You need to enable JavaScript to run this app.
优惠活动
大模型
产品
解决方案
定价
更多

调用GetAnalogActionData时Steam Input触发段错误求助

SDL2结合Steamworks开发时调用GetAnalogActionData触发段错误排查

我正在用SDL2开发游戏,通过Steamworks实现控制器支持,但调用GetAnalogActionData时程序触发段错误(SEGFAULT)。开发环境是MSYS2下的MinGW g++,采用Steamworks API 157版本。我知道应该缓存句柄,但程序一尝试读取数据就立刻崩溃,无法进行后续调试,希望找出问题根源。

代码实现

#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;
}

调试关键值

  • controllers[0] 值为 319124578728929405
  • AnalogControls 值为 1
  • GameControls 值为 1

IGA配置文件(game_actions_480.vdf)

我使用默认的Spacewar应用ID(480)开发,配置文件内容如下:

"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"
        }
    }
}

内容的提问来源于stack exchange,提问作者addiment

相关产品推荐
方舟 Agent Plan

超全模态模型 × Harness 升级,最新支持 Deepseek-V4.1-Flash、GLM-5.3 系列、Doubao-Seedream-5.0-pro、Kimi-K3 (部分), 限时 9.9 元起

最近更新时间:2026.07.19 15:50:20