SDL绘制bmp

SDL创建个窗口绘制个图片,响应个消息

代码比较简单,注释够详细了,不多说(例如头文件库文件就不说)

#include "stdafx.h"
#include "SDL.h"
#pragma comment(lib, "SDL.LIB")

int _tmain(int argc, _TCHAR* argv[])
{
	SDL_Window* pSDLWindow = NULL;
	SDL_Renderer* pRenderer = NULL;
	SDL_Texture* pTexture = NULL;
	SDL_Rect srcRect;
	SDL_Rect dstRect;

	//初始化SDL
	if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
	//创建窗口
	pSDLWindow = SDL_CreateWindow("SDLWnd", 200, 200, 640, 480, 0);
	if (NULL == pSDLWindow)	return false;
	//创建Renderer
	pRenderer = SDL_CreateRenderer(pSDLWindow, -1, 0);
	//设置Render绘制时的颜色,透明度
	SDL_SetRenderDrawColor(pRenderer, 255, 255, 255, 255);
	//加载图片到SDL_Surface
	SDL_Surface	*pTmpSurface = SDL_LoadBMP("C:\\test.bmp");	// 按照实际更改图片名称及路径
	if (NULL == pTmpSurface)	return false;
	//使用SDL_Surface创建Texture
	pTexture = SDL_CreateTextureFromSurface(pRenderer, pTmpSurface);
	if (NULL == pTexture) return false;
	//释放SDL_Surface
	SDL_FreeSurface(pTmpSurface);
	//查询pTexture属性,主要是图片的宽高
	SDL_QueryTexture(pTexture,NULL, NULL, &srcRect.w, &srcRect.h);
	//设置区域大小
	dstRect.x = srcRect.x = 0;
	dstRect.y = srcRect.y = 0;

	
	dstRect.w = srcRect.w;
	dstRect.h = srcRect.h;

	//消息循环
	bool bQuit = false;
	while(!bQuit)
	{
		SDL_Event sdl_event;
		if (SDL_PollEvent(&sdl_event))
		{
			switch(sdl_event.type)
			{
			case SDL_QUIT:
				bQuit = true;
				break;
			default:
				break;
			}
		}
		//绘制
		SDL_RenderClear(pRenderer);//清除上次内容
		SDL_RenderCopy(pRenderer, pTexture, &srcRect, &dstRect);//将pTexture绘制到Render
		//SDL_RenderCopy(pRenderer, pTexture, NULL, NULL);	// NULL means that use all texture( and renderer)
		//SDL_RenderCopyEx(pRenderer, pTexture, &srcRect, &dstRect,0, 0, SDL_FLIP_HORIZONTAL);
		//SDL_RenderCopyEx(pRenderer, pTexture, &srcRect, &dstRect,0, 0, SDL_FLIP_VERTICAL);
		//更新Render显示
		SDL_RenderPresent(pRenderer);
	}

	//清理
	SDL_DestroyWindow(pSDLWindow);
	SDL_DestroyRenderer(pRenderer);
	SDL_DestroyTexture(pTexture);
	SDL_Quit();
	return 0;
}


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