SDL - window doesn't show anything
The reason is that you're not drawing anything. You created a window, a renderer, a surface, and a texture. However you're not drawing anything. And the visual result reflects exactly what you've done.
To simply display a BMP image, load the image into a surface and use SDL_BlitSurface
to copy it to the screen. Or to work with textures, you shall draw primitives like triangles or quads just like working with OpenGL.
Also another problem: why your window looks filled with other content than a blank screen?
That's because these years the default video mode is set to double buffering, which means there's a front buffer to be shown and a back buffer to render on. When finishing rendering a single frame, you shall call something like SDL_Flip
(seems it's been obsoleted in SDL2) or SDL_UpdateWindowSurface
.
EDITED: I've edited your code and here's something that works: (removed renderer/texture, added SDL_BlitSurface and SDL_UpdateWindowSurface)
#ifdef __cplusplus
#include <cstdlib>
#else
#include <stdlib.h>
#endif
#include <stdio.h>
#include <SDL2/SDL.h>
#include <iostream>
int main ( int argc, char** argv )
{
if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480,
SDL_WINDOW_SHOWN);
if (win == NULL){
std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
return 1;
}
SDL_Surface *bmp = SDL_LoadBMP("cb.bmp");
if (bmp == NULL){
std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl;
return 1;
}
SDL_BlitSurface(bmp, 0, SDL_GetWindowSurface(win), 0);
SDL_UpdateWindowSurface(win);
SDL_Delay(4000);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}