原文地址:https://my.oschina.net/freestyletime/blog/166826
今天要讲的是,把鼠标的位置在SDL窗口上动态的显示,也就是画在窗口上。这里要用到SDL的其中一个extension library叫做SDL_ttf,用于把文字渲染到屏幕上,在http://www.libsdl.org/projects/SDL_ttf/release-1.2.html有下载。
不过下载完后把头文件库文件什么的加到环境中以后,写了一个小的Demo,并不能编译通过,详细信息请见http://www.oschina.net/question/250247_127725 ,嘿嘿,也是我今天下午在OSC上提出的问题,并没有人回答,是我最后自己解决的。
你可能会问博主,SDL_ttf 2.0.9 版本在哪下,你也不用考虑了,博主已经下好了,关于这几天的SDL文章的代码已经上传到了博主的OSC@GIT ,请在这里http://git.oschina.net/ChristianChen/SDL_demo.git将代码拷下来就行了,都是最新的代码。整个工程拷下来以后,SDL_demo目录下有个env_zip的文件夹,里面是所有迄今为止用到的压缩包,包括SDL、SDL_image、SDL_ttf等,你只需把里面的东西放到PC上正确的位置,即搭建好开发环境即可,看到这里是不是觉得博主考虑很周到呢?其实我也是这样想的,哈哈哈...
上一篇博主在SDL_fun.h里封装了一个ScreenSurface的class对象,实现代码忘记给大家贴出来了,下面补上:
//-----------------------Class------------------------------
ScreenSurface::ScreenSurface(SDL_Surface* screen) :
screen(screen) {
if (screen != NULL) {
this->screen = screen;
} else {
std::cerr << "creenSurface(SDL_Surface* screen) screen is NULL" << "\n";
}
}
ScreenSurface::ScreenSurface(int w, int h, int b, Uint32 f) {
this->screen = SDL_SetVideoMode(w, h, b, f);
}
ScreenSurface::~ScreenSurface(void) {
}
bool ScreenSurface::flip(void) const {
if (SDL_Flip(this->screen) < 0) {
std::cerr << SDL_GetError() << "\n";
SDL_ClearError();
return false;
}
return true;
}
SDL_Surface* ScreenSurface::acquire(void) {
return this->screen;
}
//-----------------------Class------------------------------
由于在用到SDL_ttf,博主又在SDL_init.h头文件中,封装了初始化和退出SDL_ttf环境的函数
/*
* SDL_init.h
*
* Created on: 2013-10-3
* Author: Christian
*/
#ifndef SDL_INIT_H_
#define SDL_INIT_H_
#include
#include
#include
/** 初始化SDL环境 initiate SDL environment
*
* @param title represent current window's headline*/
void createSDL(const char* title);
/** 退出SDL环境 quit SDL environment*/
void destroySDL(void);
/** 初始化SDL TTF 环境 initiate SDL TTF environment */
TTF_Font* createSDLTTF(const char* ttfFile, int size);
/** 退出SDL TTF 环境 quit SDL TTF environment*/
void destroySDLTTF(TTF_Font* font);
#endif /* SDL_INIT_H_ */
当中的TTF_Font是个结构体,我理解的这个结构体的大概意思是代表某一种字体,比如宋体、楷体等等...
下面是实现:
TTF_Font* createSDLTTF(const char* ttfFile, int size) {
//Initialize all SDL subsystems
if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) {
std::cerr << "Call TTF_Init before call SDL_Init\n";
return NULL;
}
if (TTF_WasInit() != 0) {
std::cerr << "TTF is already running.\n";
return NULL;
}
if (ttfFile == NULL) {
std::cerr << "TTF_Init ttfFile is NULL" << "\n";
return NULL;
}
//Initialize SDL_ttf
if (TTF_Init() == -1) {
std::cerr << "TTF_Init Failed:" << SDL_GetError() << std::endl;
SDL_ClearError();
return NULL;
}
std::cout << "TTF_Init successfully:\n";
return TTF_OpenFont(ttfFile, size);
}
void destroySDLTTF(TTF_Font* font) {
if (TTF_WasInit() == 0) {
std::cout << "TTF was NOT running!\n";
return;
}
TTF_CloseFont(font);
//Quit SDL_ttf
atexit(TTF_Quit);
std::cout << "TTF_Quit successfully:\n";
}
再来看看SDL_fun.h中新增的方法:
/*
* SDL_fun.h
*
* Created on: 2013-10-1
* Author: Christian
*/
#ifndef SDL_FUN_H_
#define SDL_FUN_H_
#include
#include
#include
#include
class ScreenSurface {
public:
ScreenSurface(SDL_Surface* screen = NULL);
ScreenSurface(int width, int height, int bpp = 32, Uint32 flags =
SDL_SWSURFACE);
~ScreenSurface(void);
/** 将数据push到物理屏幕 */
bool flip(void) const;
/** 得到当前指向物理屏幕接口的指针 */
SDL_Surface* acquire(void);
private:
SDL_Surface* screen;
};
void drawBitmap(ScreenSurface s, const char* fileName);
void readKeyboard(ScreenSurface s);
void getRadioInfo(ScreenSurface s);
void renderPictures(ScreenSurface s, const char* fgFile, const char* bgFile);
void drawClips(ScreenSurface s, const char* file, SDL_Rect* clip = NULL, int size = 0);
void getMousePostion(ScreenSurface s);
void drawTest(ScreenSurface s, TTF_Font* font, const char* message);
void showMousePostion(ScreenSurface s, TTF_Font* font);
void playAudio(ScreenSurface s, const char* fileName);
void playVidio(ScreenSurface s, const char* fileName);
#endif /* SDL_FUN_H_ */
其中的showMousePostion便是今天要讲的主要函数,用于显示鼠标在当前窗口的位置信息.
下面看看它的实现:
/** 画出鼠标位置信息 */
void showMousePostion(ScreenSurface s, TTF_Font* font) {
if (font == NULL) {
std::cerr << "font is NULL" << "\n";
return;
}
SDL_Surface* msg = NULL;
//将文字的颜色设为白色
SDL_Color textColor = { 0, 0xFF, 0xFF };
// SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
SDL_Event event;
char buf[11];
do {
SDL_WaitEvent(&event);
//在SDL_Surface之上渲染文字
if (event.type == SDL_MOUSEMOTION) {
SDL_FillRect(s.acquire(), &s.acquire()->clip_rect,
SDL_MapRGB(s.acquire()->format, 0xFF, 0xFF, 0xFF));
sprintf(buf, "%d:%d", event.motion.x, event.motion.y);
msg = TTF_RenderText_Solid(font, buf, textColor);
//If there was an error in rendering the text
if (SDL_BlitSurface(msg, NULL, s.acquire(), NULL) != 0) {
std::cerr << SDL_GetError() << "\n";
}
if (!s.flip()) {
std::cerr << SDL_GetError() << "\n";
}
}
} while (event.type != SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE);
SDL_FreeSurface(msg);
}
函数还是很简单的吧,哈哈,一看就懂的~再来看看main函数入口是怎么写的:
//============================================================================
// Name : SDL_demo.cpp
// Author : Christian
// Version : 1.0
// Copyright : Copyright (c) 2013,Christian
// Description : SDL in C++
//============================================================================
#include "include/SDL_init.h"
#include "include/SDL_fun.h"
using namespace std;
int SDL_main(int argc, char *argv[]) {
createSDL("Christian Test");
TTF_Font* font = createSDLTTF("FreeSans.ttf", 30);
//创建全局唯一的指向物理屏幕的SDL_Surface
ScreenSurface screen(600, 600);
//getMousePostion(screen);
//drawBitmap(screen, "sheet.jpg");
//drawTest(screen, "FreeMono.ttf", "Bitch , Fuck you ~");
showMousePostion(screen, font);
destroySDLTTF(font);
destroySDL();
return EXIT_SUCCESS;
}
现在你便知道,工程下的那些ttf文件是干嘛用的啦,传给createSDLTTF函数,打开一种字体并设置字体的字号大小,相当于是拿到了窗口的画笔吧,但是颜色没有单独封装出来,想要更严谨的话,可以自己试试。
下面是编译链接运行后的效果图:
注意:SDL_ttf1.2依赖FreeType2.0或者更新的库(2.1.3除外)。
更多更好的SDL入门请参考:SDL入门教程