SDL not rendering a screen on game window












0















I'm struggling to get a square to render on the game window with SDL. I have a two files, SZ_Player.h, and SZ.Player.cpp, and then the main of course. I have initialized the SZ_Player in the main as well by doing "SZ_Player examplePlayer", as well as including it by doing "include "SZ_Player.h".



I'm not exactly sure why it's not showing up, I have images below of the codes:



SZ_Player.h



#ifndef playerFile
#define playerFile

#include <iostream>
#include "SDL.h"

class SZ_Player
{
public:
SZ_Player();
~SZ_Player();

void Init();
void Update();
void Input();
void Render(SDL_Renderer* pRenderer);
SDL_Rect player;
int x, y, height, width, R, G, B;
};

#endif


SZ_Player.cpp



#include "SZ_Player.h"

SZ_Player::SZ_Player()
{

}
SZ_Player::~SZ_Player()
{

}

void SZ_Player::Init()
{
player.x = 70;
player.y = 70;
player.w = 100;
player.h = 100;

R = 255;
G = 255;
B = 255;
}

void SZ_Player::Update()
{

}

void SZ_Player::Input()
{

}

void SZ_Player::Render(SDL_Renderer* pRenderer)
{
SDL_SetRenderDrawColor(pRenderer, R, G, B, 255);
SDL_RenderDrawRect(pRenderer, &player);
}


main.cpp



#include <iostream>

#include "SDL.h"
#include "SDL_image.h"
#include "SDL_mixer.h"

using namespace std;

#include "SZ_timer.h"
SZ_Timer aTimer;
const int DELTA_TIME = 10;
bool done = false;

#include "SZ_Player.h"
SZ_Player examplePlayer;

int main(int argc, char *argv)
{
if (SDL_Init(SDL_INIT_EVERYTHING) < 0);

// Creates the game window
SDL_Window* game_window = SDL_CreateWindow("Rise", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);

// Creates the game render to draw on the game window.
SDL_Renderer* game_renderer = SDL_CreateRenderer(game_window, 0, 0);

// Game Loop
while (!done)
{
aTimer.resetTicksTimer();

SDL_SetRenderDrawColor(game_renderer, 0, 0, 20, SDL_ALPHA_OPAQUE);
SDL_RenderClear(game_renderer);
examplePlayer.Render(game_renderer);
SDL_RenderPresent(game_renderer);

// If less time has passed than allocated block, wait difference
if (aTimer.getTicks() < DELTA_TIME)
{
SDL_Delay(DELTA_TIME - aTimer.getTicks());
}
}
SDL_Quit();

// Exits program
return 0;
}









share|improve this question

























  • Maybe you should print something if the SDL_Init() in main fails.

    – drescherjm
    Nov 20 '18 at 17:34













  • Why is done a global variable?

    – drescherjm
    Nov 20 '18 at 17:35






  • 1





    I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

    – Yastanub
    Nov 20 '18 at 18:16











  • Thank you for the replies, any idea why it's not rendering?

    – Mistyisty
    Nov 20 '18 at 18:42






  • 3





    You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

    – drescherjm
    Nov 20 '18 at 19:01


















0















I'm struggling to get a square to render on the game window with SDL. I have a two files, SZ_Player.h, and SZ.Player.cpp, and then the main of course. I have initialized the SZ_Player in the main as well by doing "SZ_Player examplePlayer", as well as including it by doing "include "SZ_Player.h".



I'm not exactly sure why it's not showing up, I have images below of the codes:



SZ_Player.h



#ifndef playerFile
#define playerFile

#include <iostream>
#include "SDL.h"

class SZ_Player
{
public:
SZ_Player();
~SZ_Player();

void Init();
void Update();
void Input();
void Render(SDL_Renderer* pRenderer);
SDL_Rect player;
int x, y, height, width, R, G, B;
};

#endif


SZ_Player.cpp



#include "SZ_Player.h"

SZ_Player::SZ_Player()
{

}
SZ_Player::~SZ_Player()
{

}

void SZ_Player::Init()
{
player.x = 70;
player.y = 70;
player.w = 100;
player.h = 100;

R = 255;
G = 255;
B = 255;
}

void SZ_Player::Update()
{

}

void SZ_Player::Input()
{

}

void SZ_Player::Render(SDL_Renderer* pRenderer)
{
SDL_SetRenderDrawColor(pRenderer, R, G, B, 255);
SDL_RenderDrawRect(pRenderer, &player);
}


main.cpp



#include <iostream>

#include "SDL.h"
#include "SDL_image.h"
#include "SDL_mixer.h"

using namespace std;

#include "SZ_timer.h"
SZ_Timer aTimer;
const int DELTA_TIME = 10;
bool done = false;

#include "SZ_Player.h"
SZ_Player examplePlayer;

int main(int argc, char *argv)
{
if (SDL_Init(SDL_INIT_EVERYTHING) < 0);

// Creates the game window
SDL_Window* game_window = SDL_CreateWindow("Rise", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);

// Creates the game render to draw on the game window.
SDL_Renderer* game_renderer = SDL_CreateRenderer(game_window, 0, 0);

// Game Loop
while (!done)
{
aTimer.resetTicksTimer();

SDL_SetRenderDrawColor(game_renderer, 0, 0, 20, SDL_ALPHA_OPAQUE);
SDL_RenderClear(game_renderer);
examplePlayer.Render(game_renderer);
SDL_RenderPresent(game_renderer);

// If less time has passed than allocated block, wait difference
if (aTimer.getTicks() < DELTA_TIME)
{
SDL_Delay(DELTA_TIME - aTimer.getTicks());
}
}
SDL_Quit();

// Exits program
return 0;
}









share|improve this question

























  • Maybe you should print something if the SDL_Init() in main fails.

    – drescherjm
    Nov 20 '18 at 17:34













  • Why is done a global variable?

    – drescherjm
    Nov 20 '18 at 17:35






  • 1





    I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

    – Yastanub
    Nov 20 '18 at 18:16











  • Thank you for the replies, any idea why it's not rendering?

    – Mistyisty
    Nov 20 '18 at 18:42






  • 3





    You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

    – drescherjm
    Nov 20 '18 at 19:01
















0












0








0








I'm struggling to get a square to render on the game window with SDL. I have a two files, SZ_Player.h, and SZ.Player.cpp, and then the main of course. I have initialized the SZ_Player in the main as well by doing "SZ_Player examplePlayer", as well as including it by doing "include "SZ_Player.h".



I'm not exactly sure why it's not showing up, I have images below of the codes:



SZ_Player.h



#ifndef playerFile
#define playerFile

#include <iostream>
#include "SDL.h"

class SZ_Player
{
public:
SZ_Player();
~SZ_Player();

void Init();
void Update();
void Input();
void Render(SDL_Renderer* pRenderer);
SDL_Rect player;
int x, y, height, width, R, G, B;
};

#endif


SZ_Player.cpp



#include "SZ_Player.h"

SZ_Player::SZ_Player()
{

}
SZ_Player::~SZ_Player()
{

}

void SZ_Player::Init()
{
player.x = 70;
player.y = 70;
player.w = 100;
player.h = 100;

R = 255;
G = 255;
B = 255;
}

void SZ_Player::Update()
{

}

void SZ_Player::Input()
{

}

void SZ_Player::Render(SDL_Renderer* pRenderer)
{
SDL_SetRenderDrawColor(pRenderer, R, G, B, 255);
SDL_RenderDrawRect(pRenderer, &player);
}


main.cpp



#include <iostream>

#include "SDL.h"
#include "SDL_image.h"
#include "SDL_mixer.h"

using namespace std;

#include "SZ_timer.h"
SZ_Timer aTimer;
const int DELTA_TIME = 10;
bool done = false;

#include "SZ_Player.h"
SZ_Player examplePlayer;

int main(int argc, char *argv)
{
if (SDL_Init(SDL_INIT_EVERYTHING) < 0);

// Creates the game window
SDL_Window* game_window = SDL_CreateWindow("Rise", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);

// Creates the game render to draw on the game window.
SDL_Renderer* game_renderer = SDL_CreateRenderer(game_window, 0, 0);

// Game Loop
while (!done)
{
aTimer.resetTicksTimer();

SDL_SetRenderDrawColor(game_renderer, 0, 0, 20, SDL_ALPHA_OPAQUE);
SDL_RenderClear(game_renderer);
examplePlayer.Render(game_renderer);
SDL_RenderPresent(game_renderer);

// If less time has passed than allocated block, wait difference
if (aTimer.getTicks() < DELTA_TIME)
{
SDL_Delay(DELTA_TIME - aTimer.getTicks());
}
}
SDL_Quit();

// Exits program
return 0;
}









share|improve this question
















I'm struggling to get a square to render on the game window with SDL. I have a two files, SZ_Player.h, and SZ.Player.cpp, and then the main of course. I have initialized the SZ_Player in the main as well by doing "SZ_Player examplePlayer", as well as including it by doing "include "SZ_Player.h".



I'm not exactly sure why it's not showing up, I have images below of the codes:



SZ_Player.h



#ifndef playerFile
#define playerFile

#include <iostream>
#include "SDL.h"

class SZ_Player
{
public:
SZ_Player();
~SZ_Player();

void Init();
void Update();
void Input();
void Render(SDL_Renderer* pRenderer);
SDL_Rect player;
int x, y, height, width, R, G, B;
};

#endif


SZ_Player.cpp



#include "SZ_Player.h"

SZ_Player::SZ_Player()
{

}
SZ_Player::~SZ_Player()
{

}

void SZ_Player::Init()
{
player.x = 70;
player.y = 70;
player.w = 100;
player.h = 100;

R = 255;
G = 255;
B = 255;
}

void SZ_Player::Update()
{

}

void SZ_Player::Input()
{

}

void SZ_Player::Render(SDL_Renderer* pRenderer)
{
SDL_SetRenderDrawColor(pRenderer, R, G, B, 255);
SDL_RenderDrawRect(pRenderer, &player);
}


main.cpp



#include <iostream>

#include "SDL.h"
#include "SDL_image.h"
#include "SDL_mixer.h"

using namespace std;

#include "SZ_timer.h"
SZ_Timer aTimer;
const int DELTA_TIME = 10;
bool done = false;

#include "SZ_Player.h"
SZ_Player examplePlayer;

int main(int argc, char *argv)
{
if (SDL_Init(SDL_INIT_EVERYTHING) < 0);

// Creates the game window
SDL_Window* game_window = SDL_CreateWindow("Rise", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);

// Creates the game render to draw on the game window.
SDL_Renderer* game_renderer = SDL_CreateRenderer(game_window, 0, 0);

// Game Loop
while (!done)
{
aTimer.resetTicksTimer();

SDL_SetRenderDrawColor(game_renderer, 0, 0, 20, SDL_ALPHA_OPAQUE);
SDL_RenderClear(game_renderer);
examplePlayer.Render(game_renderer);
SDL_RenderPresent(game_renderer);

// If less time has passed than allocated block, wait difference
if (aTimer.getTicks() < DELTA_TIME)
{
SDL_Delay(DELTA_TIME - aTimer.getTicks());
}
}
SDL_Quit();

// Exits program
return 0;
}






c++ visual-c++ sdl






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 21 '18 at 14:32







Mistyisty

















asked Nov 20 '18 at 17:22









MistyistyMistyisty

254




254













  • Maybe you should print something if the SDL_Init() in main fails.

    – drescherjm
    Nov 20 '18 at 17:34













  • Why is done a global variable?

    – drescherjm
    Nov 20 '18 at 17:35






  • 1





    I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

    – Yastanub
    Nov 20 '18 at 18:16











  • Thank you for the replies, any idea why it's not rendering?

    – Mistyisty
    Nov 20 '18 at 18:42






  • 3





    You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

    – drescherjm
    Nov 20 '18 at 19:01





















  • Maybe you should print something if the SDL_Init() in main fails.

    – drescherjm
    Nov 20 '18 at 17:34













  • Why is done a global variable?

    – drescherjm
    Nov 20 '18 at 17:35






  • 1





    I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

    – Yastanub
    Nov 20 '18 at 18:16











  • Thank you for the replies, any idea why it's not rendering?

    – Mistyisty
    Nov 20 '18 at 18:42






  • 3





    You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

    – drescherjm
    Nov 20 '18 at 19:01



















Maybe you should print something if the SDL_Init() in main fails.

– drescherjm
Nov 20 '18 at 17:34







Maybe you should print something if the SDL_Init() in main fails.

– drescherjm
Nov 20 '18 at 17:34















Why is done a global variable?

– drescherjm
Nov 20 '18 at 17:35





Why is done a global variable?

– drescherjm
Nov 20 '18 at 17:35




1




1





I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

– Yastanub
Nov 20 '18 at 18:16





I always wonder how people even think of posting pictures of their code instead of simply copy paste it.

– Yastanub
Nov 20 '18 at 18:16













Thank you for the replies, any idea why it's not rendering?

– Mistyisty
Nov 20 '18 at 18:42





Thank you for the replies, any idea why it's not rendering?

– Mistyisty
Nov 20 '18 at 18:42




3




3





You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

– drescherjm
Nov 20 '18 at 19:01







You still did not copy and paste your code as text. You have to make it easy for people to duplicate your result. No one is going to type all this code in to help you for free. Also parts of the code are hidden by the size of the window.

– drescherjm
Nov 20 '18 at 19:01














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