I'm calling SDL_RenderCopy and it gets called and returns normally but doesn't draw anything to the window. Edited to make the question and code clearer. I'm thinking I might be trying to use something beyond its scope and hence it can't be called but this doesn't produce any error so I'm not sure. Here's the simple picture I refer to https://commons.wikimedia.org/wiki/Category:PNG_chess_pieces/Standard_transparent#/media/File:Chess_kdt60.png
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
// Recreation of the problem. Doesnt draw anything onto the white screen.
class King{
public:
King(SDL_Renderer *renderer){
SDL_Surface *Piece;
Piece = IMG_Load("Pieces/BK.png"); // I'll attach the picture
king = SDL_CreateTextureFromSurface(renderer, Piece);
SDL_FreeSurface(Piece);
kingRect.h = 100;
kingRect.w = 100;
}
~King(){}
void render(SDL_Renderer *renderer){
SDL_RenderCopy(renderer, king, NULL, &kingRect); // 99% sure the problem is this
}
private:
SDL_Texture *king;
SDL_Rect kingRect;
};
class Game {
public:
Game(const char *title, int sidelength){
isRunning = true;
if(SDL_Init(SDL_INIT_EVERYTHING) != 0) isRunning = false;
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, sidelength, sidelength, SDL_WINDOW_OPENGL);
if(window == NULL) isRunning = false;
renderer = SDL_CreateRenderer(window, -1, 0);
if(!renderer) isRunning = false;
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
}
~Game(){}
void handleEvents(){
//Handles Events. I know this works.
}
}
void update(){};
void render(){
SDL_RenderClear(renderer);
BK.render(renderer);
SDL_RenderPresent(renderer);
}
void clean(){
//Cleans up after. I know this works.
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
}
bool running(){return(isRunning);}
King BK{renderer};
private:
bool isRunning{true};
SDL_Window *window;
SDL_Renderer *renderer;
};
Game *game = nullptr;
int main(int argc, const char *argv[]){
game = new Game("Testing Window", 800);
while(game->running()){
game->handleEvents();
game->update();
game->render();
}
game->clean();
return(0);
}
King BK{renderer};
field gets initialised before yourGame::Game
finishes and gets a chance to assign a renderer, so it getsNULL
instead.NULL
is not a valid renderer and can't create textures. If you would have checked for error you would have gotInvalid renderer
message. Also decent compiler with enabled warnings will tell something likewarning: 'Game::renderer' is used uninitialized in this function [-Wuninitialized]
; consider enabling better warning levels in your compiler.Second thing is that you never called
IMG_Init
with required image formats you intend to load.Third thing is that code is misformatted and wouldn't compile without modifications. I suggest testing code that you post as MCCVE for still being compilable and reproducing your problem (as MCCVE implies).