view VisualC.html @ 3485:e77a69aae239

Mason Wheeler to sdl I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore. procedure TSdlFrame.Paint; begin if SDL_SelectRenderer(FWindowID) = -1 then CreateRenderer; SDL_RenderPresent; end; function TSdlFrame.CreateRenderer: boolean; const pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1; dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER; iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8; iLayerType: PFD_MAIN_PLANE); RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d'); var pFormat: integer; begin if (SDL_SelectRenderer(FWindowID) = 0) then begin result := true; Exit; end; if FRendererType = rtOpenGL then begin pFormat := ChoosePixelFormat(canvas.Handle, @pf); if not SetPixelFormat(canvas.Handle, pFormat, @pf) then outputDebugString(PChar(SysErrorMessage(GetLastError))); if wglCreateContext(canvas.Handle) = 0 then outputDebugString(PChar(SysErrorMessage(GetLastError))); end; if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then begin SDL_ShowWindow(FWindowID); assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0); FFlags := SDL_GetWindowFlags(FWindowID); if assigned(FOnAvailable) then FOnAvailable(self); end else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError]))); result := SDL_SelectRenderer(FWindowID) = 0; end; This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 04:48:12 +0000
parents 222aa027e650
children
line wrap: on
line source

<HTML>
	<HEAD>
		<TITLE>Using SDL with Microsoft Visual C++</TITLE>
	</HEAD>
	<BODY>
		<H1>
			Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
		</H1>
		<H3>
			by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
				James Turk</A>
		</H3>
		<p>
			You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php">
				the SDL Download web site </A>, or you can build SDL yourself.
		</p>
		<H3>
			Building SDL
		</H3>
		<P>
			Go into the VisualC directory and double-click on the VC++ file "<CODE>SDL.dsw</CODE>" <STRONG><FONT color="#009900">("<CODE>SDL.sln</CODE>")</FONT></STRONG>. This should open up the IDE.
		</P>
		<P>
			You may be prompted at this point to upgrade the workspace, should you be using 
			a more recent version of Visual C++. If so, allow the workspace to be upgraded.
		</P>
		<P>
			Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
		</P>
		<P>
			This is done by right clicking on each project in turn (Projects are listed in 
			the Workspace panel in the FileView tab), and selecting "Build".
		</P>
		<P>
			If you get an error about SDL_config.h being missing, you should
			copy include/SDL_config.h.default to include/SDL_config.h and try again.
		</P>
		<P>
			You may get a few warnings, but you should not get any errors. You do have to 
			have at least the DirectX 5 SDK installed, however. The latest 
			version of DirectX can be downloaded or purchased on a cheap CD (my 
			recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
		</P>
		<P>
			Later, we will refer to the following .lib and .dll files that have just been 
			generated:
		</P>
		<ul>
    <li> SDL.dll</li>
    <li> SDL.lib</li>
    <li> SDLmain.lib</li>
    </ul>
		<P>
			Search for these using the Windows Find (Windows-F) utility, if you don't 
			already know where they should be. For those of you with a clue, look inside 
			the Debug or Release directories of the subdirectories of the Project folder. 
			(It might be easier to just use Windows Find if this sounds confusing. And 
			don't worry about needing a clue; we all need visits from the clue fairy 
			frequently.)
		</P>
		<H3>
			Creating a Project with SDL
		</H3>
		<P>
			Create a project as a Win32 Application.
		</P>
		<P>
			Create a C++ file for your project.
		</P>
		<P>
			Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++ 
				tab|Code Generation|Runtime Library </CODE>.
		</P>
		<P>
			Add the SDL <CODE>include</CODE> directory to your list of includes in the 
			menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
			.
			<br>
			<STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to 
					add the include and library directories to the list that VC7 keeps. Do this by 
					selecting Tools|Options|Projects|VC++ Directories and under the "Show 
					Directories For:" dropbox select "Include Files", and click the "New Directory 
					Icon" and add the [SDLROOT]\include directory (ex. If you installed to 
					c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the 
					dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
		</P>
			<P>
				The "include directory" I am referring to is the <CODE>include</CODE> folder 
				within the main SDL directory (the one that this HTML file located within).
			</P>
			<P>
				Now we're going to use the files that we had created earlier in the Build SDL 
				step.
			</P>
			<P>
				Copy the following files into your Project directory:
			</P>
			<ul>
     <li> SDL.dll</li>
     </ul>
			<P>
				Add the following files to your project (It is not necessary to copy them to 
				your project directory):
			</P>
			<ul>
     <li> SDL.lib </li>
     <li> SDLmain.lib</li>
     </ul>
			<P>
				(To add them to your project, right click on your project, and select "Add 
				files to project")
			</P>
		<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more 
					desireable to add them to the linker options: Project|Properties|Linker|Command 
					Line and type the names of the libraries to link with in the "Additional 
					Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build 
					configuration (eg. Release,Debug).</FONT></STRONG></P>
		<H3>
			SDL 101, First Day of Class
		</H3>
		<P>
			Now create the basic body of your project. The body of your program should take 
			the following form: <CODE>
				<PRE>
#include "SDL.h"

int main( int argc, char* argv[] )
{
  // Body of the program goes here.
  return 0;
}
</PRE>
			</CODE>
		<P></P>
		<H3>
			That's it!
		</H3>
		<P>
			I hope that this document has helped you get through the most difficult part of 
			using the SDL: installing it. Suggestions for improvements to this document 
			should be sent to the writers of this document.
		</P>
		<P>
			Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
		</P>
		<P>
			This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org">
				Sam Lantinga</A>.
		</P>
		<P>
			Later, it was converted to HTML and expanded into the document that you see 
			today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
		</P>
		<P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A>
		</P>
	</BODY>
</HTML>