Gtk is weird
Fixing a weird bug in my game engine
Published:2026-02-03
Recently, I updated my game engine, stellar-enigma[1], to SFML 2.5 to SFML 3. This SFML
update added many useful features and improvements, such as better angle handling and
many new vector utility functions. There was one change, though, that caused me a
headache in a weird and roundabout way: In SFML 3, when initializing certain container
objects, like Sprites and Sounds, you are required to supply the data that it will
contain. For Sprites, this is the Texture. For Sounds, this is the SoundBuffer.
This is a good idea. RAII is a safer way to deal with these sorts of objects, and
helps to prevent weird bugs. This was only a problem for me because I structured my
initialization differently. I initialized the Sprites with no texture, then gave them a
texture during rendering.
I circumvented this problem by initializing all Sprites with a blank Texture. This
seemingly worked. It's certainly not an elegant way to fix the issue, but it works.[2]
It worked, until I looked at the editor. The editor is a gtk application used for editing
stellar-enigma levels. Currently, it only works with Objects, but I have plans to expand
its scope.
One of the reasons I wrote my own editor program, rather than using an extant one, was to
implement special features. I've previously spent time modding the Super Mario Galaxy
games, and a frequent issue I faced was invalid object configurations. SMG will crash
if any object is setup incorrectly. There's a way to enable a stack trace, but that's
all the debugging information you get. Finding the issue can be a real pain, as you have
to open the emulator, get through the title screen, file select, world map, and then play
the level in question each time you make a change.
To try to mitigate this issue, I decided to implement object verification into my editor.
In brief, each Object-derived class contains a verify function. This checks all the
properties to see if they are setup correctly. If not, it returns an error. During level
loading in the engine, each object's verify function is called, and level loading is only
completed if all objects return a success.
To verify the objects from the editor, I construct all the Objects, then run the verify
function. During the SFML3 migration, I created a null sprite to use to construct each
Object.
This seemed to work fine. Until I tried to verify a level. Upon doing so, the editor
promptly crashed, complaining about GL Contexts. I spent a while troubleshooting this
issue. My first thought
Eventually, I figured out that I needed to deactivate the Gtk gl_context using a gtk
function, then activate the SFML context using a sfml function.
I did this using
Footnotes
[1] https://github.com/xavenna/stellar-enigma (return)
[2] Although stellar is much more elegant than its predecessors, it is still kind of a janky mess. (affectionate) (return)