On 11/21/2014 5:57 AM, Paul wrote:


This is a tad off topic now but I'm struggling to get a window on screen
as SDL_CreateWindow is failing, here's what I've got:

try{
     DerelictSDL2.load();
}catch(Exception e){
     writeln("Failed to load DerelictSDL2 :( %s", e.msg);
     return;
}

Before getting to your issue, I'd like to point out that this is a needless redundancy. You are adding anything by catching an exception here and printing to the console that the library didn't load. The exception message will tell you that already. I suggest you just remove the try..catch and let the exception propagate. The only reason to catch a DerelictException here is if you want to do something other than print the message to the console, like display a message box or write to a log file.



try{
     SDL_Init(SDL_INIT_EVERYTHING);
}catch(Exception e){
      writeln("Can't init SDL :( %s", e.msg);
      return;
}


SDL_Init isn't goint to throw an exception. It can't. It's a function in a C library and C doesn't know anything about D exceptions. If you look at the documentation for SDL_Init[1], you will find that it returns a negative number on failure and 0 on success.

if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 ) {
 // See below for how to handle this
}


SDL_Window *testWindow;
//temporary magic numbers ahoy
testWindow = SDL_CreateWindow( "Test Window", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_RESIZABLE );
if( testWindow == null ) {
     writeln("Window could not be created!");
     return;
}     else {
     SDL_Surface* testSurface;
     testSurface = SDL_GetWindowSurface(testWindow);
}

Everything seems to initialise ok but SDL_CreateWindow always returns
null. For some reason I can't use DerelictException which I guess might
help me dig deeper. AFAIK there are no issues with this machine's
hardware - I can certainly run other SDL-based apps on it.


Again, DerelictExceptions aren't going to help you here. They are only thrown when the load function fails (to manipulate a DerelictException directly, import derelict.util.exception.) To get an error message out of SDL, you need to call SDL_GetError, which returns a const( char )*.

void printSDLError( string msg ) {
  import std.conv : to;
  import std.stdio : writefln;

  writefln("%s: %s", msg, to!string( SDL_GetError() ));
}

...
if( testWindow == null )
{
  printSDLError( "Failed to create window." );
  return;
}

I prefer to wrap it up in a subclass of Error. Others may prefer Exception, but when I throw an SDLError I don't intend to catch it. I really want the app to exit.

class SDLError : Error
{
    public static string errStr() @property
    {
        import std.conv : to;
        import derelict.sdl2.sdl : SDL_GetError;
        return to!string( SDL_GetError() );
    }

public this( string msg, string file = __FILE__, size_t line = __LINE__ )
    {
        import std.string : format;

        auto fmsg = format( "%s: %s", msg, errStr );
        super( fmsg, file, line );
    }
}

Now it becomes:

DerelictSDL2.load();

if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
{
  throw new SDLError( "Failed to initialize SDL" );
}

testWindow = SDL_CreateWindow( ... );
if( !testWindow )
{
  throw new SDLError( "Failed to create window" );
}

Whichever approach you choose, SDL_GetError will shed light on why any SDL call failed as long as you call it immediately upon failure.

[1] https://wiki.libsdl.org/SDL_Init?highlight=%28%5CbCategoryInit%5Cb%29%7C%28CategoryEnum%29%7C%28CategoryStruct%29

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