C++ SDL State Machine Segfault
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Published on 2012-09-08T21:34:11Z
Indexed on
2012/09/08
21:38 UTC
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The code compiles and builds fine, but it immediately segfaults. I've looked at this for a while and have no idea why. Any help is appreciated. Thank you! Here's the code:
main.cpp
#include "SDL/SDL.h"
#include "Globals.h"
#include "Core.h"
#include "GameStates.h"
#include "Introduction.h"
int main(int argc, char** args)
{
if(core.Initilize() == false)
{
SDL_Quit();
}
while(core.desiredstate != core.Quit)
{
currentstate->EventHandling();
currentstate->Logic();
core.ChangeState();
currentstate->Render();
currentstate->Update();
}
SDL_Quit();
}
Core.h
#ifndef CORE_H
#define CORE_H
#include "SDL/SDL.h"
#include <string>
class Core
{
public:
SDL_Surface* Load(std::string filename);
void ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination);
void SetState(int newstate);
void ChangeState();
enum state { Intro, STATES_NULL, Quit };
int desiredstate, stateID;
bool Initilize();
};
#endif
Core.cpp
#include "Core.h"
#include "SDL/SDL.h"
#include "Globals.h"
#include "Introduction.h"
#include <string>
/* Initilizes SDL subsystems */
bool Core::Initilize()
{
//Inits subsystems, reutrns false upon error
if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
{
return false;
}
SDL_WM_SetCaption("Game", NULL);
return true;
}
/* Loads surfaces and optimizes them */
SDL_Surface* Core::Load(std::string filename)
{
//The surface to be optimized
SDL_Surface* original = SDL_LoadBMP(filename.c_str());
//The optimized surface
SDL_Surface* optimized = NULL;
//Optimizes the image if it loaded properly
if(original != NULL)
{
optimized = SDL_DisplayFormat(original);
SDL_FreeSurface(original);
} else {
//returns NULL upon error
return NULL;
}
return optimized;
}
/* Blits surfaces */
void Core::ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination)
{
//Stores the coordinates of the surface
SDL_Rect offsets;
offsets.x = X;
offsets.y = Y;
//Bits the surface if both surfaces are present
if(source != NULL && destination != NULL)
{
SDL_BlitSurface(source, NULL, destination, &offsets);
}
}
/* Sets desiredstate to newstate */
void Core::SetState(int newstate)
{
if(desiredstate != Quit)
{
desiredstate = newstate;
}
}
/* Changes the game state */
void Core::ChangeState()
{
if(desiredstate != STATES_NULL && desiredstate != Quit)
{
delete currentstate;
switch(desiredstate)
{
case Intro:
currentstate = new Introduction();
break;
}
stateID = desiredstate;
desiredstate = core.STATES_NULL;
}
}
Globals.h
#ifndef GLOBALS_H
#define GLOBALS_H
#include "SDL/SDL.h"
#include "Core.h"
#include "GameStates.h"
extern SDL_Surface* screen;
extern Core core;
extern GameStates* currentstate;
#endif
Globals.cpp
#include "Globals.h"
#include "SDL/SDL.h"
#include "GameStates.h"
SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE);
Core core;
GameStates* currentstate = NULL;
GameStates.h
#ifndef GAMESTATES_H
#define GAMESTATES_H
class GameStates
{
public:
virtual void EventHandling() = 0;
virtual void Logic() = 0;
virtual void Render() = 0;
virtual void Update() = 0;
};
#endif
Introduction.h
#ifndef INTRODUCTION_H
#define INTRODUCTION_H
#include "GameStates.h"
#include "Globals.h"
class Introduction : public GameStates
{
public:
Introduction();
private:
void EventHandling();
void Logic();
void Render();
void Update();
~Introduction();
SDL_Surface* test;
};
#endif
Introduction.cpp
#include "SDL/SDL.h"
#include "Core.h"
#include "Globals.h"
#include "Introduction.h"
/* Loads all the assets */
Introduction::Introduction()
{
test = core.Load("test.bmp");
}
void Introduction::EventHandling()
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
core.SetState(core.Quit);
break;
}
}
}
void Introduction::Logic()
{
//to be coded
}
void Introduction::Render()
{
core.ApplySurface(30, 30, test, screen);
}
void Introduction::Update()
{
SDL_Flip(screen);
}
Introduction::~Introduction()
{
SDL_FreeSurface(test);
}
Sorry if the formatting is a bit off... Having to put four spaces for it to be put into a code block offset it a bit.
I ran it through gdb and this is what I got:
Program received signal SIGSEGV, Segmentation fault.
0x0000000000400e46 in main ()
Which isn't incredibly useful... Any help is appreciated. Thank you!
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