我在C ++中从SDL_BlitSurface收到分段错误。
这是代码
mainScreen->draw( 0, 0, background, NULL );
(其中mainScreen是Screen类的一个实例),Screen类的draw函数实现为
void Screen::draw( float x, float y, Texture* source, SDL_Rect* clip)
{
SDL_Rect offset;
offset.x = x;
offset.y = y;
if ( source->myimage == NULL ) throw 5;
if ( this->screen == NULL ) throw 6;
SDL_BlitSurface( source->myimage, NULL, this->screen, &offset );
}
和Texture的定义如下:
class Texture
{
public:
Texture(std::string imagepath);
~Texture();
private:
SDL_Surface* myimage;
float width;
float height;
friend class Screen;
//friend void Screen::draw( float x, float y, Texture source, SDL_Rect* clip);
};
并实施
#include "Texture.h"
Texture::Texture(std::string filepath)
{
// Initialize the image to NULL to avoid any pointer issues
myimage = NULL;
// OPTIMIZED FOR PNGs
SDL_Surface* loadedImage = NULL;
SDL_Surface* optimizedImage = NULL;
loadedImage = IMG_Load( filepath.c_str() );
if ( loadedImage != NULL )
{
optimizedImage = SDL_DisplayFormatAlpha( loadedImage ); // Notice no colour keying (use transparent PNGs)
}
myimage = optimizedImage;
SDL_FreeSurface( loadedImage );
SDL_FreeSurface( optimizedImage );
if (myimage == NULL)
{
// Some kind of error
throw 4;
}
}
Texture::~Texture()
{
SDL_FreeSurface( myimage );
}
我已经逐步完成了将图像加载到Texture类的区域,这似乎工作正常。
另外,我知道this->screen
已正确加载,因为我在单独的函数中使用SDL_FillRect。
答案 0 :(得分:2)
不要这样做:
SDL_FreeSurface( optimizedImage );
你没有完成表面(它被分配给myimage)。