SDL2.0学习笔记3——用SDL画图

概述:

SDL使用SDL_Surface和SDL_Texture这2种结构绘图到屏幕。SDL_Surface包含了一个像素集合(pixels成员),它使用软件渲染(非GPU);SDL_Textur可使用硬件加速器。
使用SDL_Texture的示例程序:


#include "SDL.h"

class Game2
{
public:
	Game2():m_pWindow(NULL),m_pRenderer(NULL), m_bRunning(false){};
	~Game2(){};

	bool init(const char* title, int xpos, int ypos, int width, int height, int flags);
	void render();
	void update();
	void handleEvents();
	bool running() {return m_bRunning; }
	void clean();
private:
	SDL_Window		*m_pWindow;
	SDL_Renderer	*m_pRenderer;

	// new
	SDL_Texture		*m_pTexture;	
	SDL_Rect		m_srcRect;		// 源矩形
	SDL_Rect		m_dstRect;		// 目标矩形

	bool			m_bRunning;
};

bool Game2::init(const char *title, int xpos, int ypos, int height, int width, int flags)
{
	if (SDL_Init(SDL_INIT_EVERYTHING) < 0)	return false;

	m_pWindow = SDL_CreateWindow(title, xpos, ypos, height, width, flags);
	if (NULL == m_pWindow)	return false;

	m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
	
	SDL_SetRenderDrawColor(m_pRenderer, 255, 255, 255, 255);

	// new
	SDL_Surface	*pTmpSurface = SDL_LoadBMP("D:\\sample.bmp");	// 按照实际更改图片名称及路径
	if (NULL == pTmpSurface)	return false;

	m_pTexture	= SDL_CreateTextureFromSurface(m_pRenderer, pTmpSurface);
	if (NULL == m_pTexture)	return false;

	SDL_FreeSurface(pTmpSurface);
	
	SDL_QueryTexture(m_pTexture,NULL, NULL, &m_srcRect.w, &m_srcRect.h);
	m_dstRect.x = m_srcRect.x = 0;
	m_dstRect.y = m_srcRect.y = 0;
	// for debug
	//m_srcRect.w /= 2;
	//m_srcRect.h /= 2;
	
	m_dstRect.w = m_srcRect.w;
	m_dstRect.h = m_srcRect.h;
	// for debug
	//m_dstRect.w = m_srcRect.w/2;
	//m_dstRect.h = m_srcRect.h/2;
	
	//m_dstRect.x = 50;
	//m_dstRect.y = 50;
	
	//m_srcRect.x = 50;
	//m_srcRect.y = 50;
	
	m_bRunning = true;

	return true;

}

void Game2::render()
{
	SDL_RenderClear(m_pRenderer);
	
	SDL_RenderCopy(m_pRenderer, m_pTexture, &m_srcRect, &m_dstRect);
	//SDL_RenderCopy(m_pRenderer, m_pTexture, NULL, NULL);	// NULL means that use all texture( and renderer)
	//SDL_RenderCopyEx(m_pRenderer, m_pTexture, &m_srcRect, &m_dstRect,0, 0, SDL_FLIP_HORIZONTAL);
	//SDL_RenderCopyEx(m_pRenderer, m_pTexture, &m_srcRect, &m_dstRect,0, 0, SDL_FLIP_VERTICAL);
	
	SDL_RenderPresent(m_pRenderer);
}

void Game2::clean()
{
	SDL_DestroyWindow(m_pWindow);
	SDL_DestroyRenderer(m_pRenderer);
	SDL_DestroyTexture(m_pTexture);
	SDL_Quit();
}

void Game2::handleEvents()
{
	SDL_Event sdl_event;
	if (SDL_PollEvent(&sdl_event))
	{
		switch(sdl_event.type)
		{
		case SDL_QUIT:
			m_bRunning = false;
			break;
		default:
			break;
		}
	}
}

void Game2::update()
{
	static int count = 0;
	Uint32 ticks = SDL_GetTicks();

	if ((ticks % 1000) == 0)
	{
		count++;
		m_dstRect.y = m_dstRect.h * (count%6);
	}
}


/******************************************************************************
	example03: use SDL_Texture to draw
******************************************************************************/
void example03()
{
	Game2 game;
	
	game.init("example03: drawing in SDL", 200, 200, 640, 480, 0);

	while (game.running())
	{
		game.handleEvents();
		game.update();
		game.render();
	}

	game.clean();

}

源矩形和目标矩形:

源矩形用于指定要拷贝到目标图像的源图像起始位置及宽高参数,即可以只拷贝源图像的某一部分到目标图像。
目标矩形用于指定要拷贝到目标图像中的起始位置及宽高参数,即可以通过指定不同的目标矩形位置,让源图像拷贝到目标图像的不同位置。且目标矩形的宽高不用和源矩形一致,这可用于缩小或放大图像。
x,y为矩形的开始位置;w,h为矩形的宽高。
SDL2.0学习笔记3——用SDL画图_第1张图片

其余图片格式支持:

SDL2.0默认只支持.bmp图像(SDL_LoadBMP()),要想使用其它格式的图片,可在http://www.libsdl.org/projects/SDL_image页面下载SDL_image扩展组件,它支持BMP,GIF,JPEG,LBM,PCX,PNG,PNM,TGA,TIFF,WEBP,XCF,XPM,XV格式。

SDL_RenderCopyEx:

使用这个函数可实现水平和垂直翻转。

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