我正在使用 SDL2 制作游戏,通过 Steamworks 提供控制器支持,并且每当调用 GetAnalogActionData 时我的程序就会SEGFAULT。 我正在通过 MSYS2 使用 MinGW g++ 进行编译,使用 Steamworks API 版本 157。
我知道我应该存储句柄一次,但由于它在我尝试读取数据时出现段错误,因此永远不会再次读取它。我只是想弄清楚为什么这不起作用。
#include <SDL2/SDL.h>
#include <steam/steam_api.h>
SDL_Window *window;
SDL_Renderer *renderer;
bool isRunning = true;
using namespace std;
int init() {
// Initialize Steam API
if (!SteamAPI_Init()) {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize Steam API!");
return 1;
}
// Initialize Steam Input
if (!SteamInput()->Init(false)) {
SDL_LogCritical(SDL_LOG_CATEGORY_INPUT, "Failed to initialize Steam Input!");
return 1;
}
{
int res = SDL_Init(SDL_INIT_EVERYTHING);
if (res < 0) {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize SDL: %s", SDL_GetError());
return res;
}
}
window = SDL_CreateWindow(">:(", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 640, SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (window == nullptr) {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window: %s", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr) {
SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, "Failed to create renderer: %s", SDL_GetError());
return 1;
}
SDL_Log("initialized");
return 0;
}
void shutdown() {
SDL_Log("shutting down");
SDL_Quit();
SteamAPI_Shutdown();
SDL_Log("goodnight");
}
void tick() {
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
switch (ev.type) {
case SDL_WINDOWEVENT:
// fallthrough if event is closing the window
if (ev.window.event != SDL_WINDOWEVENT_CLOSE) { break; }
case SDL_QUIT: {
isRunning = false;
return;
break;
}
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP: {
const char* buttonName = SDL_GameControllerGetStringForButton((SDL_GameControllerButton)ev.cbutton.button);
printf("Button %s %s\n", buttonName, (ev.cbutton.state ? "DOWN" : "UP"));
break;
}
}
}
SteamAPI_RunCallbacks();
SDL_SetRenderDrawColor(renderer, 0.f, 0.f, 0.f, 0.f);
SDL_RenderClear(renderer);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
#ifdef USE_STEAM
SteamAPI_RunCallbacks();
#endif // USE_STEAM
// render
SDL_Rect rect = {100, 100, 480, 480 };
InputAnalogActionHandle_t AnalogControls = SteamInput()->GetAnalogActionHandle ("AnalogControls");
InputActionSetHandle_t GameControls = SteamInput()->GetActionSetHandle("GameControls");
InputHandle_t controllers[STEAM_INPUT_MAX_COUNT]{};
SteamInput()->GetConnectedControllers(controllers);
SteamInput()->ActivateActionSet(controllers[0], GameControls);
InputAnalogActionData_t data = SteamInput()->GetAnalogActionData(controllers[0], AnalogControls);
printf("data: { %f, %f }\n", data.x, data.y);
SDL_SetRenderDrawColor(renderer, uint8_t(data.x * float(0xFF)), uint8_t(data.y * float(0xFF)), 0, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(renderer, &rect);
SDL_RenderPresent(renderer);
#ifdef NDEBUG
GLenum err = glGetError();
if (err != 0) SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "%x %s", err, glewGetErrorString(err));
#endif
}
int main(int argc, char* argv[]) {
SDL_Log("running");
#ifdef NDEBUG
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_DEBUG);
#endif
{
int i = init();
if (i) return i;
}
while (isRunning) tick();
shutdown();
return 0;
}
调试器正在给我我的值:
controllers[0]
是 319124578728929405
AnalogControls
是 1
GameControls
是 1
我正在使用默认的 Spacewar appid 进行开发,这是我的 IGA 文件 (
game_actions_480.vdf
):
"In Game Actions"
{
"actions"
{
"GameControls"
{
"title" "#Set_GameControls"
"StickPadGyro"
{
"AnalogControls"
{
"title" "#Action_AnalogControls"
"input_mode" "joystick_move"
}
}
"Button"
{
"jump" "#Action_Jump"
}
}
"MenuControls"
{
"title" "#Set_MenuControls"
"Button"
{
"menu_up" "#Action_MenuUp"
"menu_down" "#Action_MenuDown"
"menu_left" "#Action_MenuLeft"
"menu_right" "#Action_MenuRight"
"menu_select" "#Action_MenuSelect"
"menu_cancel" "#Action_MenuCancel"
}
}
}
"localization"
{
"english"
{
"Title_Config1" "Officially Configurated Configuration"
"Description_Config1" "sdalskdjaksjda."
"Set_GameControls" "In-Game Controls"
"Set_MenuControls" "Menu Controls"
"Action_AnalogControls" "Analog Controls"
"Action_Jump" "Jump"
"Action_MenuUp" "Menu Up"
"Action_MenuDown" "Menu Down"
"Action_MenuLeft" "Menu Left"
"Action_MenuRight" "Menu Right"
"Action_MenuSelect" "Menu Select"
"Action_MenuCancel" "Menu Cancel"
}
}
}
这有点晚了,但我最终想通了,忘了回答我自己的问题!
事实证明(我通过阅读文档发现了这一点)Steamworks 提供了一个替代标头,称为
steam_api_flat.h
,提供了一个可与其他编译器/语言一起使用的 C API。我的代码如下所示:
InputDigitalActionData_t data = SteamAPI_ISteamInput_GetDigitalActionData(SteamAPI_SteamInput(), activeSteamControllerHandle, h);
希望这对某人有帮助。
这实在是不幸;我能够通过使用 Clang++(MSVC 后端)而不是 g++ 来解决问题。我需要进一步研究这个问题,但现在,使用 MSVC“解决”了这个问题。我真的需要使用 g++,因此非常感谢任何建议。