九、sdl显示bmp图片

前言

SDL中内置加载BMP的API,使用起来会更加简单,便于初学者学习使用SDL

如果需要加载JPG、PNG等其他格式的图片,可以使用第三方库:SDL_image


测试环境:

  • ffmpeg的4.3.2自行编译版本
  • windows环境
  • qt5.12
  • sdl2.0.22(mingw编译器)

完整代码:

SdlShowBmpThread.h

#ifndef SDLSHOWBMPTHREAD_H
#define SDLSHOWBMPTHREAD_H

#include 
#include 

class SdlShowBmpThread : public QThread
{
    Q_OBJECT
public:
    explicit SdlShowBmpThread(QObject *parent = nullptr);
    ~SdlShowBmpThread();

signals:
    // QThread interface
protected:
    virtual void run() override;
};

#endif // SDLSHOWBMPTHREAD_H

SdlShowBmpThread.cpp

#include "sdlshowbmpthread.h"

#include 
#include 

#define END(judge, func) \
    if (judge) { \
        qDebug() << #func << "error" << SDL_GetError(); \
        goto end; \
    }

SdlShowBmpThread::SdlShowBmpThread(QObject *parent) : QThread(parent)
{
    // 当监听到线程结束时(finished),就调用deleteLater回收内存
    connect(this,&SdlShowBmpThread::finished,this,[=](){
        this->deleteLater();
        qDebug()<<"SdlPlayWavThread线程结束";
    });
}

SdlShowBmpThread::~SdlShowBmpThread()
{
    // 断开所有的连接
    disconnect();
    // 内存回收之前,正常结束线程
    requestInterruption();
    // 安全退出
    quit();
    wait();
    qDebug() << this << "析构(内存被回收)";
}

void SdlShowBmpThread::run()
{
    // 像素数据
    SDL_Surface *surface = nullptr;

    // 窗口
    SDL_Window *window = nullptr;

    // 渲染上下文
    SDL_Renderer *renderer = nullptr;

    // 纹理(直接跟特定驱动程序相关的像素数据)
    SDL_Texture *texture = nullptr;

    // 矩形框
    SDL_Rect srcRect = {0, 0, 1928, 1048};  //源图片从0,0坐标截取1928*1048尺寸大小的图片
    SDL_Rect dstRect = {0, 0, 1928, 1048};  //目标图片在0,0左边显示1928*1048大小的图片
    SDL_Rect rect;

    // 初始化子系统
    END(SDL_Init(SDL_INIT_VIDEO), SDL_Init);

    // 加载BMP
    surface = SDL_LoadBMP("E:/media/picture-test.bmp");
    END(!surface, SDL_LoadBMP);

    // 创建窗口
    window = SDL_CreateWindow(
                 // 标题
                 "SDL显示BMP图片",
                 // x
                 SDL_WINDOWPOS_UNDEFINED,
                 // y
                 SDL_WINDOWPOS_UNDEFINED,
                 // w
                 surface->w,
                 // h
                 surface->h,
                 SDL_WINDOW_SHOWN
             );
    END(!window, SDL_CreateWindow);

    // 创建渲染上下文
    renderer = SDL_CreateRenderer(window, -1,
                                  SDL_RENDERER_ACCELERATED |
                                  SDL_RENDERER_PRESENTVSYNC);
    if (!renderer) {
        renderer = SDL_CreateRenderer(window, -1, 0);
        END(!renderer, SDL_CreateRenderer);
    }

    // 创建纹理
    texture = SDL_CreateTextureFromSurface(renderer, surface);
    END(!texture, SDL_CreateTextureFromSurface);

    // 画一个红色的矩形框
    END(SDL_SetRenderDrawColor(renderer,
                               255, 0, 0, SDL_ALPHA_OPAQUE),
        SDL_SetRenderDrawColor);
    rect = {0, 0, 50, 50};
    END(SDL_RenderFillRect(renderer, &rect),
        SDL_RenderFillRect);

    // 设置绘制颜色(画笔颜色)
    END(SDL_SetRenderDrawColor(renderer,
                               255, 255, 0, SDL_ALPHA_OPAQUE),
                               SDL_SetRenderDrawColor);

    // 用绘制颜色(画笔颜色)清除渲染目标
    END(SDL_RenderClear(renderer),
        SDL_RenderClear);

    // 拷贝纹理数据到渲染目标(默认是window)
    END(SDL_RenderCopy(renderer, texture, &srcRect, &dstRect),SDL_RenderCopy);

    // 更新所有的渲染操作到屏幕上
    SDL_RenderPresent(renderer);

    SDL_Delay(2000);

end:
    SDL_FreeSurface(surface);
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}

线程调用:

void MainWindow::on_pushButton_sdl_show_bmp_clicked()
{
    m_pSdlShowBmpThread=new SdlShowBmpThread(this);
    m_pSdlShowBmpThread->start();
}

注意:.h文件中提前声明了以下全局变量

	SdlShowBmpThread *m_pSdlShowBmpThread=nullptr;

注意:本文为个人记录,新手照搬可能会出现各种问题,请谨慎使用


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