我想 SDL_DisplayFormat 一个 .png 文件,我想,我可能缺少一个依赖项

I'm trying to SDL_DisplayFormat a .png file, I think, I may be missing a dependency

这是给我分段错误转储的函数, 这是行:

optimizedImage = SDL_DisplayFormat( loadedImage );

尝试在 ubuntu Linux 上为我的 IDE 使用代码块构建它。

我非常想使用 SDL 混音器功能,并且 png 也可以完全设置。

刚刚发现该功能可能已被弃用。 SDL_ConvertSurfaceFormat();似乎是替代品并且是 sdl2 的一部分。但是我在尝试时遇到未定义的错误。sdl 和 sdl2 似乎链接正确。

SDL_Surface *load_image( std::string filename )
{
    //The image that's loaded
    cout<< "entered load image files"<< endl;
    SDL_Surface* loadedImage = NULL;

    //The optimized surface that will be used
    SDL_Surface* optimizedImage = NULL;

    //Load the image
    loadedImage = IMG_Load( filename.c_str() );
cout<< "image image should be set"<< endl;
    //If the image loaded
    if( loadedImage != NULL )
    {
    cout<< "loaded image isn't null, hooray!"<< endl;
        //Create an optimized surface
        optimizedImage = SDL_DisplayFormat( loadedImage );
cout<< "optimized image should be in display format now"<< endl;
        //Free the old surface
        SDL_FreeSurface( loadedImage );
cout<< "sdl surface is free"<< endl;
        //If the surface was optimized
        if( optimizedImage != NULL )
        {cout<< "optimized image is not null"<< endl;
            //Color key surface
            SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
            cout<< "sdl setcolor key is ok"<< endl;
        }
    }

    //Return the optimized surface
    return optimizedImage;
}

这是我的 cmakelists.text 文件


# CMake entry point
cmake_minimum_required (VERSION 3.0)


project (maficengine LANGUAGES C CXX ASM)




set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/external/")


find_package(PNG REQUIRED)
find_package(ZLIB)
find_package(OpenGL REQUIRED)
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)

add_definitions(${PNG_DEFINITIONS})


include_directories(${SDL2_INCLUDE_DIRS}
 ${SDL2_IMAGE_INCLUDE_DIRS})

include_directories(${PNG_INCLUDE_DIR})

find_path(PNG_INCLUDE_DIR png.h)

find_file(SDL2_INCLUDE_DIR NAME SDL.h HINTS SDL2)
find_library(SDL2_LIBRARY NAME SDL2)

set(SDL2_INCLUDE_DIR /usr/include/SDL2)
set(SDL2_LIBRARY /usr/lib/x86_64-linux-gnu/libSDL2.so)
file(GLOB_RECURSE SOURCE_FILES/usr/lib/x86_64-linux-gnu
    ${CMAKE_SOURCE_DIR}/src/*.c
    ${CMAKE_SOURCE_DIR}/src/*.cpp)

INCLUDE(FindPkgConfig)
PKG_SEARCH_MODULE(SDL2 REQUIRED sdl2)
PKG_SEARCH_MODULE(SDL REQUIRED sdl)

set(SDL_INCLUDE_DIR "/usr/include/SDL2")
set(SDL_LIBRARY "SDL2")
include(FindSDL)

if(SDL_FOUND)
  message(STATUS "SDL FOUND")
  elseif(!SDL_FOUND)
     message(STATUS "SDL not FOUND")
endif()



find_library(SDL_MIXER_LIBRARY
  NAMES SDL2_mixer
  HINTS
    ENV SDLMIXERDIR
    ENV SDLDIR
  PATH_SUFFIXES lib
)

if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
    message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
    message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
    message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()

file(GLOB SOURCES "external/myCustomHeaders/*.cpp")






add_library(loaders SHARED ${SOURCES}
${SDL2_INCLUDE_DIR}
external/SDL2_image-2.0.4/SDL_image.h
external/myCustomHeaders/include/loadTexture.h
external/myCustomHeaders/loadTexture.cpp
/usr/include/SDL2/SDL.h
/usr/include/SDL/SDL_image.h
external/SDL2_mixer-2.0.4/SDL_mixer.h
external/zlib-1.2.11/zlib.h
external/libpng-1.6.37/png.h
)
find_package(ZLIB)
if (ZLIB_FOUND)
     include_directories(external/zlib-1.2.11)
    #target_link_libraries(loaders ${ZLIB_LIBRARIES})
 endif()

if (!PNG_FOUND)
     message(STATUS "PNG not FOUND Don't use it")
 endif()

if(!ZLIB_FOUND)
     message(STATUS "ZLIB not FOUND")
endif()


include_directories(ZLIB external/zlib-1.2.11)
include_directories(PNG_INCLUDE_DIRS external/libpng-1.6.37)
include_directories( external/myCustomHeaders/include )
include_directories( external/SDL2_mixer-2.0.4/acinclude )
include_directories( ${CMAKE_CURRENT_SOURCE_DIR}external/SDL2_mixer-2.0.4 )
include_directories(/usr/include/SDL2)
include_directories(/usr/include/SDL)
include_directories(${SDL2_INCLUDE_DIRS})
include_directories(/usr/include)

include(FindPackageHandleStandardArgs)


find_path(
  SDL_MIXER_INCLUDE_DIR
  PATHS
  /usr/include/SDL
  /usr/include/SDL2
  /usr/include
  /usr/local/include
  /sw/include
  /opt/local/include
  ${SDL_MIXER_ROOT_DIR}/include
  DOC "The directory where SDL_mixer.h resides")


link_directories(external/myCustomHeaders/include)
link_directories(external/myCustomHeaders)
link_directories(external/SDL2_mixer-2.0.4)
link_directories(/usr/include/SDL2)
link_directories(/usr/include/SDL)
link_directories(/usr/include)
link_directories(external/libpng-1.6.37)
link_directories(ZLIB external/zlib-1.2.11)
add_subdirectory (external)


# On Visual 2005 and above, this module can set the debug working directory
cmake_policy(SET CMP0026 OLD)
#cmake_policy(SET CMP0079  NEW)

list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP

if(INCLUDE_DISTRIB)
    add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)



include_directories(
    external/AntTweakBar-1.16/include/
    external/glfw-3.1.2/include/
    external/glm-0.9.7.1/
    external/glew-1.13.0/include/
    external/assimp-3.0.1270/include/
    external/bullet-2.81-rev2613/src/
    external/myCustomHeaders/include
    common/
)

set(ALL_LIBS
    ${OPENGL_LIBRARY}
    glfw
    GLEW_1130
    loaders

)



add_definitions(
    -DTW_STATIC
    -DTW_NO_LIB_PRAGMA
    -DTW_NO_DIRECT3D
    -DGLEW_STATIC
    -D_CRT_SECURE_NO_WARNINGS
)

# Tutorial 17
add_executable(mageengine
${SDL2_LIBRARY}
    Mafic/mafic.cpp
    common/shader.cpp
    common/shader.hpp
    common/controls.cpp
    common/controls.hpp
    common/texture.cpp
    common/texture.hpp
    common/objloader.cpp
    common/objloader.hpp
    common/vboindexer.cpp
    common/vboindexer.hpp
    common/quaternion_utils.cpp
    common/quaternion_utils.hpp
    Mafic/StandardShading.vertexshader
    Mafic/StandardShading.fragmentshader

)
target_link_libraries(loaders
                       -lSDLmain)
target_link_libraries(loaders
                       -lSDL)
        target_link_libraries(loaders
                       -lSDL2_ttf)
target_link_libraries(loaders ${ZLIB_LIBRARIES})
target_link_libraries(loaders
                       -lSDL2_mixer)
target_link_libraries(loaders -zlib)
target_link_libraries(loaders ${PNG_LIBRARIES})


set_target_properties(loaders
   PROPERTIES LINKER_LANGUAGE CXX)
target_link_libraries(loaders ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES})


target_link_libraries(mageengine
    ${ALL_LIBS}
    ANTTWEAKBAR_116_OGLCORE_GLFW
    ${SDL2_LIBRARIES}

   loaders
)

set_target_properties(mageengine PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
create_target_launcher(mageengine WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")

SOURCE_GROUP(common REGULAR_EXPRESSION ".*/common/.*" )
SOURCE_GROUP(shaders REGULAR_EXPRESSION ".*/.*shader$" )


if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )

add_custom_command(
   TARGET mageengine POST_BUILD
   COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/mageengine${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/"
)
  #target_link_libraries(mageengine LINK_PUBLIC ${mylibrary}
  # )

elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )

endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )


我希望我的程序不会崩溃,这样我就可以进一步实施和调试代码。

这是输出,充满可爱但有用的信息。

 aaron@Zog:~/Desktop/maficengine/Mafic$ ./mageengine 
LoadTexture object got constructed in mageengine from loadtexture.cpp
Reading image ./paint.bmp
Compiling shader : StandardShading.vertexshader
Compiling shader : StandardShading.fragmentshader
Linking program
Loading OBJ file plane.obj...
loadtexture() function works, inboundtexture is 1
ERROR(AntTweakBar) >> Parsing error in def string: Unknown attribute [true            ...]
Compiling shader : StandardShading.vertexshader
Compiling shader : StandardShading.fragmentshader
Linking program
Loading OBJ file plane.obj...
passed sdl init everything
passed sdl init
entered load files
likely opened file background.png
entered load image files
image image should be set
loaded image isn't null, hooray!
Segmentation fault (core dumped)

更新后 cmakelists.text 按照下面评论中的建议清理后




# CMake entry point
cmake_minimum_required (VERSION 3.0)


project (maficengine LANGUAGES C CXX ASM)




set(CMAKE_MODULE_PATH "/home/aaron/Desktop/maficengine/cmake/")
find_package(PNG REQUIRED)
find_package(ZLIB  REQUIRED)
find_package(OpenGL REQUIRED)
find_package(SDL2 REQUIRED)
find_package(SDL_image REQUIRED)#  maybe sdl2_image
find_package(SDL_mixer REQUIRED)
#set(CMAKE_MODULE_PATH "/home/aaron/Desktop/maficengine/cmake/")

#et(SDL2_mixer_DIR ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
add_definitions(${PNG_DEFINITIONS})


include_directories(
  ${PNG_INCLUDE_DIRS}
  ${SDL2_INCLUDE_DIRS}
  ${SDL_MIXER_INCLUDE_DIR}
  ${SDL2_TTF_INCLUDE_DIRS}
  ${SDL_IMAGE_INCLUDE_DIRS}
  ${SDL2_IMAGE_INCLUDE_DIR}
)


file(GLOB_RECURSE SOURCE_FILES/usr/lib/x86_64-linux-gnu
    ${CMAKE_SOURCE_DIR}/src/*.c
    ${CMAKE_SOURCE_DIR}/src/*.cpp)

#include(FindSDL)


if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
    message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
    message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
    message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()



#add_library(loaders

#external/myCustomHeaders/include/loadTexture.h
#external/myCustomHeaders/loadTexture.cpp

#)



if (ZLIB_FOUND)
     include_directories(external/zlib-1.2.11)
     message(STATUS "ZLIB FOUND")
  elseif (!ZLIB_FOUND)
     message(STATUS "Zlib not FOUND!")
endif()

if (PNG_FOUND)
     message(STATUS "PNG FOUND ")
   elseif (!PNG_FOUND)
     message(STATUS "PNG not FOUND! ")
endif()

#if(SDL_FOUND)
 #    message(STATUS "sdl LIB  FOUND!")
   #elseif(!SDL_FOUND)
  #   message(STATUS "sdl LIB not FOUND!")
#endif()

if(SDL2_FOUND)
     message(STATUS "sdl2  FOUND")
   elseif(!SDL2_FOUND)
     message(STATUS "sdl2  not FOUND!")
endif()

if(SDL_MIXER_FOUND)
     message(STATUS "sdl mixer  FOUND")
   elseif(!SDL_MIXER_FOUND)
     message(STATUS "sdl mixer not FOUND!")
endif()

if(SDL_IMAGE_FOUND)
     message(STATUS "sdl image  FOUND")
   elseif(!SDL_IMAGE_FOUND)
     message(STATUS "sdl image not FOUND!")
endif()



include_directories( external/myCustomHeaders/include )

include_directories(/usr/include)

include(FindPackageHandleStandardArgs)





#link_directories(external/myCustomHeaders/include)
#link_directories(external/myCustomHeaders)
link_directories(external/SDL2_mixer-2.0.4)
link_directories(/usr/include/SDL2)
link_directories(/usr/include/SDL)
link_directories(/usr/include)
link_directories(external/libpng-1.6.37)
link_directories(ZLIB external/zlib-1.2.11)
add_subdirectory (external)


# On Visual 2005 and above, this module can set the debug working directory
cmake_policy(SET CMP0026 OLD)


list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP

if(INCLUDE_DISTRIB)
    add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)



include_directories(
    external/AntTweakBar-1.16/include/
    external/glfw-3.1.2/include/
    external/glm-0.9.7.1/
    external/glew-1.13.0/include/
    external/assimp-3.0.1270/include/
    external/bullet-2.81-rev2613/src/
    external/myCustomHeaders/include
    common/
)

set(ALL_LIBS
    ${OPENGL_LIBRARY}
    glfw
    GLEW_1130
    #loaders
 ${SDL2_LIBRARIES}
 ${SDL2_IMAGE_LIBRARIES}
 ${SDL2_MIXER_LIBRARIES}
 ${SDL2_TTF_LIBRARIES}
)



add_definitions(
    -DTW_STATIC
    -DTW_NO_LIB_PRAGMA
    -DTW_NO_DIRECT3D
    -DGLEW_STATIC
    -D_CRT_SECURE_NO_WARNINGS
)

# Tutorial 17
add_executable(mageengine
#${SDL2_LIBRARY}
    Mafic/mafic.cpp
    common/shader.cpp
    common/shader.hpp
    common/controls.cpp
    common/controls.hpp
    common/texture.cpp
    common/texture.hpp
    common/objloader.cpp
    common/objloader.hpp
    common/vboindexer.cpp
    common/vboindexer.hpp
    common/quaternion_utils.cpp
    common/quaternion_utils.hpp
    Mafic/StandardShading.vertexshader
    Mafic/StandardShading.fragmentshader

)
target_link_libraries(mageengine
                       -lSDLmain)
target_link_libraries(mageengine
                      -lSDL)
    #    target_link_libraries(loaders
 #                      -lSDL2_ttf)
#target_link_libraries(loaders ${ZLIB_LIBRARIES})
target_link_libraries(mageengine
                      -lSDL2_mixer)
#(loaders -zlib)
#target_link_libraries(loaders ${PNG_LIBRARIES})


set_target_properties(mageengine
   PROPERTIES LINKER_LANGUAGE CXX)
#target_link_libraries(loaders ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES})


target_link_libraries(mageengine
    ${ALL_LIBS}
    ANTTWEAKBAR_116_OGLCORE_GLFW

)

set_target_properties(mageengine PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
create_target_launcher(mageengine WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")

SOURCE_GROUP(common REGULAR_EXPRESSION ".*/common/.*" )
SOURCE_GROUP(shaders REGULAR_EXPRESSION ".*/.*shader$" )


if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )

add_custom_command(
   TARGET mageengine POST_BUILD
   COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/mageengine${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/"
)


elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )

endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )

终于......再次为我的 game-engine 尝试了 SDL 声音库......并找到了解决方法!!!,好声音......现在很清楚,但我仍然认为我必须添加 sdl_mixer 个库才能满足。但是这次我觉得我可以做到。我找到了一个旧博客,它让我朝着正确的方向前进。我想我安装了 SDL,然后升级到开发库,但顺序错误,然后我无法正确清除旧库,但更深入地挖掘并添加了工具来跟踪、销毁和优化文件和符号,直到……魔法发生了……完全难以置信地难以做到。这是向我发送正确方式的博客->

“如果您构建了自己的 SDL,您可能没有进行开发 headers 对于 PulseAudio(或 ALSA),因此它尝试使用 /dev/dsp,但它不 存在于许多现代 Linux 系统中(因此,SDL_Init(SDL_INIT_AUDIO) 成功,但当您尝试打开设备时未找到任何设备)。 “apt-get 安装 libasound2-dev libpulse-dev" 并重建 SDL...让配置 脚本找到新的 headers,因此它包括 PulseAudio 和 ALSA 支持。 “