Lazyfoo Lesson 10

Whether you're a newbie or an experienced programmer, any questions, help, or just talk of any language will be welcomed here.

Moderator: Coders of Rage

Post Reply
RandomDever
Chaos Rift Regular
Chaos Rift Regular
Posts: 198
Joined: Thu Mar 26, 2009 8:42 pm
Current Project: My Engine
Programming Language of Choice: C++

Lazyfoo Lesson 10

Post by RandomDever »

Code: Select all

/*This source code copyrighted by Lazy Foo' Productions (2004-2009) and may not
be redestributed without written permission.*/

//The headers
#include "SDL.h"
#include "SDL_image.h"
#include "SDL_ttf.h"
#include <string>

//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;

//The surfaces
SDL_Surface *background = NULL;
SDL_Surface *upMessage = NULL;
SDL_Surface *downMessage = NULL;
SDL_Surface *leftMessage = NULL;
SDL_Surface *rightMessage = NULL;
SDL_Surface *message = NULL;
SDL_Surface *screen = NULL;

SDL_Surface *up = NULL;
SDL_Surface *down = NULL;
SDL_Surface *left = NULL;
SDL_Surface *right = NULL;


//The event structure
SDL_Event event;

//The font
TTF_Font *font = NULL;

//The color of the font
SDL_Color textColor = { 0, 0, 0 };

//Get the keystates
Uint8 *keystates = SDL_GetKeyState( NULL ); 

SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    SDL_Surface* loadedImage = NULL;

    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;

    //Load the image
    loadedImage = IMG_Load( filename.c_str() );

    //If the image loaded
    if( loadedImage != NULL )
    {
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );

        //Free the old surface
        SDL_FreeSurface( loadedImage );

        //If the surface was optimized
        if( optimizedImage != NULL )
        {
            //Color key surface
            SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
        }
    }

    //Return the optimized surface
    return optimizedImage;
}

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL )
{
    //Holds offsets
    SDL_Rect offset;

    //Get offsets
    offset.x = x;
    offset.y = y;

    //Blit
    SDL_BlitSurface( source, clip, destination, &offset );
}

bool init()
{
    //Initialize all SDL subsystems
    if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 )
    {
        return false;
    }

    //Set up the screen
    screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE );

    //If there was an error in setting up the screen
    if( screen == NULL )
    {
        return false;
    }

    //Initialize SDL_ttf
    if( TTF_Init() == -1 )
    {
        return false;
    }

    //Set the window caption
    SDL_WM_SetCaption( "Press an Arrow Key", NULL );

    //If everything initialized fine
    return true;
}

bool load_files()
{
    //Load the background image
    background = load_image( "background.png" );

    //Open the font
    font = TTF_OpenFont( "lazy.ttf", 60 );

    //If there was a problem in loading the background
    if( background == NULL )
    {
        return false;
    }

    //If there was an error in loading the font
    if( font == NULL )
    {
        return false;
    }

    //If everything loaded fine
    return true;
}

void clean_up()
{
    //Free the surfaces
    SDL_FreeSurface( background );
    SDL_FreeSurface( upMessage );
    SDL_FreeSurface( downMessage );
    SDL_FreeSurface( leftMessage );
    SDL_FreeSurface( rightMessage );

    //Close the font
    TTF_CloseFont( font );

    //Quit SDL_ttf
    TTF_Quit();

    //Quit SDL
    SDL_Quit();
}

int main( int argc, char* args[] )
{
    //Quit flag
    bool quit = false;

    //Initialize
    if( init() == false )
    {
        return 1;
    }

    //Load the files
    if( load_files() == false )
    {
        return 1;
    }

    //Generate the message surfaces
    upMessage = TTF_RenderText_Solid( font, "Up was pressed.", textColor );
    downMessage = TTF_RenderText_Solid( font, "Down was pressed.", textColor );
    leftMessage = TTF_RenderText_Solid( font, "Left was pressed", textColor );
    rightMessage = TTF_RenderText_Solid( font, "Right was pressed", textColor );

    //Apply the background
    apply_surface( 0, 0, background, screen );

    //While the user hasn't quit
    while( quit == false )
    {
        //If there's an event to handle
        if( SDL_PollEvent( &event ) )
        {
			//If up is pressed
			if( keystates[ SDLK_UP ] ) {
				apply_surface( ( SCREEN_WIDTH - up->w ) / 2, ( SCREEN_HEIGHT / 2 - up->h ) / 2, up, screen );
			}
			//If down is pressed
			if( keystates[ SDLK_DOWN ] ) {
				apply_surface( ( SCREEN_WIDTH - down->w ) / 2, ( SCREEN_HEIGHT / 2 - down->h ) / 2 + ( SCREEN_HEIGHT / 2 ), down, screen );
			}
			//If left is pressed
			if( keystates[ SDLK_LEFT ] ) {
				apply_surface( ( SCREEN_WIDTH / 2 - left->w ) / 2, ( SCREEN_HEIGHT - left->h ) / 2, left, screen );
			}
			//If right is pressed
			if( keystates[ SDLK_RIGHT ] ) {
				apply_surface( ( SCREEN_WIDTH / 2 - right->w ) / 2 + ( SCREEN_WIDTH / 2 ), ( SCREEN_HEIGHT - right->h ) / 2, right, screen );
			}
			//Update the screen
			if( SDL_Flip( screen ) == -1 ) {
				return 1;
			} 
            //If a key was pressed
            if( event.type == SDL_KEYDOWN )
            {
                //Set the proper message surface
                switch( event.key.keysym.sym )
                {
                    case SDLK_UP: message = upMessage; break;
                    case SDLK_DOWN: message = downMessage; break;
                    case SDLK_LEFT: message = leftMessage; break;
                    case SDLK_RIGHT: message = rightMessage; break;
                }
            }

            //If the user has Xed out the window
            else if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        //If a message needs to be displayed
        if( message != NULL )
        {
            //Apply the background to the screen
            apply_surface( 0, 0, background, screen );

            //Apply the message centered on the screen
            apply_surface( ( SCREEN_WIDTH - message->w ) / 2, ( SCREEN_HEIGHT - message->h ) / 2, message, screen );

            //Null the surface pointer
            message = NULL;
        }

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }
    }

    //Clean up
    clean_up();

    return 0;
}
Every time I press an arrow key I get an error:
"SDLtest 2.exe has encountered a problem and needs to close. We are sorry for the inconvenience."
:cry: :cry: :cry: :cry: :cry: :cry: :cry:
User avatar
Bludklok
Chaos Rift Junior
Chaos Rift Junior
Posts: 241
Joined: Tue Apr 14, 2009 1:31 am
Current Project: EnigmaCore
Favorite Gaming Platforms: PC, N64, Playstation1, Playstation2
Programming Language of Choice: C++
Location: New Jersey
Contact:

Re: Lazyfoo Lesson 10

Post by Bludklok »

Make sure you declared the bitmap/buffer that your writing to. I don't know much about SDL but with Allegro 9 times out of 10 its because of an undeclared bitmap.
Youtube
Website
Current project: Enigma Core
andrew
Chaos Rift Regular
Chaos Rift Regular
Posts: 121
Joined: Mon Dec 08, 2008 2:12 pm

Re: Lazyfoo Lesson 10

Post by andrew »

After this part:

Code: Select all

        //Generate the message surfaces
        upMessage = TTF_RenderText_Solid( font, "Up was pressed.", textColor );
        downMessage = TTF_RenderText_Solid( font, "Down was pressed.", textColor );
        leftMessage = TTF_RenderText_Solid( font, "Left was pressed", textColor );
        rightMessage = TTF_RenderText_Solid( font, "Right was pressed", textColor );
Add this:

Code: Select all

        up = TTF_RenderText_Solid( font, "Up", textColor );
        down = TTF_RenderText_Solid( font, "Down", textColor );
        left = TTF_RenderText_Solid( font, "Left", textColor );
        right = TTF_RenderText_Solid( font, "Right", textColor );
It helps to initialize stuff before it's used. ;)
You'll see that it still doesn't work like you want, but at least it isn't crashing anymore.
Post Reply