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 your Game::Game
finishes and gets a chance to assign a renderer, so it gets NULL
instead. NULL
is not a valid renderer and can't create textures. If you would have checked for error you would have got Invalid renderer
message. Also decent compiler with enabled warnings will tell something like warning: '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).