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SDL_FillRect doing nothing in Mac OS X environment

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SDL isn't drawing any rectangles to the window in a Mac OS X environment, and I have no idea why. I've tried in both a Windows and an Ubuntu environment, and the rectangles are being drawn in those environments. I'm using SDL by using frameworks. This is what I write into the terminal:

g++ example.cpp -I/Library/Frameworks/SDL2.framework/Headers -F/Library/Frameworks -framework SDL2

This is the actual code of the program:

	#include <SDL2/SDL.h>
#include <iostream>
#include <stdio.h>
	const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int PLAYER_WIDTH = 20;
const int PLAYER_HEIGHT = 20;
SDL_Window* w = NULL;
SDL_Surface* s = NULL;
SDL_Renderer* r = NULL;
SDL_Rect BG = {0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
	 
	bool init() {
	    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        printf("Couldn't initialize. error: %s\n", SDL_GetError() );
        return false;
    } else {
	        w = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
	
        if(w == NULL) {
            printf("Couldn't make window. error:%s\n", SDL_GetError() );
            return false;
        } else {
            s = SDL_GetWindowSurface(w);
            r = SDL_CreateRenderer(w,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
            SDL_SetRenderDrawColor(r,0,0,0,0);
            return true;
        }
	    }
	}
	void close() {
    SDL_FreeSurface(s);
    SDL_DestroyWindow(w);
    SDL_DestroyRenderer(r);
    SDL_Quit();
	}
	class Player {
	    private:
        int x;
        int y;
        int xvel;
        int yvel;
        int acceleration;
        SDL_Rect collider;
	
    public:
	        bool landed;
	        Player() {
            x = 0;
            y = SCREEN_HEIGHT - PLAYER_HEIGHT;
            xvel = 0;
            yvel = 0;
            acceleration = -1;
            collider.x = x;
            collider.y = y;
            collider.w = PLAYER_WIDTH;
            collider.h = PLAYER_HEIGHT;            
            landed = true;
        }
	        int getx() {
            return x;
        }
	        int gety() {
            return y;
        }
	        void setx(int num) {
            x = num;
        }
	        void sety(int num) {
            y = num;
        }
	        void setyvel(int num) {
            yvel += num;
        }
	        void setxvel(int num) {
            xvel += num;
        }
	        void move() {
            x += xvel;
	            if( (y + PLAYER_HEIGHT) > SCREEN_HEIGHT) {
                
                y = SCREEN_HEIGHT - PLAYER_HEIGHT;
                yvel = 0;
                landed = true;
	            } else {
                if(landed != true) { //so sorry for the bad code, this was the only idea i had to debug "bouncing" of the player
                    y += yvel;
                    yvel = yvel - acceleration;
                }
                
            }
	            
            collider.x = x;
            collider.y = y;
        }
	        void render() {
            SDL_SetRenderDrawColor(r,255,255,255,255);
            SDL_RenderFillRect(r,&collider);
            SDL_SetRenderDrawColor(r,0,0,0,255);
        }
};
	
int main(int argc, char *argv[]) {
	bool quit = false;
SDL_Event e; //event for event polling
Player p;
int count = 0;
	    if(init() == false) {
	        printf("Init failed: %s\n", SDL_GetError());
	    } else {
        while(quit == false ) {
            while( SDL_PollEvent(&e) != 0) {
	                if(e.type == SDL_QUIT) {
                    quit = true;
                }
	
                
                if(e.type == SDL_KEYDOWN) {
	                    switch(e.key.keysym.sym) {
	                        case SDLK_LEFT: if(e.key.repeat == 0) { p.setxvel(-10); }
                        break;
	                        case SDLK_RIGHT: if(e.key.repeat == 0) { p.setxvel(10); }
                        break;
	                        case SDLK_UP:
	                        if(count < 5) {
                            p.setyvel(-3);
                            ++count;
                            }
                            p.landed = false;
                        
                        break;
	                    }
	                }
	                
	                if(e.type == SDL_KEYUP && e.key.repeat == 0) {
	                    switch(e.key.keysym.sym) {
	                        case SDLK_LEFT: p.setxvel(10);
                        break;
	                        case SDLK_RIGHT: p.setxvel(-10);
                        break;
	                        case SDLK_UP: count = 0;
                        break;
	                    }
	                }
	                
	            }
	            SDL_RenderClear(r);
            SDL_RenderFillRect(r,&BG);
            p.move();
            p.render();
            
	            SDL_RenderPresent(r);
        }
    }
	    close();

Please help me to get it working, I have no idea what's going on. I have SDL 2.0.7 and my Mac is OS X 10.10.3.

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The problem is caused by a line in the init function. Remove the following line and it will work.

s = SDL_GetWindowSurface(w);

This happens because this function initialises the window to be used in blit mode. The documentation states that you can either use Blit mode or the SDL renderer, you can't use both.

Quote

A new surface will be created with the optimal format for the window, if necessary. [...] You may not combine this (the blit mode) with 3D or the rendering API on this window. (https://wiki.libsdl.org/SDL_GetWindowSurface)

You missed the error because you did not check the return value of the next line.

r = SDL_CreateRenderer(w,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

If you call SDL_GetError, you get:

Renderer already associated with window

This means that the window already has a renderer and you cannot create another one for it. This is because the blit mode creates his own renderer internally. The blit mode is deprecated, still available for backwards compatibility.

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      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By 3dmodelerguy
      So in the few different tutorials that I have seen for using C++ / SDL, the implementation of the camera does not effect how the player is rendered but how the the rest of the world is rendered. Instead of changing the position / offset of where the player is rendered, you change the position / offset of where the map and other entities are renderer.
      Out of curiosity, is this the standard (or maybe only) way of doing things when working with lower level code like C++ / SDL?
      While it makes logical sense to me, my experience in game dev has always been high level abstractions (game engines like Unity or even libraries like Love) so it just feels wrong but maybe all of those engines / tools do it the same way and the abstraction they provide just hides that fact.
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