zoukankan      html  css  js  c++  java
  • [原]零基础学习SDL开发之在Android使用SDL2.0渲染PNG图片

    在上一篇文章我们知道了如何在android使用SDL2.0来渲染显示一张bmp图,但是如果是一张png或者一张jpg的图,那么还能显示成功么?答案是否定的

    我们需要移植SDL_image库来支持除bmp之外的图片格式。

    一、移植SDL_image库:

    使用如下命令,从SDL Mercurial获取SDL_image的源码:

    hg clone https://hg.libsdl.org/SDL_image/

    将SDL_image拷贝到在上一篇文章中的android-projectjni下,将平台相关的代码去掉以及自动自动化相关的文件去掉,保留android相关的代码与文件。

    二、在android添加相关的引用:

    修改android-projectjnisrcAndroid.mk,添加相关的引用:

    LOCAL_PATH := $(call my-dir)
    
    include $(CLEAR_VARS)
    
    LOCAL_MODULE := main
    
    SDL_PATH := ../SDL
    SDL_IMAGE_PATH := ../SDL2_image
    
    LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include 
                        $(LOCAL_PATH)/$(SDL_IMAGE_PATH)
    
    # Add your application source files here...
    LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c 
        SDL_lesson.c
    
    LOCAL_SHARED_LIBRARIES := SDL2
    LOCAL_SHARED_LIBRARIES += SDL2_image
    
    LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
    
    include $(BUILD_SHARED_LIBRARY)

    三、代码中引用相关的头文件:

    /*
     * SDL_lesson.c
     * Clipping Sprite Sheets
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_image.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;

    四、加载图片的部分修改为IMG_LoadTexture:

    /*
     * SDL_lesson.c
     * Clipping Sprite Sheets
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_image.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;
    
    /*
     * Loads a image into a texture on the rendering device
     * @param file The 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;
    
        texture = IMG_LoadTexture(render, file);
    
        if (texture == NULL) {
            LOGE("SDL_CreateTextureFromSurface failed %s", SDL_GetError());
        } else {
            LOGI("SDL_CreateTextureFromSurface successful.");
        }
    
        return texture;
    }

    五、编写主函数:

    /*
     * SDL_lesson.c
     * Clipping Sprite Sheets
     *  Created on: Aug 12, 2014
     *      Author: clarck
     */
    #include <jni.h>
    #include "SDL.h"
    #include "SDL_image.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;
    
    /*
     * Loads a image into a texture on the rendering device
     * @param file The 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;
    
        texture = IMG_LoadTexture(render, file);
    
        if (texture == NULL) {
            LOGE("SDL_CreateTextureFromSurface failed %s", SDL_GetError());
        } else {
            LOGI("SDL_CreateTextureFromSurface successful.");
        }
    
        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
     * @param w The width of the texture to draw
     * @param h The height of the texture to draw
     */
    void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, SDL_Rect dst,
            SDL_Rect *clip) {
        SDL_RenderCopy(ren, tex, clip, &dst);
    }
    
    /*
     * Draw an SDL_Texture to an SDL_Renderer at position x, y, preserving
     * the texture's width and height and taking a clip of the texture if desired
     * If a clip is passed, the clip's width and height will be used instead of the texture's
     * @param tex The source texture we want to draw
     * @param rend The renderer we want to draw too
     * @param x The x coordinate to draw too
     * @param y The y coordinate to draw too
     * @param clip The sub-section of the texture to draw (clipping rect)
     *        default of nullptr draws the entire texture
     */
    void renderTexture2(SDL_Texture *tex, SDL_Renderer *ren, int x, int y,
            SDL_Rect *clip) {
        SDL_Rect dst;
        dst.x = x;
        dst.y = y;
        if (clip != NULL) {
            dst.w = clip->w;
            dst.h = clip->h;
        } else {
            SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);
        }
        renderTexture(tex, ren, dst, clip);
    }
    
    int main(int argc, char *argv[]) {
        //char *filefolder = "/storage/sdcard0/";
        char *filefolder = argv[1];
        char *image_temp = "image.png";
        char *background_temp = "background.png";
        LOGI("natvie_SDL %s", filefolder);
    
        char *background_file = (char*) malloc(
                strlen(filefolder) + strlen(background_temp) + 1);
        strcpy(background_file, filefolder);
        strcat(background_file, background_temp);
    
        char *image_file = (char*) malloc(
                strlen(filefolder) + strlen(image_temp) + 1);
        strcpy(image_file, filefolder);
        strcat(image_file, image_temp);
        LOGI("natvie_SDL %s", image_file);
    
        if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
            LOGE("SDL_Init failed %s", SDL_GetError());
        }
    
        window = SDL_CreateWindow("lesson5", 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);
    
        //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 = 100, iH = 100;
        int x = SCREEN_WIDTH / 2 - iW / 2;
        int y = SCREEN_HEIGHT / 2 - iH / 2;
    
        //Setup the clips for our image
        SDL_Rect clips[4];
    
        int i;
        for (i = 0; i < 4; i++) {
            clips[i].x = i / 2 * iW;
            clips[i].y = i % 2 * iH;
            clips[i].w = iW;
            clips[i].h = iH;
        }
    
        //Specify a default clip to start with
        int useClip = 0;
    
        SDL_Event e;
        int quit = 1;
        while (quit != 0) {
            //Read any events that occured, for now we'll just quit if any event occurs
            while (SDL_PollEvent(&e)) {
                //If user closes the window
                if (e.type == SDL_QUIT) {
                    quit = 0;
                }
                //If user presses any key
                if (e.type == SDL_KEYDOWN) {
                    switch (e.key.keysym.sym) {
                    case SDLK_1:
                        useClip = 0;
                        break;
    
                    case SDLK_2:
                        useClip = 1;
                        break;
    
                    case SDLK_3:
                        useClip = 2;
                        break;
    
                    case SDLK_4:
                        useClip = 3;
                        break;
    
                    case SDLK_ESCAPE:
                        quit = 0;
                        break;
    
                    default:
                        break;
                    }
                }
                //If user clicks the mouse
                if (e.type == SDL_MOUSEBUTTONDOWN) {
                    quit = 0;
                }
            }
    
            //Rendering
            SDL_RenderClear(render);
    
            //We want to tile our background so draw it 4 times
            renderTexture2(background, render, 0, 0, NULL);
            renderTexture2(background, render, bW, 0, NULL);
            renderTexture2(background, render, 0, bH, NULL);
            renderTexture2(background, render, bW, bH, NULL);
    
            //Draw the image
            renderTexture2(image, render, x, y,  &clips[useClip]);
            SDL_RenderPresent(render);
        }
        //Destroy the various items
        cleanup_texture(image);
        cleanup_render(render);
        cleanup_window(window);
        IMG_Quit();
        SDL_Quit();
    
        return 0;
    }

    六、修改SDLActivity,加载SDL2_image库:

      // Load the .so
        static {
            System.loadLibrary("SDL2");
            System.loadLibrary("SDL2_image");
            //System.loadLibrary("SDL2_mixer");
            //System.loadLibrary("SDL2_net");
            //System.loadLibrary("SDL2_ttf");
            System.loadLibrary("main");
        }

    运行截图:

  • 相关阅读:
    敏捷之一:以终为始
    Rails non browser app高级篇-capistrano/daemon部署
    ios 5下设置屏幕方向为landscape
    Android敏捷开发实践(连载)
    Rails+Mongodb的一个重要技巧:如何得到last N Records?
    在macos x上 编译jzmq 3.x
    计划缓冲区
    转载程序员的十层楼
    特权账户是什么?
    如何管理公司的共享iPad?
  • 原文地址:https://www.cnblogs.com/tanlon/p/3928369.html
Copyright © 2011-2022 走看看