollEvent(&event) != 0)
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
SDL_RenderCopy(m_pRenderer,m_pTexture,&m_sourceRectangle,&m_destinationRectangle);
SDL_RenderPresent(m_pRenderer);
}
void Game::clean()
{
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
bool Game::loadImage()
{
SDL_Surface *surface = SDL_LoadBMP("logo.bmp");
if (surface == NULL)
return false;
SDL_Texture *texture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
if (texture == NULL)
return false;
SDL_FreeSurface(surface);
SDL_QueryTexture(m_pTexture,NULL,NULL,&m_sourceRectangle.w,&m_sourceRectangle.h);
m_destinationRectangle.x = m_sourceRectangle.x = 0;
m_destinationRectangle.y = m_sourceRectangle.y = 0;
m_destinationRectangle.w = m_sourceRectangle.w;
m_destinationRectangle.h = m_sourceRectangle.h;
return true;
}
// main.cpp:
#include <SDL.h>
#include "Game.h"
#include <iostream>
#include <Windows.h>
Game *g_game = NULL;
int main(int argc,char **argv)
{
AllocConsole();
freopen("CON","w", stdout);
g_game = new Game();
if (g_game->init("my 2D platform game!",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,800,600,SDL_WINDOW_SHOWN) != true)
return 1;
if (g_game->loadImage() != true)
return 2;
g_game->render();
while (g_game->running())
{
g_game->handle_events();
g_game->update();
}
g_game->clean();
return 0;
}
Upvotes: 0
Views: 474
Reputation: 1702
The problem is that you do not assign the texture correctly in
the Game::loadImage()
function. In the line
SDL_Texture *texture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
the created texture is assigned to a local pointer variable, which goes out of scope at the end of the function. Instead, you need to assing the texture to the class variable:
m_pTexture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
As a note, you are not making good use of the C++ capabilities to manage the resources. I recommend that you invest some time in learning about recommended practices, for example from the C++ Core Guidelines.
Upvotes: 2