#SDL2 - problems with including library
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This is the error message:
This is my code:
#include <iostream>
#include <SDL2/SDL.h>
const int WIDTH = 800, HEIGHT = 600; // Window Dimensions
int main( int argc, char *argv[] )
{
SDL_Init( SDL_INIT_EVERYTHING );
// Create Window
SDL_Window *window = SDL_CreateWindow("Test Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALWAYS_ON_TOP);
// Catch if window is null
if (NULL == window)
{
std::cout << "Could not create window: " << SDL_GetError( ) << std::endl;
return 1;
}
SDL_Event windowEvent;
while ( true )
{
if (SDL_PollEvent( &windowEvent ))
{
if (SDL_QUIT == windowEvent.type)
{ break; }
}
}
SDL_DestroyWindow( window );
SDL_Quit();
return EXIT_SUCCESS;
}
This is where the compile args are (tasks.json)
{
"version": "2.0.0",
"tasks": [
{
"type": "cppbuild",
"label": "C/C++: g++.exe build active file",
"command": "C://w64devkit//bin//g++.exe",
"args": [
"-fdiagnostics-color=always",
"-g",
"${file}",
"-o",
"${fileDirname}//${fileBasenameNoExtension}.exe",
"-m32",
"-ISDL2-2.28.5/i686-w64-mingw32/include",
"-LSDL2-2.28.5/i686-w64-mingw32/lib",
"-lSDL2",
"-lSDL2main"
],
"options": {
"cwd": "${fileDirname}"
},
"problemMatcher": [
"$gcc"
],
"group": {
"kind": "build",
"isDefault": true
},
"detail": "compiler: C://w64devkit//bin//g++.exe"
}
]
}
"args": [
"-fdiagnostics-color=always",
"-g",
"${file}",
"-o",
"${fileDirname}//${fileBasenameNoExtension}.exe",
"-m32",
"-ISDL2-2.28.5/i686-w64-mingw32/include",
"-LSDL2-2.28.5/i686-w64-mingw32/lib",
"-lSDL2",
"-lSDL2main"
],
```Potentially main focus
Most importantly, here's the whole source code... because I don't know what I'm doing haha
I've been trying and trying for a few hours
and somehow, it's already 4:30 am
I'm going to sleep, and hope someone magical enough with that keyboard, has come to offer me their help, and has pointed out where I've gone wrong, even though though I haven't paid them anything
_ _
I'm just trying to use my code with this library : SDL2
that's all that's going on in there
first thing I've noticed is that you are linking 32bit sdl, is there any reason for that? Might not be what's causing the issue but still would try linking the 64bit one
But looking at your errors it might actually be the problem
@jovial crow I'm pretty sure this is your problem tho, the compiler is going crazy because of it
I used -m32 in the g++ args to make sure it's compiling for 32 bit
and I used the 32 bit build for the library
because I won't need more than 4GB of ram, and it's more compatiable with old computers as well as new computers
I redid it with 64 bit
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lSDL2 -lSDL2main
C:\w64devkit\bin/ld.exe: C:/w64devkit/bin/../lib/gcc/x86_64-w64-mingw32/13.2.0/../../../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crtexewin.o):crtexewin.c:(.text.startup+0xb1): undefined reference to `WinMain'
collect2.exe: error: ld returned 1 exit status
but now I have this error
and SDL2 still isn't found
#include <iostream>
#include <SDL2/SDL.h>
const int WIDTH = 800, HEIGHT = 600; // Window Dimensions
int main( int argc, char *argv[] )
{
SDL_Init( SDL_INIT_EVERYTHING );
// Create Window
SDL_Window *window = SDL_CreateWindow("Test Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALWAYS_ON_TOP);
// Catch if window is null
if (NULL == window)
{
std::cout << "Could not create window: " << SDL_GetError( ) << std::endl;
return 1;
}
SDL_Event windowEvent;
while ( true )
{
if (SDL_PollEvent( &windowEvent ))
{
if (SDL_QUIT == windowEvent.type)
{ break; }
}
}
SDL_DestroyWindow( window );
SDL_Quit();
return EXIT_SUCCESS;
}
code seems fine, and the include path should have no issues
I don't know why it is doing this
I did everything right
so now I have no errors
I switched main for WinMain
but now this comes up
it's an error that's not detected in vscode
THIS IS WEIRD
for SDL2.dll to be found, I have to copy it into the same dir as the main.cpp
it shouldn't need to do that
I thought I could just leave the dll in it's library, but I guess not?
was I supposed to put dll's in the same dir as the main executable?
I'm new to importing stuff
You need to learn how DLLs are searched.
yes you should
DLLs are searched in every directory that is in PATH + the root directory of the binary
ur just say #define SDL_MAIN_DEFINED
The correct way is to write SDL_main.
If you call the inits you don't really have to
I used SDLMain
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lSDL2 -lSDL2main -lmingw32
C:\w64devkit\bin/ld.exe: C:/w64devkit/bin/../lib/gcc/x86_64-w64-mingw32/13.2.0/../../../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crtexewin.o):crtexewin.c:(.text.startup+0xb1): undefined reference to `WinMain'
collect2.exe: error: ld returned 1 exit status
Build finished with error(s).
I don't know why it's doing this
_ _
#include <iostream>
#include <Windows.h>
#include <SDL2/SDL.h>
const int WIDTH = 800, HEIGHT = 600; // Window Dimensions
int SDLMain( int argc, char *argv[] )
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_Window *window = SDL_CreateWindow("Test Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALWAYS_ON_TOP);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// Call GetConsoleWindow to retrieve the console window handle
HWND consoleWindow = GetConsoleWindow();
if (consoleWindow == NULL)
{
// Hide console window
ShowWindow(consoleWindow, SW_HIDE);
}
SDL_Event windowEvent;
while ( true )
{
if (SDL_PollEvent( &windowEvent ))
{
if (SDL_QUIT == windowEvent.type)
{ break; }
}
const Uint8 *state = SDL_GetKeyboardState(NULL);
// Check for Ctrl+Shift+C
if (state[SDL_SCANCODE_C] && state[SDL_SCANCODE_LCTRL] && state[SDL_SCANCODE_LSHIFT]) {
printf("Ctrl+Shift+C pressed!\n");
}
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow( window );
SDL_DestroyRenderer( renderer );
SDL_Quit();
return EXIT_SUCCESS;
}
I don't know why it's doing this
You need to also supply the SDLMain library.
oooooh
thank you
#include <iostream>
#include <Windows.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_main.h>
const int WIDTH = 800, HEIGHT = 600; // Window Dimensions
int SDLMain( int argc, char *argv[] )
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_Window *window = SDL_CreateWindow("Test Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALWAYS_ON_TOP);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// Call GetConsoleWindow to retrieve the console window handle
HWND consoleWindow = GetConsoleWindow();
if (consoleWindow == NULL)
{
// Hide console window
ShowWindow(consoleWindow, SW_HIDE);
}
SDL_Event windowEvent;
while ( true )
{
if (SDL_PollEvent( &windowEvent ))
{
if (SDL_QUIT == windowEvent.type)
{ break; }
}
const Uint8 *state = SDL_GetKeyboardState(NULL);
// Check for Ctrl+Shift+C
if (state[SDL_SCANCODE_C] && state[SDL_SCANCODE_LCTRL] && state[SDL_SCANCODE_LSHIFT]) {
printf("Ctrl+Shift+C pressed!\n");
}
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow( window );
SDL_DestroyRenderer( renderer );
SDL_Quit();
return EXIT_SUCCESS;
}
same error
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lSDL2 -lSDL2main -lmingw32
C:\w64devkit\bin/ld.exe: C:/w64devkit/bin/../lib/gcc/x86_64-w64-mingw32/13.2.0/../../../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crtexewin.o):crtexewin.c:(.text.startup+0xb1): undefined reference to `WinMain'
collect2.exe: error: ld returned 1 exit status
Build finished with error(s).
Are you compiling with -mwindows?
You should be using main() instead of WinMain() even though you are creating a Windows application, because SDL provides a version of WinMain() which performs some SDL initialization before calling your main code.
If for some reason you need to use WinMain(), take a look at the SDL source code in src/main/win32/SDL_main.c to see what kind of initialization you need to do in your WinMain() function so that SDL works properly.
from the SDL Windows FAQ π
If you want an advice use a project manager like cmake or xmake
It will be easier to setup a project
Little did you know SDL has #define main SDL_main.
Yep, for this reason make sure the signature is int main(int argc, char* argv[]) or you'll get linker errors IIRC
So I should use main(), as well as #define main SDL_main?
#include <iostream>
#include <Windows.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_main.h>
const int WIDTH = 800, HEIGHT = 600; // Window Dimensions
int main( int argc, char *argv[] )
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_Window *window = SDL_CreateWindow("Test Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_ALWAYS_ON_TOP);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// Call GetConsoleWindow to retrieve the console window handle
HWND consoleWindow = GetConsoleWindow();
if (consoleWindow == NULL)
{
// Hide console window
ShowWindow(consoleWindow, SW_HIDE);
}
SDL_Event windowEvent;
while ( true )
{
if (SDL_PollEvent( &windowEvent ))
{
if (SDL_QUIT == windowEvent.type)
{ break; }
}
const Uint8 *state = SDL_GetKeyboardState(NULL);
// Check for Ctrl+Shift+C
if (state[SDL_SCANCODE_C] && state[SDL_SCANCODE_LCTRL] && state[SDL_SCANCODE_LSHIFT]) {
printf("Ctrl+Shift+C pressed!\n");
}
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyWindow( window );
SDL_DestroyRenderer( renderer );
SDL_Quit();
return EXIT_SUCCESS;
}
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lSDL2 -lSDL2main -lmingw32
C:\w64devkit\bin/ld.exe: C:/w64devkit/bin/../lib/gcc/x86_64-w64-mingw32/13.2.0/../../../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crtexewin.o):crtexewin.c:(.text.startup+0xb1): undefined reference to `WinMain'
collect2.exe: error: ld returned 1 exit status
Build finished with error(s).
I used main() this time like everyone said, but it looks like I got the same error
this error makes no sense
I know SDL uses WinMain, but why am I getting the error
I used main for the entrypoint this time
no
new-same error
isn't cmake just a fancy way of entering arguments?
how does it help, everyone keeps suggesting it
Not only. Itβs a very powerful tool which allow you to setup a project in a simple file. For beginners I recomend xmake which is newer but easiest than cmake and use lua which is easier.
Xmake comes with xrepo which download automatically libs like sdl2 for you and setting up it
what if I only have one dependecy to add
should I use it on a small project
I'll use it
but I wanna get the code working first
it's a weird error
#define SDL_MAIN_HANDLED I added this before including SDL.h
and it works
why is that? Why do I need this?
Is this recommended, is it used normally?
It's not recommended. You are recommended to write main and build your project correctly.
See later when your project will be a little bigger. Learn to code une cpp and to use sdl2
it doesn't do this without an error the one above
I will
thank you
If you have questions about sdl2 you can @ me I used a lot this library some years ago
Which means you are not building it correctly.
I said this way back:
You need to also supply the
SDL2Mainlibrary.
I tried everything I could think of
I did that but it gave me the same error
I can do it again
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lSDL2 -lSDL2main -lmingw32
C:\w64devkit\bin/ld.exe: C:/w64devkit/bin/../lib/gcc/x86_64-w64-mingw32/13.2.0/../../../../x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crtexewin.o):crtexewin.c:(.text.startup+0xb1): undefined reference to `WinMain'
collect2.exe: error: ld returned 1 exit status
#include <iostream>
#include <Windows.h>
#include <stdio.h>
#include <SDL2/SDL_main.h>
#include <SDL2/SDL.h>
without: #define SDL_MAIN_HANDLED
and with it ^
it builds
no errors or warnings
but I don't think it's good
#define SDL_MAIN_HANDLED feels like a workaround
Try putting -lmingw32 to before -lSDL2.
Show it to be sure.
ok
{
"version": "2.0.0",
"tasks": [
{
"type": "cppbuild",
"label": "C/C++: g++.exe build active file",
"command": "C://w64devkit//bin//g++.exe",
"args": [
"-fdiagnostics-color=always",
"-g",
"${file}",
"-o",
"${fileDirname}//${fileBasenameNoExtension}.exe",
"-ISDL2-2.28.5/x86_64-w64-mingw32/include",
"-LSDL2-2.28.5/x86_64-w64-mingw32/lib",
"-lmingw32",
"-lSDL2",
"-lSDL2main"
],
"options": {
"cwd": "${fileDirname}"
},
"problemMatcher": [
"$gcc"
],
"group": {
"kind": "build",
"isDefault": true
},
"detail": "compiler: C://w64devkit//bin//g++.exe"
}
]
}
look for "args"
I mean the error message.
oh
Starting build...
C://w64devkit//bin//g++.exe -fdiagnostics-color=always -g C:\Users\jason\Desktop\SimpleMusicPlayer2\main.cpp -o C:\Users\jason\Desktop\SimpleMusicPlayer2//main.exe -ISDL2-2.28.5/x86_64-w64-mingw32/include -LSDL2-2.28.5/x86_64-w64-mingw32/lib -lmingw32 -lSDL2 -lSDL2main
C:\w64devkit\bin/ld.exe: SDL2-2.28.5/x86_64-w64-mingw32/lib/libSDL2main.a(SDL_windows_main.o): in function `main_getcmdline':
/Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:66: undefined reference to `SDL_strlen'
C:\w64devkit\bin/ld.exe: /Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:71: undefined reference to `SDL_memcpy'
C:\w64devkit\bin/ld.exe: /Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:72: undefined reference to `SDL_free'
C:\w64devkit\bin/ld.exe: /Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:62: undefined reference to `SDL_wcslen'
C:\w64devkit\bin/ld.exe: /Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:62: undefined reference to `SDL_iconv_string'
C:\w64devkit\bin/ld.exe: SDL2-2.28.5/x86_64-w64-mingw32/lib/libSDL2main.a(SDL_windows_main.o): in function `OutOfMemory':
/Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:25: undefined reference to `SDL_ShowSimpleMessageBox'
C:\w64devkit\bin/ld.exe: SDL2-2.28.5/x86_64-w64-mingw32/lib/libSDL2main.a(SDL_windows_main.o): in function `main_getcmdline':
/Users/valve/release/SDL2/SDL2-2.28.5-source/foo-x64/../src/main/windows/SDL_windows_main.c:77: undefined reference to `SDL_SetMainReady'
collect2.exe: error: ld returned 1 exit status
Build finished with error(s).
Not the same error isn't it?
Move -lSDL2 to after -lSDL2main.
ok
it builds now
thanks
how did you know it was the order?
the error message doesn't say anything about it
Indeed, quite involved knowledge.
The order is if A needs things in B then A comes before B.
oh
that makes sense
I never thought about that
main uses mingw32, and sdl2 uses main
Not really, mingw32 needs main, which SDL2main provides.
Then SDL2main calls things in SDL2.
main calls from sld2 before it's loaded
Read this again.