I'm trying to write a simple game in C. I use SDL2 to draw stuffs. Here is a main loop:
...
while( !quit_f )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit_f = 1;
}
}
currTime = clock();
dt = (float)((currTime - t)/1000.0f);
update_player(dt, player);
printf("locks before drawing: %i\n", player->surface->locked );
draw_player(player);
printf("\n");
printf("%p\n", player->surface);
printf("locks before window update: %i\n", player->surface->locked );
//Update window surface
SDL_UpdateWindowSurface( window );
printf("%s\n", SDL_GetError());
printf("locks after window update: %i\n", player->surface->locked );
printf("\n");
t = currTime;
}
...
Here is the draw_player function:
void draw_player(struct GameObject * self){
printf("%p\n", self->surface);
printf("locks iside draw_player - before blit: %p\n", self->surface->locked);
SDL_BlitSurface(window, NULL, self->surface, NULL);
printf("locks iside draw_player - after blit: %p\n", self->surface->locked);
}
It compiles fine but it does not display player after running it. Output:
locks before drawing: 0
0x89795b0
locks iside draw_player - before blit: (nil)
locks iside draw_player - after blit: (nil)
0x89795b0
locks before window update: 0
Surfaces must not be locked during blit
locks after window update: 0
I don't get why is self->surface->locked
NULL inside draw_player function. Pointers to the surface are the same, so... I don't really get it.
I don't call SDL_LockSurface anywhere in my code but SDL complains that surface is locked during blit - Surfaces must not be locked during blit
. I tried to call SDL_UnlockSurface before SDL_BlitSurface but nothing changed. Any ideas? I have to note that I am begginer in C and SDL.
I run Fedora 24. Since SDL is cross-platform lib it should not be a problem.
I use gcc 6.1.1.
Player's sprite is in png format that is why I use IMG_Load. Here is how player is created:
void init_player(struct GameObject * player, char * path, float x, float y){
SDL_Surface * image = IMG_Load(path);
if(image == NULL){
printf("Error while loading png: %s\n", IMG_GetError());
return;
}
// direction vector
player_dir = malloc(sizeof(Vector2d));
player_dir->x = 0.0f;
player_dir->y = 0.0f;
// destination rectangle
SDL_Rect * dRect = malloc(sizeof(SDL_Rect));
dRect->x = round(x);
dRect->y = round(y);
dRect->w = image->w;
dRect->h = image->h;
player->surface = image;
player->destRect = dRect;
player->x = x;
player->y = y;
player->width = image->w;
player->height = image->h;
player->update = update_player; // function pointer
player->draw = draw_player; // function pointer
}
And last thing I have to tell you. I store pointers to draw and update functions in the GameObject struct. So I call update_player like player->update(...)
. It's the same with draw functions. It is a bit hacky style but I like it. I tried to call draw_player right away. Since a result was the same I think my coding style is not a problem. But I might be wrong. Feel free to correct me.
EDIT:
I might found that bug. SDL_BlitSurface(window, NULL, self->surface, NULL);
should be SDL_BlitSurface(screenSurface, NULL, self->surface, NULL);
. Window is a pointer to SDL_Window and screenSurface is a pointer to SDL_Surface. Why didnt it throw a error during compilation??
Ok, error is gone. But nothing displays.
EDIT no. 2
I found it. It was such a stupid mistake.
This is the right solution: SDL_BlitSurface(self->surface, NULL, screenSurface, NULL);
Here is how SDL_BlitSurface looks like:
int SDL_BlitSurface(SDL_Surface* src,
const SDL_Rect* srcrect,
SDL_Surface* dst,
SDL_Rect* dstrect)
First has to be a source surface and third destination surface. It was written conversely. It caused a bug.