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  • [原]零基础学习SDL开发之在Android使用SDL2.0显示BMP叠加图

    关于如何移植在android上使用SDL,可以参考[原]零基础学习SDL开发之移植SDL2.0到Android 和 [原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图 。

    在一篇文章我们主要使用SDL2.0来加载一张BMP图来渲染显示,同时叠加一张图作为背景图。

    博主的开发环境:Ubuntu 14.04 64位,Eclipse + CDT + ADT+NDK

    在前面两篇文章我们知道了如何移植SDL2.0到android上面来,并且可以在Android上面来显示一张图片,这篇文章就是在前两篇文章的基础上来进行继续开发。

    一、将功能模块化,将加载BMP的功能封装到一个函数中:

    /*
     * SDL_Lesson.c
     *
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_logger.h"
    #include "SDL_main.h"
    #include "SDL_cleanup.h"
    
    //The attributes of the screen
    const int SCREEN_WIDTH = 640;
    const int SCREEN_HEIGHT = 480;
    
    struct SDL_Window *window = NULL;
    struct SDL_Renderer *render = NULL;
    
    struct SDL_Texture *background = NULL;
    struct SDL_Texture *image = NULL;
    
    struct SDL_Surface *bmp = NULL;
    
    /*
     * Loads a BMP image into a texture on the rendering device
     * @param file The BMP image file to load
     * @param ren The renderer to load the texture onto
     * @return the loaded texture, or NULL if something went wrong.
     */
    SDL_Texture* loadTexture(const char *file, SDL_Renderer *render) {
        struct SDL_Texture *texture = NULL;
        //Load the image
        bmp = SDL_LoadBMP(file);
    
        if (bmp == NULL) {
            LOGE("SDL_LoadBMP failed %s", SDL_GetError());
        }
        //If the loading went ok, convert to texture and return the texture
        texture = SDL_CreateTextureFromSurface(render, bmp);
        SDL_FreeSurface(bmp);
    
        if (texture == NULL) {
            LOGE("SDL_CreateTextureFromSurface failed %s", SDL_GetError());
        }
    
        return texture;
    }

    二、将渲染功能封装到renderTexture函数中:

    /*
     * SDL_Lesson.c
     *
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_logger.h"
    #include "SDL_main.h"
    #include "SDL_cleanup.h"
    
    //The attributes of the screen
    const int SCREEN_WIDTH = 640;
    const int SCREEN_HEIGHT = 480;
    
    struct SDL_Window *window = NULL;
    struct SDL_Renderer *render = NULL;
    
    struct SDL_Texture *background = NULL;
    struct SDL_Texture *image = NULL;
    
    struct SDL_Surface *bmp = NULL;
    
    /*
     * Loads a BMP image into a texture on the rendering device
     * @param file The BMP image file to load
     * @param ren The renderer to load the texture onto
     * @return the loaded texture, or NULL if something went wrong.
     */
    SDL_Texture* loadTexture(const char *file, SDL_Renderer *render) {
        struct SDL_Texture *texture = NULL;
        //Load the image
        bmp = SDL_LoadBMP(file);
    
        if (bmp == NULL) {
            LOGE("SDL_LoadBMP failed %s", SDL_GetError());
        }
        //If the loading went ok, convert to texture and return the texture
        texture = SDL_CreateTextureFromSurface(render, bmp);
        SDL_FreeSurface(bmp);
    
        if (texture == NULL) {
            LOGE("SDL_CreateTextureFromSurface failed %s", SDL_GetError());
        }
    
        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);
    }

    三、编写主函数功能:

    /*
     * SDL_Lesson.c
     *
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_logger.h"
    #include "SDL_main.h"
    #include "SDL_cleanup.h"
    
    //The attributes of the screen
    const int SCREEN_WIDTH = 640;
    const int SCREEN_HEIGHT = 480;
    
    struct SDL_Window *window = NULL;
    struct SDL_Renderer *render = NULL;
    
    struct SDL_Texture *background = NULL;
    struct SDL_Texture *image = NULL;
    
    struct SDL_Surface *bmp = NULL;
    
    /*
     * Loads a BMP image into a texture on the rendering device
     * @param file The BMP image file to load
     * @param ren The renderer to load the texture onto
     * @return the loaded texture, or NULL if something went wrong.
     */
    SDL_Texture* loadTexture(const char *file, SDL_Renderer *render) {
        struct SDL_Texture *texture = NULL;
        //Load the image
        bmp = SDL_LoadBMP(file);
    
        if (bmp == NULL) {
            LOGE("SDL_LoadBMP failed %s", SDL_GetError());
        }
        //If the loading went ok, convert to texture and return the texture
        texture = SDL_CreateTextureFromSurface(render, bmp);
        SDL_FreeSurface(bmp);
    
        if (texture == NULL) {
            LOGE("SDL_CreateTextureFromSurface failed %s", SDL_GetError());
        }
    
        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 argc, char *argv[]) {
        char *filefolder = argv[1];
    
        char *background_temp = "background.bmp";
        char *image_temp = "image.bmp";
        LOGI("natvie_SDL %s", filefolder);
    
        //char *background_file = "/storage/sdcard0/background.bmp";
        char *background_file = (char*) malloc(
                strlen(filefolder) + strlen(background_temp) + 1);
        strcpy(background_file, filefolder);
        strcat(background_file, background_temp);
    
        //char *image_file = "/storage/sdcard0/image.bmp";
        char *image_file = (char*) malloc(
                strlen(filefolder) + strlen(image_temp) + 1);
        strcpy(image_file, filefolder);
        strcat(image_file, image_temp);
    
        if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
            LOGE("SDL_Init failed %s", SDL_GetError());
        }
    
        window = SDL_CreateWindow("lesson2", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT,
                SDL_WINDOW_SHOWN);
        if (window == NULL) {
            LOGE("SDL_CreateWindow failed %s", SDL_GetError());
        }
    
        render = SDL_CreateRenderer(window, -1,
                SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
        if (render == NULL) {
            LOGE("SDL_CreateRenderer failed %s", SDL_GetError());
        }
    
        background = loadTexture(background_file, render);
        image = loadTexture(image_file, render);
    
        //Clear the window
        SDL_RenderClear(render);
    
        //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, render, 0, 0);
        renderTexture(background, render, bW, 0);
        renderTexture(background, render, 0, bH);
        renderTexture(background, render, 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, render, x, y);
    
        //Update the screen
        SDL_RenderPresent(render);
        SDL_Delay(2000);
    
        cleanup_texture(background);
        cleanup_texture(image);
        cleanup_render(render);
        cleanup_window(window);
        SDL_Quit();
    
        return 0;
    }

    四、修改SDLActivity中的 SDLMain类,传入参数为sdcard的路径,其余修改参考上一篇文章,修改内容如下:

    /**
        Simple nativeInit() runnable
    */
    class SDLMain implements Runnable {
        @Override
        public void run() {
            // Runs SDL_main()
            String sdcard = Environment.getExternalStorageDirectory().getAbsolutePath();
            SDLActivity.nativeInit(sdcard);
    
            //Log.v("SDL", "SDL thread terminated");
        }
    }

    五、运行效果截图

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  • 原文地址:https://www.cnblogs.com/tanlon/p/3928344.html
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