I've seen this mentioned a couple places, but nowhere with a resolution, or even more information.
I have a fairly basic framework that I just started putting together. At this point, it has sprite rendering and some input recognition and that's about it. Out of the blue, it will start segfaulting as soon as it's run, even without changing any code from a functional build. However, once it segfaults once, ANY program that I build with SFML using isKeyPressed will segfault until a reboot. The error log is at
http://pastebin.com/6BM96ULt.
I'd paste the whole framework, but the problem is I have a hard time trimming everything out and finding the truly minimal case, since it requires a reboot each time. If we're at a standstill otherwise, I'll spend a couple hours going through that, though.
And, for the record, when I say any program, I truly mean any program. The following causes an isKeyPressed segfault upon launching:
#include <SFML/Graphics.hpp>
int main(int argc, char const** argv)
{
sf::RenderWindow __window;
__window.create(sf::VideoMode(800, 600), "Crash Test");
while (__window.isOpen())
{
sf::Event event;
while (__window.pollEvent(event))
{
if (event.type == sf::Event::Closed) __window.close();
}
if ( sf::Keyboard::isKeyPressed(sf::Keyboard::Q) ) {
// CRASH
}
}
return EXIT_SUCCESS;
}
Any help or information would be greatly appreciated. I haven't found any frameworks I like as much as SFML, but I'm quite close to dropping it and trying another option at this point.
EDIT: Oh, and for what it's worth, I'm using clang from the command line. Also, I've tried it with both the frameworks and the dylibs.
EDIT 2: Not sure why I didn't think of it before, but just to be sure I tested building with gcc, and the same thing occurs.
EDIT 3: Just rebuilt SFML from the latest on github, thinking I might have had an outdated copy without the fix at
https://github.com/SFML/SFML/commit/d77f2419383619506fba36b7d6ab93f96e86127f (even though I'm on a laptop with a connected keyboard and mouse). However, it still occurs in the exact same way.