我刚刚将我的C ++游戏移植到OS X并且第一次运行时我在尝试调用SDL_SetVideoMode
时遇到以下异常。
2012-09-28 15:01:05.437 SCRAsteroids [28595:707] *由于未捕获的异常终止应用程序' NSInternalInconsistencyException',原因:'错误(1000)创建CGSWindow在第259行' * 第一次抛出调用堆栈: ( 0 CoreFoundation 0x00007fff8b53b716 __exceptionPreprocess + 198 1 libobjc.A.dylib 0x00007fff90e30470 objc_exception_throw + 43 2 CoreFoundation 0x00007fff8b53b4ec + [NSException raise:format:] + 204 3 AppKit 0x00007fff8a26a579 _NSCreateWindowWithOpaqueShape2 + 655 4 AppKit 0x00007fff8a268d70 - [NSWindow _commonAwake] + 2002 5 AppKit 0x00007fff8a2277e2 - [NSWindow _commonInitFrame:styleMask:backing:defer:] + 1763 6 AppKit 0x00007fff8a22692f - [NSWindow _initContent:styleMask:backing:defer:contentView:] + 1568 7 AppKit 0x00007fff8a2262ff - [NSWindow initWithContentRect:styleMask:backing:defer:] + 45 8 libSDL-1.2.0.dylib 0x0000000107c228f6 - [SDL_QuartzWindow initWithContentRect:styleMask:backing:defer:] + 294 9 libSDL-1.2.0.dylib 0x0000000107c20505 QZ_SetVideoMode + 2837 10 libSDL-1.2.0.dylib 0x0000000107c17af5 SDL_SetVideoMode + 917 11 SCRAsteroids 0x0000000107be60fb _ZN11SDLGraphics4initEP6IWorldii + 291 ) libc ++ abi.dylib:terminate调用抛出异常 中止陷阱:6
我的初始化代码如下:
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
return false;
const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
if (!videoInfo) {
fprintf(stderr, "Video query failed: %s\n",
SDL_GetError());
return false;
}
/* the flags to pass to SDL_SetVideoMode */
videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */
videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */
/* This checks to see if surfaces can be stored in memory */
if (videoInfo->hw_available)
videoFlags |= SDL_HWSURFACE;
else
videoFlags |= SDL_SWSURFACE;
if (w == 0) {
widthViewport = videoInfo->current_w;
heightViewport = videoInfo->current_h;
cout << "Will use full screen resolution of ";
videoFlags |= SDL_FULLSCREEN;
} else {
cout << "Will use full user supplied resolution of ";
widthViewport = w;
heightViewport = h;
videoFlags |= SDL_RESIZABLE; /* Enable window resizing */
}
cout << widthViewport << "x" << heightViewport << "\n";
/* This checks if hardware blits can be done */
if (videoInfo->blit_hw)
videoFlags |= SDL_HWACCEL;
/* Sets up OpenGL double buffering */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
/* get a SDL surface */
surface = SDL_SetVideoMode(widthViewport, heightViewport,
SCREEN_BPP, videoFlags);
它进入最后一次SDL调用并抛出上面的异常。我已经在全屏和可调整大小的窗口模式下尝试过它,同样的事情。
我在命令行上构建我的app旧学校,而不是使用Xcode。
答案 0 :(得分:6)
SDL_main再次成为罪魁祸首。我的C ++ main
例程位于不包含SDL.h
的文件中,因此未将其重新定义为SDL_main
。包含SDL
的代码在可重用的静态库中,而不是您看到的主要例程。我手动将我的函数名称更改为SDL_main
,这意味着SDL提供了必要的主程序。我不喜欢这样做,但就目前而言,在Mac的SDL 1.2.15
上,这是必要的。
在Windows上,相同的新代码会导致链接器冲突。这是一个新问题。
答案 1 :(得分:2)
在可可中调用显卡有问题。因此,在调用SDL_Setvideomode
之前,您需要将其初始化添加以下方法,并在main方法中首先调用它
#include <dlfcn.h> //To make it work on mac
//This must be called before playing with SDL, else it won't work on osx.
void pre_init()
{
void* cocoa_lib;
cocoa_lib = dlopen( "/System/Library/Frameworks/Cocoa.framework/Cocoa", RTLD_LAZY );
void (*nsappload)(void);
nsappload = (void(*)()) dlsym( cocoa_lib, "NSApplicationLoad");
nsappload();
}
`
答案 2 :(得分:0)
相同的问题,但通过链接libSDLmain(以及libSDL)解决。这又需要两个框架:Foundation和Cocoa。
我没有重命名主要功能。