While it's not possible to set up a literal global try-catch block for SDL errors (as SDL doesn't use C++ exceptions for error handling), we can implement a global error handling system that achieves a similar effect. Here's how you can set up a comprehensive error handling system for your SDLÂ application:
First, let's create a global error handler class:
#include <SDL.h>
#include <functional>
#include <iostream>
#include <string>
class GlobalErrorHandler {
public:
using ErrorCallback =
std::function<void(const std::string&)>;
static void SetErrorCallback(
ErrorCallback callback
) {
errorCallback = callback;
}
static void CheckError(
const std::string& operation
) {
const char* error = SDL_GetError();
if (*error != '\0') {
std::string errorMessage =
operation + " Error: " + error;
if (errorCallback) {
errorCallback(errorMessage);
} else {
std::cerr << errorMessage << '\n';
}
SDL_ClearError();
}
}
private:
static inline ErrorCallback errorCallback;
};
This GlobalErrorHandler
allows us to set a custom error callback and provides a CheckError
method to check for SDLÂ errors.
Now, let's set up our global error handler in the main function:
#include <SDL.h>
#include <iostream>
#include <stdexcept>
void SDLErrorCallback(
const std::string& error) {
std::cerr << "SDL Error: " << error << '\n';
throw std::runtime_error(error);
}
int main(int argc, char* argv[]) {
GlobalErrorHandler::SetErrorCallback(
SDLErrorCallback);
try {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
GlobalErrorHandler::CheckError(
"SDL Initialization");
}
SDL_Window* window = SDL_CreateWindow(
"SDL2 Window", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 640, 480,
SDL_WINDOW_SHOWN);
if (!window) {
GlobalErrorHandler::CheckError(
"Window Creation");
}
// Main game loop
bool quit = false;
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
quit = true;
}
}
// Render game here...
GlobalErrorHandler::CheckError(
"Rendering");
}
SDL_DestroyWindow(window);
SDL_Quit();
} catch (const std::exception& e) {
std::cerr << "Fatal error: " << e.what()
<< '\n';
SDL_Quit();
return 1;
}
return 0;
}
In this setup, we're using a global try-catch block in main()
to catch any exceptions thrown by our error callback. This allows us to handle SDL errors in a centralized manner.
You can now use GlobalErrorHandler::CheckError()
throughout your code:
void LoadTexture(
SDL_Renderer* renderer,
const char* path
) {
SDL_Texture* texture =
SDL_CreateTextureFromSurface(
renderer, SDL_LoadBMP(path)
);
GlobalErrorHandler::CheckError(
"Texture Loading"
);
// Use texture...
}
This approach offers several benefits:
However, there are some considerations:
By implementing this kind of global error handling system, you can achieve many of the benefits of a global try-catch block while working within SDL's error handling paradigm.
Answers to questions are automatically generated and may not have been reviewed.
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