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Eitsch

Don't get SDL working - Mac

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Eitsch    188
i have installed the framework into the system/frameworks directory. and here is my code (From the sdl documentation):
/*
 * SDL OpenGL Tutorial.
 * (c) Michael Vance, 2000
 * briareos@lokigames.com
 *
 * Distributed under terms of the LGPL. 
 */

#include <GLut/glut.h>
#include <SDL/SDL.h>

#include <stdio.h>
#include <stdlib.h>

#ifdef main                // I HAVE TO DO THIS - ohterwiese the program crashes WHY???
// I HAVE TO DO THIS - ohterwiese the program crashes
#  undef main
#endif


static GLboolean should_rotate = GL_TRUE;

static void quit_tutorial( int code )
{
    /*
     * Quit SDL so we can release the fullscreen
     * mode and restore the previous video settings,
     * etc.
     */
    SDL_Quit( );

    /* Exit program. */
    exit( code );
}

static void handle_key_down( SDL_keysym* keysym )
{

    /* 
     * We're only interested if 'Esc' has
     * been presssed.
     *
     * EXERCISE: 
     * Handle the arrow keys and have that change the
     * viewing position/angle.
     */
    switch( keysym->sym ) {
    case SDLK_ESCAPE:
        quit_tutorial( 0 );
        break;
    case SDLK_SPACE:
        should_rotate = !should_rotate;
        break;
    default:
        break;
    }

}

static void process_events( void )
{
    /* Our SDL event placeholder. */
    SDL_Event event;

    /* Grab all the events off the queue. */
    while( SDL_PollEvent( &event ) ) {

        switch( event.type ) {
        case SDL_KEYDOWN:
            /* Handle key presses. */
            handle_key_down( &event.key.keysym );
            break;
        case SDL_QUIT:
            /* Handle quit requests (like Ctrl-c). */
            quit_tutorial( 0 );
            break;
        }

    }

}

static void draw_screen( void )
{
    /* Our angle of rotation. */
    static float angle = 0.0f;

    /*
     * EXERCISE:
     * Replace this awful mess with vertex
     * arrays and a call to glDrawElements.
     *
     * EXERCISE:
     * After completing the above, change
     * it to use compiled vertex arrays.
     *
     * EXERCISE:
     * Verify my windings are correct here ;).
     */
    static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };
    static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };
    static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };
    static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };
    static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
    static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };
    static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };
    static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };
    static GLubyte red[]    = { 255,   0,   0, 255 };
    static GLubyte green[]  = {   0, 255,   0, 255 };
    static GLubyte blue[]   = {   0,   0, 255, 255 };
    static GLubyte white[]  = { 255, 255, 255, 255 };
    static GLubyte yellow[] = {   0, 255, 255, 255 };
    static GLubyte black[]  = {   0,   0,   0, 255 };
    static GLubyte orange[] = { 255, 255,   0, 255 };
    static GLubyte purple[] = { 255,   0, 255,   0 };

    /* Clear the color and depth buffers. */
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    /* We don't want to modify the projection matrix. */
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity( );

    /* Move down the z-axis. */
    glTranslatef( 0.0, 0.0, -5.0 );

    /* Rotate. */
    glRotatef( angle, 0.0, 1.0, 0.0 );

    if( should_rotate ) {

        if( ++angle > 360.0f ) {
            angle = 0.0f;
        }

    }

    /* Send our triangle data to the pipeline. */
    glBegin( GL_TRIANGLES );

    glColor4ubv( red );
    glVertex3fv( v0 );
    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( blue );
    glVertex3fv( v2 );


    glEnd( );

    /*
     * EXERCISE:
     * Draw text telling the user that 'Spc'
     * pauses the rotation and 'Esc' quits.
     * Do it using vetors and textured quads.
     */

    /*
     * Swap the buffers. This this tells the driver to
     * render the next frame from the contents of the
     * back-buffer, and to set all rendering operations
     * to occur on what was the front-buffer.
     *
     * Double buffering prevents nasty visual tearing
     * from the application drawing on areas of the
     * screen that are being updated at the same time.
     */
    SDL_GL_SwapBuffers( );
}

static void setup_opengl( int width, int height )
{
    float ratio = (float) width / (float) height;

    /* Our shading model--Gouraud (smooth). */
    glShadeModel( GL_SMOOTH );

    /* Culling. */
    glCullFace( GL_BACK );
    glFrontFace( GL_CCW );
    glEnable( GL_CULL_FACE );

    /* Set the clear color. */
    glClearColor( 0, 0, 0, 0 );

    /* Setup our viewport. */
    glViewport( 0, 0, width, height );

    /*
     * Change to the projection matrix and set
     * our viewing volume.
     */
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );
    /*
     * EXERCISE:
     * Replace this with a call to glFrustum.
     */
    gluPerspective( 60.0, ratio, 1.0, 1024.0 );
}

int main( int argc, char** argv )
{
    /* Information about the current video settings. */
    const SDL_VideoInfo* info = NULL;
    /* Dimensions of our window. */
    int width = 0;
    int height = 0;
    /* Color depth in bits of our window. */
    int bpp = 0;
    /* Flags we will pass into SDL_SetVideoMode. */
    int flags = 0;

    /* First, initialize SDL's video subsystem. */
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
        /* Failed, exit. */
        fprintf( stderr, "Video initialization failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /* Let's get some video information. */
    info = SDL_GetVideoInfo( );

    if( !info ) {
        /* This should probably never happen. */
        fprintf( stderr, "Video query failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /*
     * Set our width/height to 640/480 (you would
     * of course let the user decide this in a normal
     * app). We get the bpp we will request from
     * the display. On X11, VidMode can't change
     * resolution, so this is probably being overly
     * safe. Under Win32, ChangeDisplaySettings
     * can change the bpp.
     */
    width = 640;
    height = 480;
    bpp = info->vfmt->BitsPerPixel;

    /*
     * Now, we want to setup our requested
     * window attributes for our OpenGL window.
     * We want *at least* 5 bits of red, green
     * and blue. We also want at least a 16-bit
     * depth buffer.
     *
     * The last thing we do is request a double
     * buffered window. '1' turns on double
     * buffering, '0' turns it off.
     *
     * Note that we do not use SDL_DOUBLEBUF in
     * the flags to SDL_SetVideoMode. That does
     * not affect the GL attribute state, only
     * the standard 2D blitting setup.
     */
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    /*
     * We want to request that SDL provide us
     * with an OpenGL window, in a fullscreen
     * video mode.
     *
     * EXERCISE:
     * Make starting windowed an option, and
     * handle the resize events properly with
     * glViewport.
     */
    flags = SDL_OPENGL | SDL_FULLSCREEN;

    /*
     * Set the video mode
     */
    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
        /* 
         * This could happen for a variety of reasons,
         * including DISPLAY not being set, the specified
         * resolution not being available, etc.
         */
        fprintf( stderr, "Video mode set failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /*
     * At this point, we should have a properly setup
     * double-buffered window for use with OpenGL.
     */
    setup_opengl( width, height );

    /*
     * Now we want to begin our normal app process--
     * an event loop with a lot of redrawing.
     */
    while( 1 ) {
        /* Process incoming events. */
        process_events( );
        /* Draw the screen. */
        draw_screen( );
    }

    /*
     * EXERCISE:
     * Record timings using SDL_GetTicks() and
     * and print out frames per second at program
     * end.
     */

    /* Never reached. */
    return 0;
}
i get this output (after calling SDL_SetVideoMode - only if i use SDL_OPENGL als flag): 2005-12-03 23:12:31.722 wild[2327] *** _NSAutoreleaseNoPool(): Object 0x513920 of class NSCFString autoreleased with no pool in place - just leaking 2005-12-03 23:12:31.724 wild[2327] *** _NSAutoreleaseNoPool(): Object 0x514160 of class NSCFArray autoreleased with no pool in place - just leaking 2005-12-03 23:12:31.724 wild[2327] *** _NSAutoreleaseNoPool(): Object 0x514830 of class NSCFString autoreleased with no pool in place - just leaking 2005-12-03 23:12:31.724 wild[2327] *** _NSAutoreleaseNoPool(): Object 0x5148f0 of class NSCFArray autoreleased with no pool in place - just leaking 2005-12-03 23:12:31.725 wild[2327] *** _NSAutoreleaseNoPool(): Object 0x514970 of class NSPathStore2 autoreleased with no pool in place - just leaki.... after some time the program just crashes (SIGKILL). if i use Xcode with a SDL Project everything works fine but i don't want this. what is up here? thanks [Edited by - Eitsch on December 3, 2005 4:30:42 PM]

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Eitsch    188
this simple example works.

[code]
#include <stdlib.h>
#include <SDL/SDL.h>

#ifdef main
# undef main
#endif

int main(int argc, char *argv[])
{
if ( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "SDL konnte nicht initialisiert werden: %s\n", SDL_GetError());
exit(1);
}
atexit(SDL_Quit);

printf("LLOL\n");

return 0;
}[code]

---> also here i have to undef the main created by sdl.h

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igni ferroque    415
SDL provides its own main function. It creates an instance of NSApplication, which initializes Cocoa's garbage collector. By undefining theirs and defining your own, you bypassed that. That is why you received errors regarding the autorelease pool.

The solution is to remove the "#ifdef main" bit and rename your main function to SDL_main.

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