I have just ported my C++ game to OS X and the first time it ran I get the following exception when trying to call SDL_SetVideoMode
.
2012-09-28 15:01:05.437 SCRAsteroids[28595:707] * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Error (1000) creating CGSWindow on line 259' * First throw call stack: ( 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 called throwing an exception Abort trap: 6
My init code looks like this:
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);
It gets into that last SDL call and throws the exception above. I have tried it in both full screen and resizable window mode, same thing.
I build my app old school, on the command line, as opposed to using Xcode.
Setting up SDL 2 on Mac OS X Monterey 1) First thing you need to do is download the OS X development libraries from the SDL GitHub. 2) Next open the dmg and copy the SDL2. framework to /Library/Frameworks. To go directly to a path in Finder, press command+shift+g.
SDL_main was yet again the culprit. My C++ main
routine was in a file that does not include SDL.h
, so it was not being redefined to SDL_main
. The code that includes SDL
is instead in a reusable static library, no main routine you see. I manually changed the name of my function to SDL_main
and this means that SDL provides the essential main routine. I don't like doing this, but for the moment, on SDL 1.2.15
for Mac, it is necessary.
On Windows, the same new code causes linker conflicts. That's a new problem.
There are problems with calling the videocard in cocoa. So you need to initalize it before calling SDL_Setvideomode
Add the following method, and call it first in your main method
#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();
}
`
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