Put my game into voids, now turns on and turns off

I put my fully working SDL game into voids to make it easier to read, but now it just opens up and then closes down instantly.
Here Is My Main.cpp
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#include "Voids.h"
int main(int argc, char *argv[])
{
//Initialize
SDL_Init(SDL_INIT_VIDEO);
int imgflags = IMG_INIT_JPG | IMG_INIT_PNG;
if (IMG_Init(imgflags) != imgflags)
std::cout << "Error" << std::endl;
TTF_Init();

Menu();
Game();
Unload();
return 0;
}


My Voids.cpp
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#include "Voids.h"

const int SCREEN_WIDTH = 1280;
const int SCREEN_HEIGHT = 720;

//Load Texture Function
SDL_Texture *loadtexture(std::string file, SDL_Renderer *renderertarget)
{
SDL_Surface *surface = IMG_Load(file.c_str());
SDL_Texture *texture = nullptr;

texture = SDL_CreateTextureFromSurface(renderertarget, surface);

SDL_FreeSurface(surface);

return texture;
}

SDL_Window *menuwindow = SDL_CreateWindow("This Is YOUR World (CLOSED ALPHA 0.2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);

//Create Renderer
SDL_Renderer *renderer = SDL_CreateRenderer(menuwindow, -1, SDL_RENDERER_ACCELERATED);

//Load Textures
SDL_Texture *mainmenu_texture = loadtexture("images/mainmenu_texture.jpg", renderer);
SDL_Texture *gamebackground = loadtexture("images/worldbackground.jpg", renderer);

SDL_Event event;

//TTF Things
TTF_Font *buttonfont = TTF_OpenFont("fonts/font3.ttf", 20);
TTF_Font *pixelfont = TTF_OpenFont("fonts/font.ttf", 40);
TTF_Font *sharp_pixelfont_100 = TTF_OpenFont("fonts/font2.ttf", 100);
TTF_Font *sharp_pixelfont_20 = TTF_OpenFont("fonts/font2.ttf", 20);
TTF_Font *sharp_pixelfont = TTF_OpenFont("fonts/font2.ttf", 50);
TTF_Font *font = TTF_OpenFont("fonts/font3.ttf", 100);
SDL_Color black = { 0, 0, 0, 0 };
SDL_Color red = { 255, 0, 0, 255 };


//Create InfoBoxes
block northamerica_infobox(renderer, "images/infobox.png", 250, 200, 32, 32);
block southamerica_infobox(renderer, "images/infobox.png", 400, 400, 32, 32);
block africa_infobox(renderer, "images/infobox.png", 700, 300, 32, 32);
block europe_infobox(renderer, "images/infobox.png", 703, 157, 32, 32);
block asia_infobox(renderer, "images/infobox.png", 1000, 200, 32, 32);
block australia_infobox(renderer, "images/infobox.png", 1200, 450, 32, 32);
//Continent Text
block northamericatextbox(renderer, "images/northamericatext.png", 25, 550, 1000, 200);
block southamericatextbox(renderer, "images/southamericatext.png", 50, 550, 1000, 200);
block africatextbox(renderer, "images/africatext.png", 0, 550, 1000, 200);
block europetextbox(renderer, "images/europetext.png", 0, 550, 1000, 200);
block asiatextbox(renderer, "images/asiatext.png", 0, 550, 1000, 200);
block australiatextbox(renderer, "images/australiatext.png", 0, 550, 1000, 200);

block button1(renderer, "images/button.png", 465, 160, 350, 100);
block button2(renderer, "images/button.png", 465, 310, 350, 100);
block button3(renderer, "images/button.png", 465, 460, 350, 100);
block button4(renderer, "images/gotomainmenubutton.png", 0, 610, 350, 100);

//Title Text
SDL_Surface *textsurface1 = TTF_RenderText_Solid(font, "This Is YOUR World!", red);
SDL_Texture *title_text = SDL_CreateTextureFromSurface(renderer, textsurface1);

//Button 1 Text
SDL_Surface *textsurface2 = TTF_RenderText_Solid(sharp_pixelfont, "Start Game", black);
SDL_Texture *startgame_text = SDL_CreateTextureFromSurface(renderer, textsurface2);

//Button 2 Text
SDL_Surface *textsurface3 = TTF_RenderText_Solid(sharp_pixelfont, "Fullscreen", black);
SDL_Texture *options_text = SDL_CreateTextureFromSurface(renderer, textsurface3);

//Button 3 Text
SDL_Surface *textsurface4 = TTF_RenderText_Solid(sharp_pixelfont, "Quit", black);
SDL_Texture *quit_text = SDL_CreateTextureFromSurface(renderer, textsurface4);

bool fullscreen = false;
bool gamerunning = false;
bool menurunning;


void Menu()
{
//Menu Loop Initializer
menurunning = true;

SDL_QueryTexture(mainmenu_texture, NULL, NULL, NULL, NULL);

SDL_Rect title_textrect;
title_textrect.y = 30;
title_textrect.x = 200;
SDL_QueryTexture(title_text, NULL, NULL, &title_textrect.w, &title_textrect.h);
SDL_FreeSurface(textsurface1);
textsurface1 = nullptr;

SDL_Rect start_textrect;
start_textrect.y = 200;
start_textrect.x = 490;
SDL_QueryTexture(startgame_text, NULL, NULL, &start_textrect.w, &start_textrect.h);
SDL_FreeSurface(textsurface2);
textsurface2 = nullptr;
SDL_Rect options_textrect;
options_textrect.y = 350;
options_textrect.x = 486;
SDL_QueryTexture(options_text, NULL, NULL, &options_textrect.w, &options_textrect.h);
SDL_FreeSurface(textsurface3);
textsurface3 = nullptr;

SDL_Rect quit_textrect;
quit_textrect.y = 500;
quit_textrect.x = 575;
SDL_QueryTexture(quit_text, NULL, NULL, &quit_textrect.w, &quit_textrect.h);
	SDL_FreeSurface(textsurface4);
	textsurface4 = nullptr;

	while (menurunning)
	{
		while (SDL_PollEvent(&event) != 0)
		{
			button1.fade(event);
			button2.fade(event);
			button3.fade(event);
			button1.click(event);
			button2.click(event);
			button3.click(event);

			if (event.type == SDL_QUIT)
				menurunning = false;
		}

		//Button Actions
		if (button3.clicked)
			menurunning = false;
		if (button2.clicked)
		{
			SDL_DestroyWindow(menuwindow);
			fullscreen = true;
		}
		if (button1.clicked)
		{
			SDL_DestroyTexture(mainmenu_texture);
			mainmenu_texture = nullptr;
			button1.~block();
			button2.~block();
			button3.~block();

			gamerunning = true;
			menurunning = false;
		}

		SDL_RenderClear(renderer);
		SDL_RenderCopy(renderer, mainmenu_texture, NULL, NULL);
		button1.draw(renderer);
		button2.draw(renderer);
		button3.draw(renderer);
		SDL_RenderCopy(renderer, title_text, NULL, &title_textrect);
		SDL_RenderCopy(renderer, startgame_text, NULL, &start_textrect);
		SDL_RenderCopy(renderer, options_text, NULL, &options_textrect);
		SDL_RenderCopy(renderer, quit_text, NULL, &quit_textrect);
		SDL_RenderPresent(renderer);
	}

}

void Game()
{

	SDL_QueryTexture(gamebackground, NULL, NULL, NULL, NULL);

	while (gamerunning)
	{
		while (SDL_PollEvent(&event) != 0)
		{
			button4.fade(event);
			northamerica_infobox.fade(event);
			southamerica_infobox.fade(event);
			africa_infobox.fade(event);
			europe_infobox.fade(event);
			asia_infobox.fade(event);
			australia_infobox.fade(event);
			northamerica_infobox.click(event);
			southamerica_infobox.click(event);
			africa_infobox.click(event);
			europe_infobox.click(event);
			asia_infobox.click(event);
			australia_infobox.click(event);
			button4.click(event);
		}

		if (button4.clicked)
		{
			SDL_DestroyWindow(menuwindow);
			SDL_DestroyTexture(gamebackground);
			gamebackground = nullptr;
			button4.~block();
			northamerica_infobox.~block();
			southamerica_infobox.~block();
			africa_infobox.~block();
			europe_infobox.~block();
			asia_infobox.~block();
			australia_infobox.~block();

			gamerunning = false;
			menurunning = true;

		}

		SDL_RenderClear(renderer);
		SDL_RenderCopy(renderer, gamebackground, NULL, NULL);
		//Draw Continent Names
		if (northamerica_infobox.faded)
			northamericatextbox.draw(renderer);
		if (southamerica_infobox.faded)
			southamericatextbox.draw(renderer);
		if (africa_infobox.faded)
			africatextbox.draw(renderer);
		if (europe_infobox.faded)
			europetextbox.draw(renderer);
		if (asia_infobox.faded)
			asiatextbox.draw(renderer);
		if (australia_infobox.faded)
			australiatextbox.draw(renderer);

		button4.draw(renderer);
		northamerica_infobox.draw(renderer);
		southamerica_infobox.draw(renderer);
		africa_infobox.draw(renderer);
		europe_infobox.draw(renderer);
		asia_infobox.draw(renderer);
		australia_infobox.draw(renderer);
		SDL_RenderPresent(renderer);
	}
}

void Unload()
{
	//Memory Management
	SDL_DestroyWindow(menuwindow);
	menuwindow = nullptr;
	SDL_DestroyTexture(mainmenu_texture);
	SDL_DestroyTexture(gamebackground);
	gamebackground = nullptr;
	mainmenu_texture = nullptr;
	SDL_DestroyRenderer(renderer);
	renderer = nullptr;
	button1.~block();
	button2.~block();
	button3.~block();
	button4.~block();
	northamerica_infobox.~block();
	southamerica_infobox.~block();
	africa_infobox.~block();
	asia_infobox.~block();
	europe_infobox.~block();
	australia_infobox.~block();
	northamericatextbox.~block();
	southamericatextbox.~block();
	africatextbox.~block();
	asiatextbox.~block();
	europetextbox.~block();
	australiatextbox.~block();
	TTF_CloseFont(pixelfont);
	TTF_CloseFont(sharp_pixelfont);
	TTF_CloseFont(sharp_pixelfont_100);
	TTF_CloseFont(sharp_pixelfont_20);
	TTF_CloseFont(buttonfont);
	SDL_Quit();
}


Thanks for trying to help!

I put my fully working SDL game into voids to make it easier to read, but now it just opens up and then closes down instantly.

I don't know what that means but you have undefined behavior in your code. I'm not surprised it blows up on you.

You are not supposed to call the destructor of objects. Those destructors are automatically called when the objects are destroyed. If you manually call them, they will be called twice resulting in undefined behavior.

All of those global variables look suspicious, especially since you make no effort to account for errors in initialization.
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