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  • SDL Guide 中文译版

    SDLSimple DirectMedia Layer,类似DirectX,是完整的游戏、多媒体开发包,但不同的是它跨越几乎所有的平台,有各种语言的接口,多种语言的文档,而这一切都是广大志愿者完成的。目前扩展部分还没有正式的文档,以下为核心部分文档的向导部分。

    序言

    关于SDL

    SDL为方便制作能跨跃Linux、BSD、MacOS、Win32和BeOS平台,使用本地高性能媒体接口,并且让您可以只需使用一份源代码级API而设计。SDL是相当低层的API,但使用它可以让你以极大的灵活性写出完全跨平台的程序。

     SDL:http://www.libsdl.org/

    关于SDL文档

    SDLdoc项目即要重新编写SDL文档并同步更新。项目组有使用SDL的志愿者组成。

    最新版本可在http://sdldoc.sourceforge.net下载

    谢启

    Sam Lantinga, slouken@libsdl.org

    Martin Donlon, akawaka@skynet.ie

    Mattias Engdeg?rd

    Julian Peterson

    Ken Jordan

    Maxim Sobolev

    Wesley Poole

    Michael Vance

    Andreas Umbach

    Andreas Hofmeister


    第一章 基础

    初始化

    SDL由八个子系统组成——音频、CDROM、事件处理、文件I/O、游戏杆、线程、记时器和视频。使用前必须调用SDL_Init或SDL_InitSubSystem初始化。SDL_Init必须早于其他所有SDL调用,它将自动初始化事件处理、文件I/O和线程子系统,并根据参数选择启动其他子系统。例如,初始化缺省和视频子系统:

    SDL_Init(SDL_INIT_VIDEO);

    初始化缺省、视频和记时器子系统:

    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);

    SDL_Init对应SDL_Quit(和SDL_QuitSubSystem)。SDL_Quit关闭所有子系统,必须在程序关闭前调用。

    除此之外,我们还必须进行错误处理。很多SDL函数返回一个值指示成功与否。例如SDL_Init失败时返回-1。每当SDL出错时,错误信息被保存,并可用SDL_GetError取得。

    例1-1 初始化SDL

    #include "SDL.h"   /* All SDL App's need this */
    #include <stdio.h>
    
    int main() {
        
        printf("Initializing SDL./n");
        
        /* Initialize defaults, Video and Audio */
        if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { 
            printf("Could not initialize SDL: %s./n", SDL_GetError());
            exit(-1);
        }
    
        printf("SDL initialized./n");
    
        printf("Quiting SDL./n");
        
        /* Shutdown all subsystems */
        SDL_Quit();
        
        printf("Quiting..../n");
    
        exit(0);
    }

    第二章 图像和视频

    初始化SDL Video显示

    视频是最常用的部分,也是SDL最完整的子系统。下面的初始化过程是每个SDL程序都要做的,即使可能有些不同。

    例2-1 初始化视频

        SDL_Surface *screen;
    
        /* Initialize the SDL library */
        if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
            fprintf(stderr,
                    "Couldn't initialize SDL: %s/n", SDL_GetError());
            exit(1);
        }
    
        /* Clean up on exit */
        atexit(SDL_Quit);
        
        /*
         * Initialize the display in a 640x480 8-bit palettized mode,
         * requesting a software surface
         */
        screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
        if ( screen == NULL ) {
            fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",
                            SDL_GetError());
            exit(1);
        }
    

    初始化最佳视频模式

    如果你希望某种色深(颜色数)但如果用户的显示器不支持也可以接受其他色深,使用加SDL_ANYFORMAT参数的SDL_SetVideoMode。您还可以用SDL_VideoModeOK来找到与请求模式最接近的模式。

    例2-2 初始化最佳视频模式

        /* Have a preference for 8-bit, but accept any depth */
        screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
        if ( screen == NULL ) {
            fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",
                            SDL_GetError());
            exit(1);
        }
        printf("Set 640x480 at %d bits-per-pixel mode/n",
               screen->format->BitsPerPixel);
    

    读取并显示BMP文件

    SDL已经初始化,视频模式已经选择,下面的函数将读取并显示指定的BMP文件。

    例2-3 读取并显示BMP文件

    void display_bmp(char *file_name)
    {
        SDL_Surface *image;
    
        /* Load the BMP file into a surface */
        image = SDL_LoadBMP(file_name);
        if (image == NULL) {
            fprintf(stderr, "Couldn't load %s: %s/n", file_name, SDL_GetError());
            return;
        }
    
        /*
         * Palettized screen modes will have a default palette (a standard
         * 8*8*4 colour cube), but if the image is palettized as well we can
         * use that palette for a nicer colour matching
         */
        if (image->format->palette && screen->format->palette) {
        SDL_SetColors(screen, image->format->palette->colors, 0,
                      image->format->palette->ncolors);
        }
    
        /* Blit onto the screen surface */
        if(SDL_BlitSurface(image, NULL, screen, NULL) < 0)
            fprintf(stderr, "BlitSurface error: %s/n", SDL_GetError());
    
        SDL_UpdateRect(screen, 0, 0, image->w, image->h);
    
        /* Free the allocated BMP surface */
        SDL_FreeSurface(image);
    }
    

    直接在显示上绘图

    下面两个函数实现在图像平面的像素读写。它们被细心设计成可以用于所有色深。记住在使用前要先锁定图像平面,之后要解锁。

    在像素值和其红、绿、蓝值间转换,使用SDL_GetRGB()和SDL_MapRGB()。

    例2-4 getpixel()

    /*
     * Return the pixel value at (x, y)
     * NOTE: The surface must be locked before calling this!
     */
    Uint32 getpixel(SDL_Surface *surface, int x, int y)
    {
        int bpp = surface->format->BytesPerPixel;
        /* Here p is the address to the pixel we want to retrieve */
        Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
    
        switch(bpp) {
        case 1:
            return *p;
    
        case 2:
            return *(Uint16 *)p;
    
        case 3:
            if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
                return p[0] << 16 | p[1] << 8 | p[2];
            else
                return p[0] | p[1] << 8 | p[2] << 16;
    
        case 4:
            return *(Uint32 *)p;
    
        default:
            return 0;       /* shouldn't happen, but avoids warnings */
        }
    }
    

    例2-5 putpixel()

    /*
     * Set the pixel at (x, y) to the given value
     * NOTE: The surface must be locked before calling this!
     */
    void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
    {
        int bpp = surface->format->BytesPerPixel;
        /* Here p is the address to the pixel we want to set */
        Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
    
        switch(bpp) {
        case 1:
            *p = pixel;
            break;
    
        case 2:
            *(Uint16 *)p = pixel;
            break;
    
        case 3:
            if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
                p[0] = (pixel >> 16) & 0xff;
                p[1] = (pixel >> 8) & 0xff;
                p[2] = pixel & 0xff;
            } else {
                p[0] = pixel & 0xff;
                p[1] = (pixel >> 8) & 0xff;
                p[2] = (pixel >> 16) & 0xff;
            }
            break;
    
        case 4:
            *(Uint32 *)p = pixel;
            break;
        }
    }
    

    例2-6 使用上面的putpixel()在屏幕中心画一个黄点

        /* Code to set a yellow pixel at the center of the screen */
    
        int x, y;
        Uint32 yellow;
    
        /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
           Note:  If the display is palettized, you must set the palette first.
        */
        yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);
    
        x = screen->w / 2;
        y = screen->h / 2;
    
        /* Lock the screen for direct access to the pixels */
        if ( SDL_MUSTLOCK(screen) ) {
            if ( SDL_LockSurface(screen) < 0 ) {
                fprintf(stderr, "Can't lock screen: %s/n", SDL_GetError());
                return;
            }
        }
    
        putpixel(screen, x, y, yellow);
    
        if ( SDL_MUSTLOCK(screen) ) {
            SDL_UnlockSurface(screen);
        }
        /* Update just the part of the display that we've changed */
        SDL_UpdateRect(screen, x, y, 1, 1);
    
        return;
    

    并用SDL和OpenGL

    SDL可以在多种平台(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11)上创建和使用OpenGL上下文。这允许你在OpenGL程序中使用SDL的音频、事件、线程和记时器,而这些通常是GLUT的任务。

    和普通的初始化类似,但有三点不同:必须传SDL_OPENGL参数给SDL_SetVideoMode;必须使用SDL_GL_SetAttribute指定一些GL属性(深度缓冲区位宽,帧缓冲位宽等);如果您想使用双缓冲,必须作为GL属性指定

    例2-7 初始化SDL加OpenGL

        /* Information about the current video settings. */
        const SDL_VideoInfo* info = NULL;
        /* Dimensions of our window. */
        int width = 0;
        int height = 0;
        /* Color depth in bits of our window. */
        int bpp = 0;
        /* Flags we will pass into SDL_SetVideoMode. */
        int flags = 0;
    
        /* First, initialize SDL's video subsystem. */
        if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
            /* Failed, exit. */
            fprintf( stderr, "Video initialization failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    
        /* Let's get some video information. */
        info = SDL_GetVideoInfo( );
    
        if( !info ) {
            /* This should probably never happen. */
            fprintf( stderr, "Video query failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    
        /*
         * Set our width/height to 640/480 (you would
         * of course let the user decide this in a normal
         * app). We get the bpp we will request from
         * the display. On X11, VidMode can't change
         * resolution, so this is probably being overly
         * safe. Under Win32, ChangeDisplaySettings
         * can change the bpp.
         */
        width = 640;
        height = 480;
        bpp = info->vfmt->BitsPerPixel;
    
        /*
         * Now, we want to setup our requested
         * window attributes for our OpenGL window.
         * We want *at least* 5 bits of red, green
         * and blue. We also want at least a 16-bit
         * depth buffer.
         *
         * The last thing we do is request a double
         * buffered window. '1' turns on double
         * buffering, '0' turns it off.
         *
         * Note that we do not use SDL_DOUBLEBUF in
         * the flags to SDL_SetVideoMode. That does
         * not affect the GL attribute state, only
         * the standard 2D blitting setup.
         */
        SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
        SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    
        /*
         * We want to request that SDL provide us
         * with an OpenGL window, in a fullscreen
         * video mode.
         *
         * EXERCISE:
         * Make starting windowed an option, and
         * handle the resize events properly with
         * glViewport.
         */
        flags = SDL_OPENGL | SDL_FULLSCREEN;
    
        /*
         * Set the video mode
         */
        if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
            /* 
             * This could happen for a variety of reasons,
             * including DISPLAY not being set, the specified
             * resolution not being available, etc.
             */
            fprintf( stderr, "Video mode set failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    

    OpenGL绘图

    除了初始化,在SDL程序中使用OpenGL和其他情况基本相同,是同样函数和数据类型。但是如果您使用双缓冲,则必须用SDL_GL_SwapBuffers()来交换前后缓冲,而不是glxSwapBuffers()(GLX)或SwapBuffers()(Windows)。

    例2-8 SDL和OpenGL

    /*
     * SDL OpenGL Tutorial.
     * (c) Michael Vance, 2000
     * briareos@lokigames.com
     *
     * Distributed under terms of the LGPL. 
     */
    
    #include <SDL/SDL.h>
    #include <GL/gl.h>
    #include <GL/glu.h>
    
    #include <stdio.h>
    #include <stdlib.h>
    
    static GLboolean should_rotate = GL_TRUE;
    
    static void quit_tutorial( int code )
    {
        /*
         * Quit SDL so we can release the fullscreen
         * mode and restore the previous video settings,
         * etc.
         */
        SDL_Quit( );
    
        /* Exit program. */
        exit( code );
    }
    
    static void handle_key_down( SDL_keysym* keysym )
    {
    
        /* 
         * We're only interested if 'Esc' has
         * been presssed.
         *
         * EXERCISE: 
         * Handle the arrow keys and have that change the
         * viewing position/angle.
         */
        switch( keysym->sym ) {
        case SDLK_ESCAPE:
            quit_tutorial( 0 );
            break;
        case SDLK_SPACE:
            should_rotate = !should_rotate;
            break;
        default:
            break;
        }
    
    }
    
    static void process_events( void )
    {
        /* Our SDL event placeholder. */
        SDL_Event event;
    
        /* Grab all the events off the queue. */
        while( SDL_PollEvent( &event ) ) {
    
            switch( event.type ) {
            case SDL_KEYDOWN:
                /* Handle key presses. */
                handle_key_down( &event.key.keysym );
                break;
            case SDL_QUIT:
                /* Handle quit requests (like Ctrl-c). */
                quit_tutorial( 0 );
                break;
            }
    
        }
    
    }
    
    static void draw_screen( void )
    {
        /* Our angle of rotation. */
        static float angle = 0.0f;
    
        /*
         * EXERCISE:
         * Replace this awful mess with vertex
         * arrays and a call to glDrawElements.
         *
         * EXERCISE:
         * After completing the above, change
         * it to use compiled vertex arrays.
         *
         * EXERCISE:
         * Verify my windings are correct here ;).
         */
        static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };
        static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };
        static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };
        static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };
        static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
        static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };
        static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };
        static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };
        static GLubyte red[]    = { 255,   0,   0, 255 };
        static GLubyte green[]  = {   0, 255,   0, 255 };
        static GLubyte blue[]   = {   0,   0, 255, 255 };
        static GLubyte white[]  = { 255, 255, 255, 255 };
        static GLubyte yellow[] = {   0, 255, 255, 255 };
        static GLubyte black[]  = {   0,   0,   0, 255 };
        static GLubyte orange[] = { 255, 255,   0, 255 };
        static GLubyte purple[] = { 255,   0, 255,   0 };
    
        /* Clear the color and depth buffers. */
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    
        /* We don't want to modify the projection matrix. */
        glMatrixMode( GL_MODELVIEW );
        glLoadIdentity( );
    
        /* Move down the z-axis. */
        glTranslatef( 0.0, 0.0, -5.0 );
    
        /* Rotate. */
        glRotatef( angle, 0.0, 1.0, 0.0 );
    
        if( should_rotate ) {
    
            if( ++angle > 360.0f ) {
                angle = 0.0f;
            }
    
        }
    
        /* Send our triangle data to the pipeline. */
        glBegin( GL_TRIANGLES );
    
        glColor4ubv( red );
        glVertex3fv( v0 );
        glColor4ubv( green );
        glVertex3fv( v1 );
        glColor4ubv( blue );
        glVertex3fv( v2 );
    
        glColor4ubv( red );
        glVertex3fv( v0 );
        glColor4ubv( blue );
        glVertex3fv( v2 );
        glColor4ubv( white );
        glVertex3fv( v3 );
    
        glColor4ubv( green );
        glVertex3fv( v1 );
        glColor4ubv( black );
        glVertex3fv( v5 );
        glColor4ubv( orange );
        glVertex3fv( v6 );
    
        glColor4ubv( green );
        glVertex3fv( v1 );
        glColor4ubv( orange );
        glVertex3fv( v6 );
        glColor4ubv( blue );
        glVertex3fv( v2 );
    
        glColor4ubv( black );
        glVertex3fv( v5 );
        glColor4ubv( yellow );
        glVertex3fv( v4 );
        glColor4ubv( purple );
        glVertex3fv( v7 );
    
        glColor4ubv( black );
        glVertex3fv( v5 );
        glColor4ubv( purple );
        glVertex3fv( v7 );
        glColor4ubv( orange );
        glVertex3fv( v6 );
    
        glColor4ubv( yellow );
        glVertex3fv( v4 );
        glColor4ubv( red );
        glVertex3fv( v0 );
        glColor4ubv( white );
        glVertex3fv( v3 );
    
        glColor4ubv( yellow );
        glVertex3fv( v4 );
        glColor4ubv( white );
        glVertex3fv( v3 );
        glColor4ubv( purple );
        glVertex3fv( v7 );
    
        glColor4ubv( white );
        glVertex3fv( v3 );
        glColor4ubv( blue );
        glVertex3fv( v2 );
        glColor4ubv( orange );
        glVertex3fv( v6 );
    
        glColor4ubv( white );
        glVertex3fv( v3 );
        glColor4ubv( orange );
        glVertex3fv( v6 );
        glColor4ubv( purple );
        glVertex3fv( v7 );
    
        glColor4ubv( green );
        glVertex3fv( v1 );
        glColor4ubv( red );
        glVertex3fv( v0 );
        glColor4ubv( yellow );
        glVertex3fv( v4 );
    
        glColor4ubv( green );
        glVertex3fv( v1 );
        glColor4ubv( yellow );
        glVertex3fv( v4 );
        glColor4ubv( black );
        glVertex3fv( v5 );
    
        glEnd( );
    
        /*
         * EXERCISE:
         * Draw text telling the user that 'Spc'
         * pauses the rotation and 'Esc' quits.
         * Do it using vetors and textured quads.
         */
    
        /*
         * Swap the buffers. This this tells the driver to
         * render the next frame from the contents of the
         * back-buffer, and to set all rendering operations
         * to occur on what was the front-buffer.
         *
         * Double buffering prevents nasty visual tearing
         * from the application drawing on areas of the
         * screen that are being updated at the same time.
         */
        SDL_GL_SwapBuffers( );
    }
    
    static void setup_opengl( int width, int height )
    {
        float ratio = (float) width / (float) height;
    
        /* Our shading model--Gouraud (smooth). */
        glShadeModel( GL_SMOOTH );
    
        /* Culling. */
        glCullFace( GL_BACK );
        glFrontFace( GL_CCW );
        glEnable( GL_CULL_FACE );
    
        /* Set the clear color. */
        glClearColor( 0, 0, 0, 0 );
    
        /* Setup our viewport. */
        glViewport( 0, 0, width, height );
    
        /*
         * Change to the projection matrix and set
         * our viewing volume.
         */
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity( );
        /*
         * EXERCISE:
         * Replace this with a call to glFrustum.
         */
        gluPerspective( 60.0, ratio, 1.0, 1024.0 );
    }
    
    int main( int argc, char* argv[] )
    {
        /* Information about the current video settings. */
        const SDL_VideoInfo* info = NULL;
        /* Dimensions of our window. */
        int width = 0;
        int height = 0;
        /* Color depth in bits of our window. */
        int bpp = 0;
        /* Flags we will pass into SDL_SetVideoMode. */
        int flags = 0;
    
        /* First, initialize SDL's video subsystem. */
        if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
            /* Failed, exit. */
            fprintf( stderr, "Video initialization failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    
        /* Let's get some video information. */
        info = SDL_GetVideoInfo( );
    
        if( !info ) {
            /* This should probably never happen. */
            fprintf( stderr, "Video query failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    
        /*
         * Set our width/height to 640/480 (you would
         * of course let the user decide this in a normal
         * app). We get the bpp we will request from
         * the display. On X11, VidMode can't change
         * resolution, so this is probably being overly
         * safe. Under Win32, ChangeDisplaySettings
         * can change the bpp.
         */
        width = 640;
        height = 480;
        bpp = info->vfmt->BitsPerPixel;
    
        /*
         * Now, we want to setup our requested
         * window attributes for our OpenGL window.
         * We want *at least* 5 bits of red, green
         * and blue. We also want at least a 16-bit
         * depth buffer.
         *
         * The last thing we do is request a double
         * buffered window. '1' turns on double
         * buffering, '0' turns it off.
         *
         * Note that we do not use SDL_DOUBLEBUF in
         * the flags to SDL_SetVideoMode. That does
         * not affect the GL attribute state, only
         * the standard 2D blitting setup.
         */
        SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
        SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
        SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    
        /*
         * We want to request that SDL provide us
         * with an OpenGL window, in a fullscreen
         * video mode.
         *
         * EXERCISE:
         * Make starting windowed an option, and
         * handle the resize events properly with
         * glViewport.
         */
        flags = SDL_OPENGL | SDL_FULLSCREEN;
    
        /*
         * Set the video mode
         */
        if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
            /* 
             * This could happen for a variety of reasons,
             * including DISPLAY not being set, the specified
             * resolution not being available, etc.
             */
            fprintf( stderr, "Video mode set failed: %s/n",
                 SDL_GetError( ) );
            quit_tutorial( 1 );
        }
    
        /*
         * At this point, we should have a properly setup
         * double-buffered window for use with OpenGL.
         */
        setup_opengl( width, height );
    
        /*
         * Now we want to begin our normal app process--
         * an event loop with a lot of redrawing.
         */
        while( 1 ) {
            /* Process incoming events. */
            process_events( );
            /* Draw the screen. */
            draw_screen( );
        }
    
        /*
         * EXERCISE:
         * Record timings using SDL_GetTicks() and
         * and print out frames per second at program
         * end.
         */
    
        /* Never reached. */
        return 0;
    }

    第三章上 游戏杆输入处理

    初始化

    使用游戏杆的第一步是初始化游戏杆子系统。即在SDL_Init时使用参数SDL_INIT_JOYSTICK。

    例3-1 初始化SDL并带游戏杆支持

        if ( ! SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) )
        {
            fprintf(stderr, "Couldn't initialize SDL: %s/n", SDL_GetError());
            exit(1);
        }
    

    此例启动SDL并带视频和游戏杆支持。

    查询

    至此,我们可以假定初始化以完成。但我们还需指导有没有、有几个游戏杆。即使您指导有一个游戏杆可用,也最好经常检查,因为这样可以帮助检测游戏杆被拔掉的情况。

    检查游戏杆的函数是SDL_NumJoysticks()。此函数简单的返回系统中游戏杆的数量。下一步是决定用户想用哪一个。当然,如果只有一个就不用决定了。SDL_JoystickName取得系统赋给游戏杆的名字。游戏杆用序号指定,第一个为0,最后一个为SDL_NumJoysticks - 1。

    例3-2 打印所有游戏杆的名字

        printf("%i joysticks were found./n/n", SDL_NumJoysticks() );
        printf("The names of the joysticks are:/n");
    		
        for( i=0; i < SDL_NumJoysticks(); i++ ) 
        {
            printf("    %s/n", SDL_JoystickName(i));
        }
    

    启动游戏杆取得事件

    SDL使用事件架构,游戏杆可以触发四种事件。

    • SDL_JoyAxisEvent 轴改变
    • SDL_JoyBallEvent 轨迹球坐标改变
    • SDL_JoyHatEvent hat(sorry,在下不解何为hat)方向改变
    • SDL_JoyButtonEvent 按钮按下或释放

    所有启动的游戏杆都会触发事件。为了收到事件,首先要用SDL_ENABLE调用SDL_JoystickEventState,以允许事件。其次要启动指定的游戏杆,用SDL_JoystickOpen()。

    例3-3 启动第一个游戏杆

        SDL_Joystick *joystick;
    
        SDL_JoystickEventState(SDL_ENABLE);
        joystick = SDL_JoystickOpen(0);
    

    游戏杆对象的指针只在查询和关闭游戏杆时有用。

    现在为了响应事件,我们需要一个消息循环。所有的SDL程序至少要接受系统退出消息。设想我们的消息循环象这样:

        SDL_Event event;
        /* Other initializtion code goes here */   
    
        /* Start main game loop here */
    
        while(SDL_PollEvent(&event))
        {  
            switch(event.type)
            {  
                case SDL_KEYDOWN:
                /* handle keyboard stuff here */				
                break;
    
                case SDL_QUIT:
                /* Set whatever flags are necessary to */
                /* end the main game loop here */
                break;
            }
        }
    
        /* End loop here */
    

    要响应游戏杆事件,只需添加一个case。轴检测得有些技巧,因为大部分事件是垃圾。摇杆动一点就会有事件。所以必须设定一个阈值,并且忽略未达到阈值的事件。一般10%是个比较好的阈值。

    例3-4 游戏杆轴事件

        case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */
        if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) 
        {
          /* code goes here */
        }
        break;
    

    另一个技巧是上下和左右是两组不同的运动。最重要的轴是轴0(左右)和轴1(上下)。按如下方法作不同处理:

    例3-5

        case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */
        if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) 
        {
            if( event.jaxis.axis == 0) 
            {
                /* Left-right movement code goes here */
            }
    
            if( event.jaxis.axis == 1) 
            {
                /* Up-Down movement code goes here */
            }
        }
        break;
    

    理想情况下,应该用event.jaxis.value来调整一些值。例如你在用游戏杆控制飞船,将摇杆推一点则慢速前进,推很多则快速前进。这样设计会使用户的体验更好。如果你的游戏杆有更多的轴,可用于其他控制,用法完全一样,event.jaxis.axis会有不同的值。

    例3-6 游戏杆按钮事件

        case SDL_JOYBUTTONDOWN:  /* Handle Joystick Button Presses */
        if ( event.jbutton.button == 0 ) 
        {
            /* code goes here */
        }
        break;
    

    按钮检测很简单,因为只有按下和放开两个状态。按下时SDL_JOYBUTTONDOWN触发,放开时SDL_JOYBUTTONUP触发。event.jbutton.button指示是哪个按钮。

    最后,程序结束时用SDL_JoystickClose()关闭游戏杆。例如关闭前面启动的0号游戏杆:

    SDL_JoystickClose(joystick);

    高级游戏杆函数

    轨迹球消息包含X和Y方向的改变量。

    例3-7 轨迹球事件

        case SDL_JOYBALLMOTION:  /* Handle Joyball Motion */
        if( event.jball.ball == 0 )
        {
          /* ball handling */
        }
        break;
    

    此例检测第一个轨迹球。坐标改变量在event.jball.xrel和event.jball.yrel中。

    最后是hat事件。hat只报告方向。我们通过位掩码检测:

    SDL_HAT_CENTERED 
    SDL_HAT_UP 
    SDL_HAT_RIGHT 
    SDL_HAT_DOWN 
    SDL_HAT_LEFT 
    

    预定义的组合:

    SDL_HAT_RIGHTUP 
    SDL_HAT_RIGHTDOWN 
    SDL_HAT_LEFTUP 
    SDL_HAT_LEFTDOWN 
    

    例3-8 游戏杆hat事件

        case SDL_JOYHATMOTION:  /* Handle Hat Motion */
        if ( event.jhat.hat | SDL_HAT_UP )
        {
            /* Do up stuff here */
        }
    
        if ( event.jhat.hat | SDL_HAT_LEFT )
        {
            /* Do left stuff here */
        }
    
        if ( event.jhat.hat | SDL_HAT_RIGHTDOWN )
        {
            /* Do right and down together stuff here */
        }
        break;
    

    除了游戏杆的数量,还可查询:

    • SDL_JoystickNumAxes 轴数量
    • SDL_JoystickNumButtons 按钮数量
    • SDL_JoystickNumBalls 轨迹球数量
    • SDL_JoystickNumHats hat数量

    只需将启动游戏杆时得到的指针传给这些函数即可。

    例3-9 查询游戏杆特性

    int number_of_buttons;
        SDL_Joystick *joystick;
    
        joystick = SDL_JoystickOpen(0);
        number_of_buttons = SDL_JoystickNumButtons(joystick);

    第三章下 键盘输入

    键盘相关数据结构

    • SDLKey 枚举类型,每一个符号代表一个键,如SDLK_a、SDLK_SPACE,在SDL_keysym.h中定义。
    • SDLMod 枚举类型,类似SDLKey,但用于修饰键,如Control、Alt、Shift,可以组合。
    • SDL_keysym
      typedef struct{
        Uint8 scancode;
        SDLKey sym;
        SDLMod mod;
        Uint16 unicode;
      } SDL_keysym;
      
      用于按键和放开消息。scancode是硬件相关键码。除非你有特殊用途,否则忽略。sym指示键,mod为修饰键集合,例如KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT 为Numlock、Capslock和左Shift组合。最后unicode为对应字符。注意,仅当是按键消息时unicode才有效,放开消息时无效。Unicode变换必须用SDL_EnableUNICODE()打开。
    • SDL_KeyboardEvent
      typedef struct{
        Uint8 type;
        Uint8 state;
        SDL_keysym keysym;
      } SDL_KeyboardEvent;
      
      描述一个键盘消息。type指示按键(SDL_KEYDOWN)或放开(SDL_KEYUP)。state是冗余的,和含义type相同只是符号不同(SDL_PRESSED,SDL_RELEASED)。

    读取键盘消息

    使用消息循环用SDL_PollEvent()从消息队列里读取,并用switch-case检测SDL_KEYUP和SDL_KEYDOWN。下面是个基本的例子。

    例3-10 读键盘消息

      SDL_Event event;
      .
      .
      /* Poll for events. SDL_PollEvent() returns 0 when there are no  */
      /* more events on the event queue, our while loop will exit when */
      /* that occurs.                                                  */
      while( SDL_PollEvent( &event ) ){
        /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
        switch( event.type ){
          case SDL_KEYDOWN:
            printf( "Key press detected/n" );
            break;
    
          case SDL_KEYUP:
            printf( "Key release detected/n" );
            break;
    
          default:
            break;
        }
      }
    

    更详细的内容

    我们已经知道要用SDL_Init和SDL_SetVideoMode初始化,但我们还得用另外两个函数取得必要信息。要调用SDL_EnableUNICODE(1)以允许unicode变换,还要用SDL_GetKeyName将SDLKey转换成可打印字符。注意:小于0x80的unicode字符直接映射到ASCII码。下例用到这一点。

    例3-11 解释按键消息

        #include "SDL.h"
    
        /* Function Prototypes */
        void PrintKeyInfo( SDL_KeyboardEvent *key );
        void PrintModifiers( SDLMod mod );
    
        /* main */
        int main( int argc, char *argv[] ){
            
            SDL_Event event;
            int quit = 0;
            
            /* Initialise SDL */
            if( SDL_Init( SDL_INIT_VIDEO ) ){
                fprintf( stderr, "Could not initialise SDL: %s/n", SDL_GetError() );
                exit( -1 );
            }
    
            /* Set a video mode */
            if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){
                fprintf( stderr, "Could not set video mode: %s/n", SDL_GetError() );
                SDL_Quit();
                exit( -1 );
            }
    
            /* Enable Unicode translation */
            SDL_EnableUNICODE( 1 );
    
            /* Loop until an SDL_QUIT event is found */
            while( !quit ){
    
                /* Poll for events */
                while( SDL_PollEvent( &event ) ){
                    
                    switch( event.type ){
                        /* Keyboard event */
                        /* Pass the event data onto PrintKeyInfo() */
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
                            PrintKeyInfo( &event.key );
                            break;
    
                        /* SDL_QUIT event (window close) */
                        case SDL_QUIT:
                            quit = 1;
                            break;
    
                        default:
                            break;
                    }
    
                }
    
            }
    
            /* Clean up */
            SDL_Quit();
            exit( 0 );
        }
    
        /* Print all information about a key event */
        void PrintKeyInfo( SDL_KeyboardEvent *key ){
            /* Is it a release or a press? */
            if( key->type == SDL_KEYUP )
                printf( "Release:- " );
            else
                printf( "Press:- " );
    
            /* Print the hardware scancode first */
            printf( "Scancode: 0x%02X", key->keysym.scancode );
            /* Print the name of the key */
            printf( ", Name: %s", SDL_GetKeyName( key->keysym.sym ) );
            /* We want to print the unicode info, but we need to make */
            /* sure its a press event first (remember, release events */
            /* don't have unicode info                                */
            if( key->type == SDL_KEYDOWN ){
                /* If the Unicode value is less than 0x80 then the    */
                /* unicode value can be used to get a printable       */
                /* representation of the key, using (char)unicode.    */
                printf(", Unicode: " );
                if( key->keysym.unicode < 0x80 && key->keysym.unicode > 0 ){
                    printf( "%c (0x%04X)", (char)key->keysym.unicode,
                            key->keysym.unicode );
                }
                else{
                    printf( "? (0x%04X)", key->keysym.unicode );
                }
            }
            printf( "/n" );
            /* Print modifier info */
            PrintModifiers( key->keysym.mod );
        }
    
        /* Print modifier info */
        void PrintModifiers( SDLMod mod ){
            printf( "Modifers: " );
    
            /* If there are none then say so and return */
            if( mod == KMOD_NONE ){
                printf( "None/n" );
                return;
            }
    
            /* Check for the presence of each SDLMod value */
            /* This looks messy, but there really isn't    */
            /* a clearer way.                              */
            if( mod & KMOD_NUM ) printf( "NUMLOCK " );
            if( mod & KMOD_CAPS ) printf( "CAPSLOCK " );
            if( mod & KMOD_LCTRL ) printf( "LCTRL " );
            if( mod & KMOD_RCTRL ) printf( "RCTRL " );
            if( mod & KMOD_RSHIFT ) printf( "RSHIFT " );
            if( mod & KMOD_LSHIFT ) printf( "LSHIFT " );
            if( mod & KMOD_RALT ) printf( "RALT " );
            if( mod & KMOD_LALT ) printf( "LALT " );
            if( mod & KMOD_CTRL ) printf( "CTRL " );
            if( mod & KMOD_SHIFT ) printf( "SHIFT " );
            if( mod & KMOD_ALT ) printf( "ALT " );
            printf( "/n" );
        }
    

    游戏式键盘输入

    键盘消息仅在键的状态在按下和放开间变化时才触发。

    设想你用光标键控制飞船运动以改变眼前看到的太空景象,当你按左键并希望镜头向左转时。看看下面的代码,并注意它为什么是错的。

        /* Alien screen coordinates */
        int alien_x=0, alien_y=0;
        .
        .
        /* Initialise SDL and video modes and all that */
        .
        /* Main game loop */
        /* Check for events */
        while( SDL_PollEvent( &event ) ){
            switch( event.type ){
                /* Look for a keypress */
                case SDL_KEYDOWN:
                    /* Check the SDLKey values and move change the coords */
                    switch( event.key.keysym.sym ){
                        case SDLK_LEFT:
                            alien_x -= 1;
                            break;
                        case SDLK_RIGHT:
                            alien_x += 1;
                            break;
                        case SDLK_UP:
                            alien_y -= 1;
                            break;
                        case SDLK_DOWN:
                            alien_y += 1;
                            break;
                        default:
                            break;
                    }
                }
            }
        }
    

    问题在于你必须按100次左以便得到100次键盘消息,才能向左转100像素。正确的方法是收到事件时设定标志,根据标志来移动。

    例3-12 正确的运动控制

        /* Alien screen coordinates */
        int alien_x=0, alien_y=0;
        int alien_xvel=0, alien_yvel=0;
        .
        .
        /* Initialise SDL and video modes and all that */
        .
        /* Main game loop */
        /* Check for events */
        while( SDL_PollEvent( &event ) ){
            switch( event.type ){
                /* Look for a keypress */
                case SDL_KEYDOWN:
                    /* Check the SDLKey values and move change the coords */
                    switch( event.key.keysym.sym ){
                        case SDLK_LEFT:
                            alien_xvel = -1;
                            break;
                        case SDLK_RIGHT:
                            alien_xvel =  1;
                            break;
                        case SDLK_UP:
                            alien_yvel = -1;
                            break;
                        case SDLK_DOWN:
                            alien_yvel =  1;
                            break;
                        default:
                            break;
                    }
                    break;
                /* We must also use the SDL_KEYUP events to zero the x */
                /* and y velocity variables. But we must also be       */
                /* careful not to zero the velocities when we shouldn't*/
                case SDL_KEYUP:
                    switch( event.key.keysym.sym ){
                        case SDLK_LEFT:
                            /* We check to make sure the alien is moving */
                            /* to the left. If it is then we zero the    */
                            /* velocity. If the alien is moving to the   */
                            /* right then the right key is still press   */
                            /* so we don't tocuh the velocity            */
                            if( alien_xvel < 0 )
                                alien_xvel = 0;
                            break;
                        case SDLK_RIGHT:
                            if( alien_xvel > 0 )
                                alien_xvel = 0;
                            break;
                        case SDLK_UP:
                            if( alien_yvel < 0 )
                                alien_yvel = 0;
                            break;
                        case SDLK_DOWN:
                            if( alien_yvel > 0 )
                                alien_yvel = 0;
                            break;
                        default:
                            break;
                    }
                    break;
                
                default:
                    break;
            }
        }
        .
        .
        /* Update the alien position */
        alien_x += alien_xvel;
        alien_y += alien_yvel;
    

    如您所见,我们用了两个变量alien_xvel和alien_yvel来表示飞船的运动,并在响应键盘消息时更新它们。

    第四章 样例

    注:重复的例子没有列出

    最快的图像平面块传送

    将图像画到屏幕上有三种方式:1.创建一个图像平面并用SDL_BlitSurface传送到屏幕;2.在系统内存创建视频平面并调用SDL_UpdateRect;3.在显存创建视频平面并调用SDL_LockSurface。最好的方法是混合方式:

    #include <stdio.h>
    #include <stdlib.h>
    #include "SDL.h"
    #include "SDL_timer.h"
    
    void ComplainAndExit(void)
    {
        fprintf(stderr, "Problem: %s/n", SDL_GetError());
        exit(1);
    }
    
    int main(int argc, char *argv[])
    {
        SDL_PixelFormat fmt;
        SDL_Surface *screen, *locked;
        SDL_Surface *imagebmp, *image;
        SDL_Rect dstrect;
        int i;
        Uint8 *buffer;
    
        /* Initialize SDL */
        if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
            ComplainAndExit();
        }
        atexit(SDL_Quit);
    
        /* Load a BMP image into a surface */
        imagebmp = SDL_LoadBMP("image.bmp");
        if ( imagebmp == NULL ) {
            ComplainAndExit();
        }
    
        /* Set the video mode (640x480 at native depth) */
        screen = SDL_SetVideoMode(640, 480, 0, SDL_HWSURFACE|SDL_FULLSCREEN);
        if ( screen == NULL ) {
            ComplainAndExit();
        }
    
        /* Set the video colormap */
        if ( imagebmp->format->palette != NULL ) {
            SDL_SetColors(screen,
                          imagebmp->format->palette->colors, 0,
                          imagebmp->format->palette->ncolors);
        }
    
        /* Convert the image to the video format (maps colors) */
        image = SDL_DisplayFormat(imagebmp);
        SDL_FreeSurface(imagebmp);
        if ( image == NULL ) {
            ComplainAndExit();
        }
    
        /* Draw bands of color on the raw surface */
        if ( SDL_MUSTLOCK(screen) ) {
            if ( SDL_LockSurface(screen) < 0 )
                ComplainAndExit();
        }
        buffer=(Uint8 *)screen->pixels;
        for ( i=0; ih; ++i ) {
            memset(buffer,(i*255)/screen->h,
                   screen->w*screen->format->BytesPerPixel);
                   buffer += screen->pitch;
        }
        if ( SDL_MUSTLOCK(screen) ) {
            SDL_UnlockSurface(screen);
        }
    
        /* Blit the image to the center of the screen */
        dstrect.x = (screen->w-image->w)/2;
        dstrect.y = (screen->h-image->h)/2;
        dstrect.w = image->w;
        dstrect.h = image->h;
        if ( SDL_BlitSurface(image, NULL, screen, &dstrect) < 0 ) {
            SDL_FreeSurface(image);
            ComplainAndExit();
        }
        SDL_FreeSurface(image);
    
        /* Update the screen */
        SDL_UpdateRects(screen, 1, &dstrect);
    
        SDL_Delay(5000);        /* Wait 5 seconds */
        exit(0);
    }
    

    过滤和处理事件

    #include <stdio.h>
    #include <stdlib.h>
    
    #include "SDL.h"
    
    /* This function may run in a separate event thread */
    int FilterEvents(const SDL_Event *event) {
        static int boycott = 1;
    
        /* This quit event signals the closing of the window */
        if ( (event->type == SDL_QUIT) && boycott ) {
            printf("Quit event filtered out -- try again./n");
            boycott = 0;
            return(0);
        }
        if ( event->type == SDL_MOUSEMOTION ) {
            printf("Mouse moved to (%d,%d)/n",
                    event->motion.x, event->motion.y);
            return(0);    /* Drop it, we've handled it */
        }
        return(1);
    }
    
    int main(int argc, char *argv[])
    {
        SDL_Event event;
    
        /* Initialize the SDL library (starts the event loop) */
        if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
            fprintf(stderr,
                    "Couldn't initialize SDL: %s/n", SDL_GetError());
            exit(1);
        }
    
        /* Clean up on exit, exit on window close and interrupt */
        atexit(SDL_Quit);
    
        /* Ignore key events */
        SDL_EventState(SDL_KEYDOWN, SDL_IGNORE);
        SDL_EventState(SDL_KEYUP, SDL_IGNORE);
    
        /* Filter quit and mouse motion events */
        SDL_SetEventFilter(FilterEvents);
    
        /* The mouse isn't much use unless we have a display for reference */
        if ( SDL_SetVideoMode(640, 480, 8, 0) == NULL ) {
            fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",
                            SDL_GetError());
            exit(1);
        }
    
        /* Loop waiting for ESC+Mouse_Button */
        while ( SDL_WaitEvent(&event) >= 0 ) {
            switch (event.type) {
                case SDL_ACTIVEEVENT: {
                    if ( event.active.state & SDL_APPACTIVE ) {
                        if ( event.active.gain ) {
                            printf("App activated/n");
                        } else {
                            printf("App iconified/n");
                        }
                    }
                }
                break;
                        
                case SDL_MOUSEBUTTONDOWN: {
                    Uint8 *keys;
    
                    keys = SDL_GetKeyState(NULL);
                    if ( keys[SDLK_ESCAPE] == SDL_PRESSED ) {
                        printf("Bye bye.../n");
                        exit(0);
                    }
                    printf("Mouse button pressed/n");
                }
                break;
    
                case SDL_QUIT: {
                    printf("Quit requested, quitting./n");
                    exit(0);
                }
                break;
            }
        }
        /* This should never happen */
        printf("SDL_WaitEvent error: %s/n", SDL_GetError());
        exit(1);
    }
    

    打开音频设备

        SDL_AudioSpec wanted;
        extern void fill_audio(void *udata, Uint8 *stream, int len);
    
        /* Set the audio format */
        wanted.freq = 22050;
        wanted.format = AUDIO_S16;
        wanted.channels = 2;    /* 1 = mono, 2 = stereo */
        wanted.samples = 1024;  /* Good low-latency value for callback */
        wanted.callback = fill_audio;
        wanted.userdata = NULL;
    
        /* Open the audio device, forcing the desired format */
        if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {
            fprintf(stderr, "Couldn't open audio: %s/n", SDL_GetError());
            return(-1);
        }
        return(0);
    

    播放音频

        static Uint8 *audio_chunk;
        static Uint32 audio_len;
        static Uint8 *audio_pos;
    
        /* The audio function callback takes the following parameters:
           stream:  A pointer to the audio buffer to be filled
           len:     The length (in bytes) of the audio buffer
        */
        void fill_audio(void *udata, Uint8 *stream, int len)
        {
            /* Only play if we have data left */
            if ( audio_len == 0 )
                return;
    
            /* Mix as much data as possible */
            len = ( len > audio_len ? audio_len : len );
            SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME)
            audio_pos += len;
            audio_len -= len;
        }
    
        /* Load the audio data ... */
    
        ;;;;;
    
        audio_pos = audio_chunk;
    
        /* Let the callback function play the audio chunk */
        SDL_PauseAudio(0);
    
        /* Do some processing */
    
        ;;;;;
    
        /* Wait for sound to complete */
        while ( audio_len > 0 ) {
            SDL_Delay(100);         /* Sleep 1/10 second */
        }
        SDL_CloseAudio();
    

    列出所有CDROM

        #include "SDL.h"
    
        /* Initialize SDL first */
        if ( SDL_Init(SDL_INIT_CDROM) < 0 ) {
            fprintf(stderr, "Couldn't initialize SDL: %s/n",SDL_GetError());
            exit(1);
        }
        atexit(SDL_Quit);
    
        /* Find out how many CD-ROM drives are connected to the system */
        printf("Drives available: %d/n", SDL_CDNumDrives());
        for ( i=0; i<SDL_CDNumDrives(); ++i ) {
            printf("Drive %d:  /"%s/"/n", i, SDL_CDName(i));
        }
    

    打开缺省CDROM驱动器

        SDL_CD *cdrom;
        CDstatus status;
        char *status_str;
    
        cdrom = SDL_CDOpen(0);
        if ( cdrom == NULL ) {
            fprintf(stderr, "Couldn't open default CD-ROM drive: %s/n",
                            SDL_GetError());
            exit(2);
        }
    
        status = SDL_CDStatus(cdrom);
        switch (status) {
            case CD_TRAYEMPTY:
                status_str = "tray empty";
                break;
            case CD_STOPPED:
                status_str = "stopped";
                break;
            case CD_PLAYING:
                status_str = "playing";
                break;
            case CD_PAUSED:
                status_str = "paused";
                break;
            case CD_ERROR:
                status_str = "error state";
                break;
        }
        printf("Drive status: %s/n", status_str);
        if ( status >= CD_PLAYING ) {
            int m, s, f;
            FRAMES_TO_MSF(cdrom->cur_frame, &m, &s, &f);
            printf("Currently playing track %d, %d:%2.2d/n",
            cdrom->track[cdrom->cur_track].id, m, s);
        }
    

    列出CD上所有音轨

        SDL_CD *cdrom;          /* Assuming this has already been set.. */
        int i;
        int m, s, f;
    
        SDL_CDStatus(cdrom);
        printf("Drive tracks: %d/n", cdrom->numtracks);
        for ( i=0; i<cdrom->numtracks; ++i ) {
            FRAMES_TO_MSF(cdrom->track[i].length, &m, &s, &f);
            if ( f > 0 )
                ++s;
            printf("/tTrack (index %d) %d: %d:%2.2d/n", i,
            cdrom->track[i].id, m, s);
        }
    

    播放CD

        SDL_CD *cdrom;          /* Assuming this has already been set.. */
    
        // Play entire CD:
        if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
            SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
    
            // Play last track:
            if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {
                SDL_CDPlayTracks(cdrom, cdrom->numtracks-1, 0, 0, 0);
            }
    
            // Play first and second track and 10 seconds of third track:
            if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
                SDL_CDPlayTracks(cdrom, 0, 0, 2, 10);
    

    基于时间的游戏主循环

    #define TICK_INTERVAL    30
    
    Uint32 TimeLeft(void)
    {
        static Uint32 next_time = 0;
        Uint32 now;
    
        now = SDL_GetTicks();
        if ( next_time <= now ) {
            next_time = now+TICK_INTERVAL;
            return(0);
        }
        return(next_time-now);
    }
    
    
    /* main game loop
    
        while ( game_running ) {
            UpdateGameState();
            SDL_Delay(TimeLeft());
        }
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  • 原文地址:https://www.cnblogs.com/lidabo/p/3758465.html
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