Reputation: 105
I have recently started using SDL2 in a C++ project, which is mainly used as a training project so I can learn using SDL2. One of the things I tried, was to write a simple label class. The Idea is that the label is created with given position and dimensions at start. Then when I call my 'setText()' function, the text would be rendered and shown on window. At first I used this approach:
// get a surface from given text
m_surf = TTF_RenderText_Solid(m_font, txt.c_str(), fgCol);
// get a texture from the previous surface
m_texture = SDL_CreateTextureFromSurface(r, m_surf);
// render it in 'r' which is the window renderer
SDL_RenderCopy(r, m_texture, NULL, &rect);
This works for me. So I thought to remove the overhead of creating textures every time text changes, then destroy them, and use SDL_UpdateTexture()
.
Well, this never worked! It always produces a corrupt output on screen, even though the call is successful:
// Once at ctor create a texture
m_texture = SDL_CreateTexture(r, SDL_PIXELFORMAT_RGBA32,SDL_TEXTUREACCESS_STATIC, rect.w, rect.h);
// ...
// later update when setText() is called get a surface from given text and update texture
m_surf = TTF_RenderText_Solid(m_font, txt.c_str(), fgCol);
rc = SDL_UpdateTexture(m_texture, NULL, m_surf->pixels, m_surf->pitch);
My first thought was that it's something wrong with the pixel formatting... so I also used a format convert before updating:
m_surf = SDL_ConvertSurfaceFormat(ts, SDL_PIXELFORMAT_RGBA32, 0);
where 'ts' is a temp surface where the text was rendered, and constant SDL_PIXELFORMAT_RGBA32 is same as the one I used to create the m_texture.
here is what I get on window when using 'SDL_UpdateTexture()'
Any Ideas ?
Thank you, Alex
Code Snip: I have written a compact piece of code that is related to reproduce problem
// label class declaration
class label
{
friend class panel;
public:
label(SDL_Window* const w, TTF_Font* const fnt, SDL_Rect rect);
~label();
int draw(SDL_Rect& rect);
int draw(SDL_Rect& rect,const std::string& txt, SDL_Color fgCol, int quality);
private:
std::string m_txt;
TTF_Font* const m_font = nullptr;
SDL_Surface *m_surf = nullptr;
SDL_Texture *m_texture = nullptr;
SDL_Rect m_rect{0,0,0,0};
SDL_Renderer *m_ren;
SDL_Window *m_wnd;
Uint32 m_pixForm;
};
// label class constructor
label::label(SDL_Window* const w, TTF_Font* const fnt, SDL_Rect rect):m_wnd(w),m_font(fnt),m_surf (nullptr), m_rect(rect)
{
// save window info locally for label object
m_ren =SDL_GetRenderer(m_wnd);
m_pixForm =SDL_GetWindowPixelFormat(m_wnd);
m_texture = SDL_CreateTexture(m_ren, m_pixForm,SDL_TEXTUREACCESS_STATIC, rect.w, rect.h);
m_surf = nullptr;
std::cout << "PixelFormat " << m_pixForm << " : " << SDL_GetPixelFormatName(m_pixForm) << std::endl;
}
// label class methods to render/draw text on screen
int label::setText(const std::string& txt, SDL_Color fgCol, int quality=0)
{
int w,h;
SDL_Surface *ts;
if(m_surf!=nullptr)SDL_FreeSurface(m_surf);
switch(quality)
{
case 1:
{
ts = TTF_RenderText_Shaded(m_font, txt.c_str(), fgCol, SDL_Color{0,0,0,0});
break;
}
case 2:
{
ts = TTF_RenderText_Blended(m_font,txt.c_str(), fgCol);
break;
}
default:
{
ts = TTF_RenderText_Solid(m_font, txt.c_str(), fgCol);
break;
}
}
std::cout << "Before pixFormat ts " << SDL_GetPixelFormatName(ts->format->format)<< std::endl;
m_surf = SDL_ConvertSurfaceFormat(ts, m_pixForm, 0);
std::cout << "After pixFormat surf : " << SDL_GetPixelFormatName(m_surf->format->format) << " ts " << SDL_GetPixelFormatName(ts->format->format)<< std::endl;
SDL_FreeSurface(ts);
TTF_SizeText(m_font, txt.c_str(), &w, &h);
std::cout << "Set text '" << txt << "' w: " << w << " h: " << h << std::endl;
}
int label::draw(SDL_Rect& rect)
{
// HERE is the one that draw the noise on screen!
{
int rc;
rc = SDL_UpdateTexture(m_texture, NULL, m_surf->pixels, m_surf->pitch);
if(rc)
{
std::cout << "Error updating texture " << rc <<std::endl;
return(rc);
}
}
// if it is replaced with the following it works:
/*
{
if(m_texture!=nullptr)SDL_DestroyTexture(m_texture);
m_texture = SDL_CreateTextureFromSurface(r, m_surf);
}
*/
SDL_RenderCopy(m_ren, m_texture, NULL, &rect);
}
int label::draw(SDL_Rect& rect,const std::string& txt, SDL_Color fgCol, int q)
{
setText(txt,fgCol,q);
draw(rect);
}
// main functiom. Init SDL, create window, create label and draw it:
int main( int argc, char * argv[] )
{
SDL_Window *wnd ;
SDL_Renderer *wrend;
int i;
wnd = SDL_CreateWindow("TestWin",SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,500,300,0);
wrend = SDL_CreateRenderer(wnd,-1,SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawBlendMode(wrend,SDL_BLENDMODE_ADD);
SDL_SetRenderDrawColor(wrend,0,0,0,255);
SDL_RenderClear(wrend);
SDL_Color fcol{255,255,0,128};
SDL_Rect lblBox;
lblBox.h = 120;
lblBox.w = 280;
lblBox.x = 1;
lblBox.y = 1;
label lbl(wnd, getCurrentFont(), lblBox); // create a label (getCurrentFont returns a valid TTF_Font pointer)
lbl.draw(lblBox,std::string("Text Test"), fcol, 2);
SDL_RenderPresent(wrend);
SDL_ShowWindow(wnd);
// .. more code here
}
Upvotes: 1
Views: 1983
Reputation: 1532
I tested your code on MacOS Catalina and last version of SDL2 and SDL2_ttf and had segmentation fault.
After debugging I found that in label::setText()
you use a quality parameter and if you pass quality=2 (to use the function TTF_RenderText_Blended()
), you will end up with a segmentation fault or garbage pixels.
But functions TTF_RenderText_Shaded()
and TTF_RenderText_Solid()
work well, I think this is directly linked to the fact that with TTF_RenderText_Blended(
) you have transparency in your surface.
Edit:
After digging a bit more I solved the segmentation fault I had previously by replacing the NULL value for the rect in line :
rc = SDL_UpdateTexture(m_texture, NULL, m_surf->pixels, m_surf->pitch);
by the size of m_surf:
SDL_Rect SurfRect;
SurfRect.x = 0;
SurfRect.y = 0;
SurfRect.w = m_surf->w;
SurfRect.h = m_surf->h;
...
rc = SDL_UpdateTexture(m_texture, SurfRect, m_surf->pixels, m_surf->pitch);
Edit 2 :
I directly look into the source file of the SDL2 to understand what was the difference between my tests and the code done internally by the function SDL_CreateTexture()
and you have to add these lines :
int rc = SDL_UpdateTexture(m_texture, &SurfRect, m_surf->pixels, m_surf->pitch);
{
Uint8 r, g, b, a;
SDL_BlendMode blendMode;
SDL_GetSurfaceColorMod(m_surf, &r, &g, &b);
SDL_SetTextureColorMod(m_texture, r, g, b);
SDL_GetSurfaceAlphaMod(m_surf, &a);
SDL_SetTextureAlphaMod(m_texture, a);
if (SDL_HasColorKey(m_surf)) {
/* We converted to a texture with alpha format */
SDL_SetTextureBlendMode(m_texture, SDL_BLENDMODE_BLEND);
} else {
SDL_GetSurfaceBlendMode(m_surf, &blendMode);
SDL_SetTextureBlendMode(m_texture, blendMode);
}
}
Find here my raw debug file (this isn't pretty)
Upvotes: 1