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:
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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