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  • 一个SDL2.0程序的分析

    //把图片加载到SDL_Texture
    SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
            SDL_Texture *texture = nullptr;
            SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
            texture = SDL_CreateTextureFromSurface(ren, loadedImage);
            SDL_FreeSurface(loadedImage);
            return texture;
    }
    //渲染纹理(渲染图片)
    void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y){
            SDL_Rect dst;
            dst.x = x;
            dst.y = y;
            SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);//获取图像的宽、高
            SDL_RenderCopy(ren, tex, NULL, &dst);//纹理复制给渲染器
    }
    int main()
    {
    //初始化SDL、Window、前景、后景
    SDL_Init(SDL_INIT_VIDEO)
    SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)
    SDL_Texture *background = loadTexture(resPath + "background.bmp", renderer);
    SDL_Texture *image = loadTexture(resPath + "image.bmp", renderer);
    while(1){
    SDL_RenderClear(renderer);
    SDL_QueryTexture(background, NULL, NULL, &bW, &bH);//获取背景的宽、高
    renderTexture(background, renderer, 0, 0);
    renderTexture(background, renderer, bW, 0);
    renderTexture(background, renderer, 0, bH);
    renderTexture(background, renderer, bW, bH);
    SDL_QueryTexture(image, NULL, NULL, &iW, &iH);//获取前景的宽、高
    renderTexture(image, renderer, x, y);
    SDL_RenderPresent(renderer);//渲染
    SDL_Delay(1000);
    }
    }

    最后的效果图



    完整代码如下


    #include <iostream>
    #include <SDL.h>
    #include "res_path.h"
    #include "cleanup.h"
    
    /*
     * Lesson 2: Don't Put Everything in Main
     */
    //Screen attributes
    const int SCREEN_WIDTH  = 640;
    const int SCREEN_HEIGHT = 480;
    
    /*
     * Log an SDL error with some error message to the output stream of our choice
     * @param os The output stream to write the message too
     * @param msg The error message to write, format will be msg error: SDL_GetError()
            os << msg << " error: " << SDL_GetError() << std::endl;
    }
    /*
     * Loads a BMP image into a texture on the rendering device
     * @param file The BMP image file to load
     */
    SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
            SDL_Texture *texture = nullptr;
            //Load the image
            SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
            //If the loading went ok, convert to texture and return the texture
            if (loadedImage != nullptr){
                    texture = SDL_CreateTextureFromSurface(ren, loadedImage);
                    SDL_FreeSurface(loadedImage);
                    //Make sure converting went ok too
                    if (texture == nullptr){
                            logSDLError(std::cout, "CreateTextureFromSurface");
                    }
            }
            else {
                    logSDLError(std::cout, "LoadBMP");
            }
            return texture;
    }
    /*
     * Draw an SDL_Texture to an SDL_Renderer at position x, y, preserving
     * the texture's width and height
     * @param tex The source texture we want to draw
     * @param ren The renderer we want to draw too
     * @param x The x coordinate to draw too
     * @param y The y coordinate to draw too
     */
    void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y){
            //Setup the destination rectangle to be at the position we want
            SDL_Rect dst;
            dst.x = x;
            dst.y = y;
            //Query the texture to get its width and height to use
            SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);
            SDL_RenderCopy(ren, tex, NULL, &dst);
    }
    
    int main(int, char**){
            //Start up SDL and make sure it went ok
            if (SDL_Init(SDL_INIT_VIDEO) != 0){
                    logSDLError(std::cout, "SDL_Init");
                    return 1;
            }
    
            //Setup our window and renderer
            if (window == nullptr){
                    logSDLError(std::cout, "CreateWindow");
                    SDL_Quit();
                    return 1;
            }
            SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
            if (renderer == nullptr){
                    logSDLError(std::cout, "CreateRenderer");
                    cleanup(window);
                    SDL_Quit();
                    return 1;
            }
    
            //The textures we'll be using
            const std::string resPath = getResourcePath("Lesson2");
            SDL_Texture *background = loadTexture(resPath + "background.bmp", renderer);
            SDL_Texture *image = loadTexture(resPath + "image.bmp", renderer);
            //Make sure they both loaded ok
            if (background == nullptr || image == nullptr){
                    cleanup(background, image, renderer, window);
                    SDL_Quit();
                    return 1;
            }
    
            //A sleepy rendering loop, wait for 3 seconds and render and present the screen each time
            for (int i = 0; i < 3; ++i){
                    //Clear the window
                    SDL_RenderClear(renderer);
    
                    //Get the width and height from the texture so we know how much to move x,y by
                    //to tile it correctly
                    int bW, bH;
                    SDL_QueryTexture(background, NULL, NULL, &bW, &bH);
                    //We want to tile our background so draw it 4 times
                    renderTexture(background, renderer, 0, 0);
                    renderTexture(background, renderer, bW, 0);
                    renderTexture(background, renderer, 0, bH);
                    renderTexture(background, renderer, bW, bH);
    
                    //Draw our image in the center of the window
                    //We need the foreground image's width to properly compute the position
                    //of it's top left corner so that the image will be centered
                    int iW, iH;
                    SDL_QueryTexture(image, NULL, NULL, &iW, &iH);
                    int x = SCREEN_WIDTH / 2 - iW / 2;
                    int y = SCREEN_HEIGHT / 2 - iH / 2;
                    renderTexture(image, renderer, x, y);
    
                    //Update the screen
                    SDL_RenderPresent(renderer);
                    //Take a quick break after all that hard work
                    SDL_Delay(1000);
            }
    






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  • 原文地址:https://www.cnblogs.com/luoyinjie/p/7219347.html
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