Why can't this simple SDL app be closed without task manager or rapid clicking of x button?
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I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.
Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.
SDLWrapper.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include <vector>
#include "include/SDLWrapper.h"
using namespace std;
#define TICK_INTERVAL 16
static int next_time;
SDLWrapper::SDLWrapper() {
}
int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
SDL_Event event;
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while (1) {
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
SDL_RenderClear(renderer);
rasterPixels = (*generateRaster)();
for (int i = 0; i < rasterPixels.size(); ++i)
{
for (int j = 0; j < rasterPixels.at(i).size(); ++j)
{
SDL_SetRenderDrawColor(renderer,
rasterPixels.at(i).at(j).R,
rasterPixels.at(i).at(j).G,
rasterPixels.at(i).at(j).B, 255);
SDL_RenderDrawPoint(renderer, i, j);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
RGB SDLWrapper::peek(int x, int y){
return rasterPixels.at(x).at(y);
}
void SDLWrapper::poke(int x, int y, RGB color) {
rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
}
int SDLWrapper::time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
RayCaster1.cpp
#include "include/SDLWrapper.h"
#include <iostream>
#include <vector>
#define WINDOW_WIDTH 600
#define mapWidth 24
#define mapHeight 24
vector<vector<RGB>> rasterPixels;
vector<vector<RGB>> generateRaster(){
RGB greenPixel;
greenPixel.R = 255;
greenPixel.G = 255;
greenPixel.B = 255;
for(int i = 0; i < WINDOW_WIDTH; i++) {
vector<RGB> column;
for(int j = 0; j < WINDOW_WIDTH; j++){
column.push_back(greenPixel);
}
rasterPixels.push_back(column);
}
return rasterPixels;
}
int main(int /*argc*/, char */*argv*/)
{
double posX = 22, posY = 12; //x and y start position
double dirX = -1, dirY = 0; //initial direction vector
double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane
SDLWrapper sdlWrapper;
sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
}
c++ sdl sdl2
New contributor
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add a comment |
$begingroup$
I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.
Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.
SDLWrapper.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include <vector>
#include "include/SDLWrapper.h"
using namespace std;
#define TICK_INTERVAL 16
static int next_time;
SDLWrapper::SDLWrapper() {
}
int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
SDL_Event event;
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while (1) {
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
SDL_RenderClear(renderer);
rasterPixels = (*generateRaster)();
for (int i = 0; i < rasterPixels.size(); ++i)
{
for (int j = 0; j < rasterPixels.at(i).size(); ++j)
{
SDL_SetRenderDrawColor(renderer,
rasterPixels.at(i).at(j).R,
rasterPixels.at(i).at(j).G,
rasterPixels.at(i).at(j).B, 255);
SDL_RenderDrawPoint(renderer, i, j);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
RGB SDLWrapper::peek(int x, int y){
return rasterPixels.at(x).at(y);
}
void SDLWrapper::poke(int x, int y, RGB color) {
rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
}
int SDLWrapper::time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
RayCaster1.cpp
#include "include/SDLWrapper.h"
#include <iostream>
#include <vector>
#define WINDOW_WIDTH 600
#define mapWidth 24
#define mapHeight 24
vector<vector<RGB>> rasterPixels;
vector<vector<RGB>> generateRaster(){
RGB greenPixel;
greenPixel.R = 255;
greenPixel.G = 255;
greenPixel.B = 255;
for(int i = 0; i < WINDOW_WIDTH; i++) {
vector<RGB> column;
for(int j = 0; j < WINDOW_WIDTH; j++){
column.push_back(greenPixel);
}
rasterPixels.push_back(column);
}
return rasterPixels;
}
int main(int /*argc*/, char */*argv*/)
{
double posX = 22, posY = 12; //x and y start position
double dirX = -1, dirY = 0; //initial direction vector
double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane
SDLWrapper sdlWrapper;
sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
}
c++ sdl sdl2
New contributor
$endgroup$
add a comment |
$begingroup$
I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.
Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.
SDLWrapper.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include <vector>
#include "include/SDLWrapper.h"
using namespace std;
#define TICK_INTERVAL 16
static int next_time;
SDLWrapper::SDLWrapper() {
}
int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
SDL_Event event;
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while (1) {
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
SDL_RenderClear(renderer);
rasterPixels = (*generateRaster)();
for (int i = 0; i < rasterPixels.size(); ++i)
{
for (int j = 0; j < rasterPixels.at(i).size(); ++j)
{
SDL_SetRenderDrawColor(renderer,
rasterPixels.at(i).at(j).R,
rasterPixels.at(i).at(j).G,
rasterPixels.at(i).at(j).B, 255);
SDL_RenderDrawPoint(renderer, i, j);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
RGB SDLWrapper::peek(int x, int y){
return rasterPixels.at(x).at(y);
}
void SDLWrapper::poke(int x, int y, RGB color) {
rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
}
int SDLWrapper::time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
RayCaster1.cpp
#include "include/SDLWrapper.h"
#include <iostream>
#include <vector>
#define WINDOW_WIDTH 600
#define mapWidth 24
#define mapHeight 24
vector<vector<RGB>> rasterPixels;
vector<vector<RGB>> generateRaster(){
RGB greenPixel;
greenPixel.R = 255;
greenPixel.G = 255;
greenPixel.B = 255;
for(int i = 0; i < WINDOW_WIDTH; i++) {
vector<RGB> column;
for(int j = 0; j < WINDOW_WIDTH; j++){
column.push_back(greenPixel);
}
rasterPixels.push_back(column);
}
return rasterPixels;
}
int main(int /*argc*/, char */*argv*/)
{
double posX = 22, posY = 12; //x and y start position
double dirX = -1, dirY = 0; //initial direction vector
double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane
SDLWrapper sdlWrapper;
sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
}
c++ sdl sdl2
New contributor
$endgroup$
I wrote a simple app that generates a window, a raster, and redraws the raster once every 16ms. Right now the calculations are empty, it just draws a solid color. I don't know how, but I have created a very resource hungry app that cannot be easily closed. I generally have to close it via the task manager.
Here is my SDL "wrapper" class. Below this class is what will eventually calculate a ray caster. I initially thought my call to SDL_RenderDrawPoint for every pixel in the 600x600 window was causing the issue, but I still cannot close the window easily with that code commented out.
SDLWrapper.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include <vector>
#include "include/SDLWrapper.h"
using namespace std;
#define TICK_INTERVAL 16
static int next_time;
SDLWrapper::SDLWrapper() {
}
int SDLWrapper::setupSDLRenderer(int WINDOW_WIDTH, vector<vector<RGB>> (*generateRaster)()){
SDL_Event event;
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_WIDTH, 0, &window, &renderer);
next_time = SDL_GetTicks() + TICK_INTERVAL;
while (1) {
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
SDL_RenderClear(renderer);
rasterPixels = (*generateRaster)();
for (int i = 0; i < rasterPixels.size(); ++i)
{
for (int j = 0; j < rasterPixels.at(i).size(); ++j)
{
SDL_SetRenderDrawColor(renderer,
rasterPixels.at(i).at(j).R,
rasterPixels.at(i).at(j).G,
rasterPixels.at(i).at(j).B, 255);
SDL_RenderDrawPoint(renderer, i, j);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
RGB SDLWrapper::peek(int x, int y){
return rasterPixels.at(x).at(y);
}
void SDLWrapper::poke(int x, int y, RGB color) {
rasterPixels[x][y] = ((RGB){color.R, color.G, color.B});
}
int SDLWrapper::time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time <= now)
return 0;
else
return next_time - now;
}
RayCaster1.cpp
#include "include/SDLWrapper.h"
#include <iostream>
#include <vector>
#define WINDOW_WIDTH 600
#define mapWidth 24
#define mapHeight 24
vector<vector<RGB>> rasterPixels;
vector<vector<RGB>> generateRaster(){
RGB greenPixel;
greenPixel.R = 255;
greenPixel.G = 255;
greenPixel.B = 255;
for(int i = 0; i < WINDOW_WIDTH; i++) {
vector<RGB> column;
for(int j = 0; j < WINDOW_WIDTH; j++){
column.push_back(greenPixel);
}
rasterPixels.push_back(column);
}
return rasterPixels;
}
int main(int /*argc*/, char */*argv*/)
{
double posX = 22, posY = 12; //x and y start position
double dirX = -1, dirY = 0; //initial direction vector
double planeX = 0, planeY = 0.66; //the 2d raycaster version of camera plane
SDLWrapper sdlWrapper;
sdlWrapper.setupSDLRenderer(WINDOW_WIDTH, generateRaster);
}
c++ sdl sdl2
c++ sdl sdl2
New contributor
New contributor
edited Jan 20 at 21:11
Tyyppi_77
5,17231835
5,17231835
New contributor
asked Jan 20 at 20:52
Bluebomber357Bluebomber357
1083
1083
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New contributor
add a comment |
add a comment |
1 Answer
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$begingroup$
Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) run = false;
}
And then change your mainloop to depend on run
.
$endgroup$
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
add a comment |
Your Answer
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1 Answer
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$begingroup$
Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) run = false;
}
And then change your mainloop to depend on run
.
$endgroup$
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
add a comment |
$begingroup$
Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) run = false;
}
And then change your mainloop to depend on run
.
$endgroup$
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
add a comment |
$begingroup$
Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) run = false;
}
And then change your mainloop to depend on run
.
$endgroup$
Your event loop looks ill-formed, as it will only process one event per frame. Here's what it probably should look like:
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) run = false;
}
And then change your mainloop to depend on run
.
answered Jan 20 at 21:10
Tyyppi_77Tyyppi_77
5,17231835
5,17231835
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
add a comment |
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
1
1
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
$begingroup$
Your advice is correct. I was scratching my head when you said "change your mainloop" as I only had the one loop. I believe you meant "then add a proper mainloop"? I googled for a proper one, found Lazy Foo: lazyfoo.net/articles/article04/index.php It works now! Thanks for getting me on the right path :)
$endgroup$
– Bluebomber357
Jan 21 at 3:48
add a comment |
Bluebomber357 is a new contributor. Be nice, and check out our Code of Conduct.
Bluebomber357 is a new contributor. Be nice, and check out our Code of Conduct.
Bluebomber357 is a new contributor. Be nice, and check out our Code of Conduct.
Bluebomber357 is a new contributor. Be nice, and check out our Code of Conduct.
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