SDL2小作业之纹理加载和渲染
由于最近要在linux平台上学习,索性换成Linux下的Clion平台用Cmake继续学习了。
Linux下的SDL2环境配置(Ubuntu)
sudo apt install libsdl2-dev libsdl2-image-dev
CMakeLists.txt需要更新的配置:
TARGET_LINK_LIBRARIES(这里写项目名称 SDL2 SDL2_image)
环境配置比Windows下简单很多,虽然Cmake还是很反人类。。
本节任务
用SDL2自带的Texture和Renderer来绘制窗口
运行结果
代码
#include <iostream>
#include <string>
#include "SDL2/SDL.h"
#include "SDL2/SDL_image.h"
// CONSTS
const int SCREEN_HEIGHT = 640;
const int SCREEN_WIDTH = 480;
SDL_Window* gWindow = nullptr;//in window
SDL_Texture* gTexture = nullptr; // global texture
SDL_Renderer* gRenderer = nullptr;//global renderer
//FUNCTIONS
bool loadMedia();
void freeSDL();
bool initWindow();
SDL_Texture* loadTexture(std::string path);
bool initWindow()
{
bool flag = true;
if (SDL_Init(SDL_INIT_VIDEO)<0)
{
printf("Unable to init Video!ERROR: %s\n",SDL_GetError());
flag = false;
}
else
{
gWindow= SDL_CreateWindow("SDLSample", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == nullptr)
{
printf("Unable to creatwindow!\nERROR:%s",SDL_GetError());
flag = false;
}
else
{
gRenderer = SDL_CreateRenderer(gWindow,-1,SDL_RENDERER_ACCELERATED);
if (gRenderer== nullptr)
{
printf("Renderer could not be created! ERROR:%s", SDL_GetError());
flag = false;
} else
{
SDL_SetRenderDrawColor(gRenderer,0XFF,0XFF,0XFF,0XFF);
int IMG_FLAG =IMG_INIT_PNG;
if (!(IMG_Init(IMG_FLAG) & IMG_FLAG))
{
printf("Image could not be loaded! ERROR:%s\n", IMG_GetError());
flag = false;
}
}
}
}
return flag;
}
SDL_Texture* loadTexture(std::string path)
{
SDL_Texture * tmpTexture = nullptr;
SDL_Surface * loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == nullptr)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
} else
{
tmpTexture = SDL_CreateTextureFromSurface(gRenderer,loadedSurface);
if (tmpTexture == nullptr)
{
printf("Unable to CreateTextureFromSurface! SDL_image Error: %s\n", SDL_GetError());
}
SDL_FreeSurface(loadedSurface);
}
return tmpTexture;
}
bool loadMedia()
{
bool flag = true;
gTexture = loadTexture("/home/wenqi/CLionProjects/SDLGame/screenshot.png");
if (gTexture== nullptr)
{
printf("Unable to load Media!");
flag = false;
}
return flag;
}
void freeSDL()
{
SDL_DestroyTexture(gTexture);
gTexture = nullptr;
SDL_DestroyRenderer(gRenderer);
gRenderer = nullptr;
SDL_DestroyWindow(gWindow);
gWindow = nullptr;
SDL_Quit();
IMG_Quit();
return;
}
int main() {
if (!initWindow())
{
printf("unable to init window!\n");
} else
{
if (!loadMedia())
{
printf("Failed to load media!\n");
} else
{
bool quit = false;
SDL_Event event ;
while (!quit)
{
while (SDL_PollEvent(&event)!=0)
{
if (event.type==SDL_QUIT){
quit = true;
}
}
SDL_RenderClear(gRenderer);
SDL_RenderCopy(gRenderer,gTexture, nullptr, nullptr);
SDL_RenderPresent(gRenderer);
}
}
}
return 0;
}
新函数和变量学习
SDL_Renderer * SDL_CreateRenderer(SDL_Window * window,
int index,
Uint32 flags);
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer * renderer,
SDL_Surface * surface);
int SDL_RenderClear(SDL_Renderer * renderer);
int SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);