I have the following code in main.cpp
:
#include <SDL2/SDL.h>
#include <iostream>
int main(){
SDL_Init(SDL_INIT_VIDEO);
bool quit = false;
SDL_Event event;
SDL_Window * window = SDL_CreateWindow("Chess",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 720, 640, 0);
SDL_Delay(100);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_Surface * board = SDL_LoadBMP("board.bmp");
if (board == NULL) {
std::cout << "The image 'board.bmp' could not be loaded due to the following SDL error: " << SDL_GetError() << std::endl;
return 1;
}
else {
std::cout << "The image 'board.bmp' was loaded successfully" << std::endl;
}
SDL_Texture * board_texture = SDL_CreateTextureFromSurface(renderer, board);
if (board_texture == nullptr){
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
SDL_RenderCopy(renderer, board_texture, NULL, NULL);
while (!quit)
{
SDL_WaitEvent(&event);
SDL_RenderPresent(renderer);
switch (event.type)
{
case SDL_QUIT:
quit = true;
break;
}
SDL_Delay(15);
}
SDL_DestroyTexture(board_texture);
SDL_FreeSurface(board);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Both error checks return nothing, and I can't figure out why. Also, I build using:
g chess.cpp -o chess -I include -L lib -l SDL2-2.0.0
This seems to work for my Windows PC, but not on my Intel Macbook Pro. Are there any solutions/workarounds available?
CodePudding user response:
As documentation says
The backbuffer should be considered invalidated after each present; do not assume that previous contents will exist between frames. You are strongly encouraged to call SDL_RenderClear() to initialize the backbuffer before starting each new frame's drawing, even if you plan to overwrite every pixel.
So it should be:
SDL_WaitEvent(&event);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, board_texture, NULL, NULL);
SDL_RenderPresent(renderer);