Sdl2 create window

GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Low-level C components are wrapped in Rust code to make them more idiomatic and abstract away inappropriate manual memory management.

If you want a library compatible with earlier versions of SDL, please see here. Below 2.

sdl2 create window

If you experience this issue because you are on a LTS machine for instance, Ubuntu Since 0. While this should work for any architecture, you will need a C compiler like gccclangor MS's own compiler to use this feature properly.

sdl2 create window

Arch example: Arch doesn't have separate regular and development packages, everything goes together. On OSX, it's a good idea to install these via homebrew.

If you're having issues with either homebrew or macports, see here. To build and test the sdl2 crate with this feature, use:. To depend on the sdl2 crate with this feature enabled, put the following in your project's Cargo. Alternatively, you can re-export the feature in your package by putting the following in your Cargo.

When you're shipping your game make sure to copy SDL2. If you want to use the static-link feature with the windows-gnu toolchain, then you will also need the following libraries:. These files are not currently included with the windows-gnu toolchain, but can be downloaded here. Copy them to your toolchain's lib directory the same one you copied the SDL. This means that if you want to use the static-link feature with the windows-msvc toolchain, you have to either.

If you're using cargo to manage your project, you can download through Crates. Those features need their respective libraries, which can be found at these locations : the install process is the same as SDL2. A somewhat outdated version of this binding can be found here. Some examples require some features, you can enable them like so:.

In the sdlrender module, Texture has by default lifetimes to prevent it from out-living its parent TextureCreator. This removes the lifetimes on the Texture s, at the cost of optional manual memory management.

If you want to manually destroy the Texture s you use, you can call the destroy method of your Texture s, but beware that it should not be called if none of the parents Canvas or TextureCreator are alive. If you do not call this method, the memory will simply be freed when the last Canvas or the last TextureCreator will be freed.

There is no online documentation for this feature, however you can build it yourself in your project by enabling the feature in your Cargo. The sdl2-sys that was generated for this crate is very generic and can be used on a lot of platforms with very few limitations. However, you may sometimes face trouble when using platform-specific features of SDL2, for instance the WindowManager category. The feature "use-bindgen" allows you to avoid this limitation by generating the proper bindings depending on your target.

It will take the headers based on what pkg-config outputs if you enabled the feature "use-pkg-config" and generate bindings based on them. If you don't have pkg-config or disabled the feature, it will try to get the headers in SDL If somehow you have your own headers that you want to use use a beta version, an older version, Follow the following process to get the header directory.

In the Cargo.

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If there is more than one directory, they are combined with : as a separator. For more discussion see the corresponding issue.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. I'm building an editor. Is it possible to create a child window of SDL2 within a Win32 gui? Yes it is SDL 2 allows you to tie your window directly to a window handle of a parent window.

You would create the win32 window as normal and it looks like you still need to use the win32 event system.

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I have not tried the SDL's in conjunction with it however. EDIT 2 Events do work and you will use the event loop inside of a main loop or however you choose to do it as normal. You do not need to use the WndProc callback. But, it must be present for window creation it may look like below :.

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Asked 5 years, 10 months ago. Active 5 years, 10 months ago. Viewed 7k times. ChocoMan ChocoMan 7 7 silver badges 27 27 bronze badges. Can't you just initialize your win32 gui and do stuff with it and inside that window initialize an SDL2 viewport in DirectX the window you're working with is called the viewport.

Instead of giving it the whole window just initialize it with a portion. Something like this maybe: lazyfoo.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I want to create a window the size of an image i have.

The image is x pixels, but my screen is x and when the window is created it shrinks to the size of the screen.

This seems to work for me. This causes the window to be locked in maximized mode, therefore limiting the window to the screens's resolution. I don't think it's possible. You probably are at the largest resolution possible and your video card probably can not handle anything more than that. You still could try to load that on memory and then zoom and or pan the image. What problem are you trying to solve?

Learn more. SDL2, create window bigger than screen Ask Question. Asked 5 years, 10 months ago. Active 4 years, 7 months ago. Viewed times.

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How can i create a window the size of the image? Active Oldest Votes. Micho 3, 11 11 gold badges 32 32 silver badges 39 39 bronze badges. AldaronLau AldaronLau 2 2 silver badges 7 7 bronze badges. TalesM TalesM 7 7 silver badges 11 11 bronze badges. But i could do it on sdl1.We're also going to include C standard IO to print errors to the console.

You're probably more used to using iostream, but I use printf in my applications because it's more thread safe. For these early applications, use what ever you are most comfortable with. After including our headers, we declare the width and height of the window we're going to render to. Any other type of main function will cause an undefined reference to main.

SDL requires this type of main so it is compatible with multiple platforms. We then declare our SDL window which we will be creating in a little bit.

Following that we have a screen SDL surface. A SDL surface is just a 2D image. A 2D image can be loaded from a file or it can be the image inside of a window. In this case it will be the image we see inside of the window on the screen. After declaring our window and screen surface, we initialize SDL.

When there's an error we want to print to the console what happened, other wise the application will just flash for a second and then go away. If you have never used printf before, it stands for print format. It prints the string in the first argument with the variables in the following arguments. When there's an error here, "SDL could not initialize! Whenever something goes wrong you need to know why. The first argument sets the window's caption or this part of the window:.

If the window was created successfully, we want to get the window's surface so we can draw to it. Don't worry too much about this function here.

This tutorial is only concerned about getting a window to pop up. An important thing to know about rendering is that just because you've drawn something to the screen surface doesn't mean you'll see it. After you've done all your drawing you need to update the window so it shows everything you drew.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I've set up a separate thread to handle screen refreshes on a game port. This allows me to concentrate on just updating the memory buffer I use for the main game with simple block graphics.

All I have to worry about is changing what is where, the rendering thread will automatically update the display texture in the background. It works great after adding in a delay between rendering loops. It doesn't give an error, it just sits there doing nothing. The InitVideo section of the thread is:. The Sleep command is to give the video time to initialize and open up.

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It's just a black screen for a few seconds after it's up and running, but I can live with that. The first screen is just an information screen anyways. If I happen to but something into the buffer before the screen opens up and starts rendering, it shouldn't be a problem.

The thing is, about 8 times out of 10, the window will never open. The output stops at "Creating Window" and never gets anything else. I've waited up to 30 minutes with nothing. I have to force exit through windows. I cannot figure out any sort of pattern. I'll load the game once without issue, then the next five times with Visual Studio open or closed, it will fail.

Then it will succeed the next 10 times, then fail 20 times, etc When it does work, it works great, without any problems or crashes so far. No error messages, no nothing. I hit F11 step into, and it just sits there. It doesn't go on, it doesn't go in. I tried to post a question on the SDL forum, but apparently it's locked out so that I can't post new messages. And, yes, I did validate my account with the e-mail.

This forum post is old from before SDL2 but I don't think this part changed much. I'd advise you to move your processing loop to another thread and leave everything video and event related in the main thread, as SDL seems to not be ready for your use case, you'll achieve the same desired effect.

Also be aware that having the rendering loop detached from update loop can cause some gameplay problems e. You might be seeing the past frame instead of the current.

This is mainly in response to all the comments, but also has the answer to my original problem. Comments just don't give me the space to say everything that needs saying here. First, the answer, as it appears to apply to my problem. It seems that the code I posted actually works just fine as far as my issue goes at least. I don't remember changing it or changing it back, and never had any reason to do so.

I discovered this when I went to switch to release mode, and discovered that an exe file had already been built there with none of the needed support files present - SDL2.

sdl2 create window

Going back through my archive I periodically archive the entire project directory, I tracked down the two points or close, where it switched, and this led me to the following conclusions. Having any SDL calls outside that thread even event polling it seems, will lead to apparently random and in some cases quite illogical, errors.

For example, for some reason having SDL calls in separate threads caused access violation faults when I closed a file stream my log file in this case.Previouslywe got some motivation to use Rust and configured our development environment. In this lesson, we will create a window! If that does not sound too exciting, we will also learn about Rust libraries.

Very exciting. To create a window that works across multiple platforms, as well as provides such niceties as OpenGL context or multi-platform input, we will use SDL2.

Rust libraries are called cratesand the Rust crate manager is cargo command-line tool. Crates can be found by searching central Rust crate repository at crates. A new Rust library can be created either manually or using cargo new library-name command. The directory structure for a new library would look quite similar to our first hello-world project:.

The difference from executable project, is that instead of main. This is configuration by convention, and it could be changed if needed. It contains crate identifier, list of dependencies, links to documentation, and many other things explained in cargo documentation book. As you may know, libsdl is, in fact, a C project. On sdl2 crate pageyou can find links to documentation, github repository. For better or worse, I have picked SDL for this tutorial.

However, you should be aware that there are Rust alternatives. So if the SDL2 does not work, or you want to go with more Rusty solution, try winit! Library authors can provide link to crate documentation in their Cargo. This is that link. It contains API reference. This links to github rust-sdl2 project. In case of sdl2 crate, it contains information of how to set-up SDL2. Add [dependencies] section to Cargo.

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At the time of writing this, the latest sdl2 crate version was 0. You can input the exact same version to make sure everything compiles. At the top of main. Sdl functions can then be referenced like sdlinit.

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Replace println!Beginning Game Programming v2. By the end of these tutorials, you'll know the basics to make your first real video game! Like Lazy Foo' Productions on Facebook:. If you find any bugs or typos in the tutorials please contact me. Lesson 01 Hello SDL. In this tutorial we will be setting up the SDL library and creating our first window.

Lesson 02 Getting an Image on the Screen. Lesson 03 Event Driven Programming. Here we'll start handling user input by allowing the user to X out the window. Lesson 04 Key Presses. Now that we know how to load and blit surfaces, it's time to make our blits faster. We'll also take a smaller image and stretch it to fit the screen.

Lesson 07 Texture Loading and Rendering. A big new feature in SDL 2. Here we'll be loading an image to render it using textures.

sdl2 create window

Lesson 08 Geometry Rendering. Another new feature in SDL 2. Here we'll be using it to render some common shapes.

Lesson 09 The Viewport. SDL 2. We'll be using the viewport to create subscreens. Lesson 10 Color Keying. Lesson 11 Clip Rendering and Sprite Sheets. Using clip rendering, you can keep multiple images on one texture and render the part you need. We'll be using this to render individual sprites from a sprite sheet. Lesson 12 Color Modulation. We'll be altering the color of rendered textures using color modulation.

Game Development with SDL2 Part 1: Creating a Window

Lesson 13 Alpha Blending. Lesson 14 Animated Sprites and Vsync. Lesson 15 Rotation and Flipping. Lesson 16 True Type Fonts. Lesson 17 Mouse Events. Lesson 18 Key States. There are other ways to read the keys besides event polling. Here we will get the current state of the keyboard using key states. Lesson 19 Gamepads and Joysticks. Lesson 20 Force Feedback. Another new feature for SDL 2.

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