Unfortunately I do not get a picture but only a white screen. I am currently learning c ++ and sdl.
error message:
SDL_image Error: Couldn't open test.jpg
I am using Visual Studio on a Windows 10 computer.
#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
#include <windows.h>
#include <string>
using namespace std;;
string ExePath() {
char buffer[MAX_PATH];
GetModuleFileName(NULL, buffer, MAX_PATH);
string::size_type pos = string(buffer).find_last_of("\\/");
return string(buffer).substr(0, pos);
}
int main(int argc, char* args[]) {
cout << "my directory is " << ExePath() << "\n";
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
std::cout << "SDL load fail" << std::endl;
return -1;
}
SDL_Window* window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 500, 500, SDL_WINDOW_SHOWN);
if (window == NULL) {
std::cout << "Window load fail." << std::endl;
return -1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL) {
std::cout << "Renderer load fail." << std::endl;
return -1;
}
SDL_Texture* background = IMG_LoadTexture(renderer, "test.jpg");
if (background == NULL) {
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
SDL_Delay(5000);
return -1;
}
SDL_Rect pos;
pos.x = 20;
pos.y = 30;
pos.w = 460;
pos.h = 300;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background, NULL, &pos);
SDL_RenderPresent(renderer);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
atexit(SDL_Quit);
return 0;
}
I have already tried the absolute path. The picture is also in the correct folder. Smaller pictures, jpeg, png. I do not know.
SDL Image is a separate library. You should initialize it befor using it. Something like this:
////...
int imgFlags = IMG_INIT_JPG; // or IMG_INIT_PNG;
// not sure about the imgFlags parameter, read the docs.
if( !( IMG_Init( imgFlags ) & imgFlags ) )
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
}
/// the rest is the same...
SDL_Texture* background = IMG_LoadTexture(renderer, "test.jpg");
if (background == NULL) {
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
SDL_Delay(5000);
return -1;
}
/// ...
Some reference https://discourse.libsdl.org/t/help-with-initializing-sdl-image/23601
EDIT: And for the "one step closer": I think your delay is in the wrong place.
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background, NULL, &pos);
SDL_RenderPresent(renderer);
SDL_Delay(5000); //////// For example try putting int here
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
atexit(SDL_Quit);
std::cout << "Bye!" << std::endl;
return 0;