SDL Guide 中文译版

SDLSimple DirectMedia Layer,类似DirectX,是完整的游戏、多媒体开发包,但不同的是它跨越几乎所有的平台,有各种语言的接口,多种语言的文档,而这一切都是广大志愿者完成的。目前扩展部分还没有正式的文档,以下为核心部分文档的向导部分。

序言

关于SDL

SDL为方便制作能跨跃Linux、BSD、MacOS、Win32和BeOS平台,使用本地高性能媒体接口,并且让您可以只需使用一份源代码级API而设计。SDL是相当低层的API,但使用它可以让你以极大的灵活性写出完全跨平台的程序。

 SDL:http://www.libsdl.org/

关于SDL文档

SDLdoc项目即要重新编写SDL文档并同步更新。项目组有使用SDL的志愿者组成。

最新版本可在http://sdldoc.sourceforge.net下载

谢启

Sam Lantinga, slouken@libsdl.org

Martin Donlon, [email protected]

Mattias Engdeg?rd

Julian Peterson

Ken Jordan

Maxim Sobolev

Wesley Poole

Michael Vance

Andreas Umbach

Andreas Hofmeister


第一章 基础

初始化

SDL由八个子系统组成——音频、CDROM、事件处理、文件I/O、游戏杆、线程、记时器和视频。使用前必须调用SDL_Init或SDL_InitSubSystem初始化。SDL_Init必须早于其他所有SDL调用,它将自动初始化事件处理、文件I/O和线程子系统,并根据参数选择启动其他子系统。例如,初始化缺省和视频子系统:

SDL_Init(SDL_INIT_VIDEO);

初始化缺省、视频和记时器子系统:

SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);

SDL_Init对应SDL_Quit(和SDL_QuitSubSystem)。SDL_Quit关闭所有子系统,必须在程序关闭前调用。

除此之外,我们还必须进行错误处理。很多SDL函数返回一个值指示成功与否。例如SDL_Init失败时返回-1。每当SDL出错时,错误信息被保存,并可用SDL_GetError取得。

例1-1 初始化SDL

#include "SDL.h"   /* All SDL App's need this */

#include <stdio.h>



int main() {

    

    printf("Initializing SDL./n");

    

    /* Initialize defaults, Video and Audio */

    if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { 

        printf("Could not initialize SDL: %s./n", SDL_GetError());

        exit(-1);

    }



    printf("SDL initialized./n");



    printf("Quiting SDL./n");

    

    /* Shutdown all subsystems */

    SDL_Quit();

    

    printf("Quiting..../n");



    exit(0);

}

第二章 图像和视频

初始化SDL Video显示

视频是最常用的部分,也是SDL最完整的子系统。下面的初始化过程是每个SDL程序都要做的,即使可能有些不同。

例2-1 初始化视频

    SDL_Surface *screen;



    /* Initialize the SDL library */

    if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {

        fprintf(stderr,

                "Couldn't initialize SDL: %s/n", SDL_GetError());

        exit(1);

    }



    /* Clean up on exit */

    atexit(SDL_Quit);

    

    /*

     * Initialize the display in a 640x480 8-bit palettized mode,

     * requesting a software surface

     */

    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);

    if ( screen == NULL ) {

        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",

                        SDL_GetError());

        exit(1);

    }

初始化最佳视频模式

如果你希望某种色深(颜色数)但如果用户的显示器不支持也可以接受其他色深,使用加SDL_ANYFORMAT参数的SDL_SetVideoMode。您还可以用SDL_VideoModeOK来找到与请求模式最接近的模式。

例2-2 初始化最佳视频模式

    /* Have a preference for 8-bit, but accept any depth */

    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);

    if ( screen == NULL ) {

        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",

                        SDL_GetError());

        exit(1);

    }

    printf("Set 640x480 at %d bits-per-pixel mode/n",

           screen->format->BitsPerPixel);

读取并显示BMP文件

SDL已经初始化,视频模式已经选择,下面的函数将读取并显示指定的BMP文件。

例2-3 读取并显示BMP文件

void display_bmp(char *file_name)

{

    SDL_Surface *image;



    /* Load the BMP file into a surface */

    image = SDL_LoadBMP(file_name);

    if (image == NULL) {

        fprintf(stderr, "Couldn't load %s: %s/n", file_name, SDL_GetError());

        return;

    }



    /*

     * Palettized screen modes will have a default palette (a standard

     * 8*8*4 colour cube), but if the image is palettized as well we can

     * use that palette for a nicer colour matching

     */

    if (image->format->palette && screen->format->palette) {

    SDL_SetColors(screen, image->format->palette->colors, 0,

                  image->format->palette->ncolors);

    }



    /* Blit onto the screen surface */

    if(SDL_BlitSurface(image, NULL, screen, NULL) < 0)

        fprintf(stderr, "BlitSurface error: %s/n", SDL_GetError());



    SDL_UpdateRect(screen, 0, 0, image->w, image->h);



    /* Free the allocated BMP surface */

    SDL_FreeSurface(image);

}

直接在显示上绘图

下面两个函数实现在图像平面的像素读写。它们被细心设计成可以用于所有色深。记住在使用前要先锁定图像平面,之后要解锁。

在像素值和其红、绿、蓝值间转换,使用SDL_GetRGB()和SDL_MapRGB()。

例2-4 getpixel()

/*

 * Return the pixel value at (x, y)

 * NOTE: The surface must be locked before calling this!

 */

Uint32 getpixel(SDL_Surface *surface, int x, int y)

{

    int bpp = surface->format->BytesPerPixel;

    /* Here p is the address to the pixel we want to retrieve */

    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;



    switch(bpp) {

    case 1:

        return *p;



    case 2:

        return *(Uint16 *)p;



    case 3:

        if(SDL_BYTEORDER == SDL_BIG_ENDIAN)

            return p[0] << 16 | p[1] << 8 | p[2];

        else

            return p[0] | p[1] << 8 | p[2] << 16;



    case 4:

        return *(Uint32 *)p;



    default:

        return 0;       /* shouldn't happen, but avoids warnings */

    }

}

例2-5 putpixel()

/*

 * Set the pixel at (x, y) to the given value

 * NOTE: The surface must be locked before calling this!

 */

void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)

{

    int bpp = surface->format->BytesPerPixel;

    /* Here p is the address to the pixel we want to set */

    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;



    switch(bpp) {

    case 1:

        *p = pixel;

        break;



    case 2:

        *(Uint16 *)p = pixel;

        break;



    case 3:

        if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {

            p[0] = (pixel >> 16) & 0xff;

            p[1] = (pixel >> 8) & 0xff;

            p[2] = pixel & 0xff;

        } else {

            p[0] = pixel & 0xff;

            p[1] = (pixel >> 8) & 0xff;

            p[2] = (pixel >> 16) & 0xff;

        }

        break;



    case 4:

        *(Uint32 *)p = pixel;

        break;

    }

}

例2-6 使用上面的putpixel()在屏幕中心画一个黄点

    /* Code to set a yellow pixel at the center of the screen */



    int x, y;

    Uint32 yellow;



    /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)

       Note:  If the display is palettized, you must set the palette first.

    */

    yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);



    x = screen->w / 2;

    y = screen->h / 2;



    /* Lock the screen for direct access to the pixels */

    if ( SDL_MUSTLOCK(screen) ) {

        if ( SDL_LockSurface(screen) < 0 ) {

            fprintf(stderr, "Can't lock screen: %s/n", SDL_GetError());

            return;

        }

    }



    putpixel(screen, x, y, yellow);



    if ( SDL_MUSTLOCK(screen) ) {

        SDL_UnlockSurface(screen);

    }

    /* Update just the part of the display that we've changed */

    SDL_UpdateRect(screen, x, y, 1, 1);



    return;

并用SDL和OpenGL

SDL可以在多种平台(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11)上创建和使用OpenGL上下文。这允许你在OpenGL程序中使用SDL的音频、事件、线程和记时器,而这些通常是GLUT的任务。

和普通的初始化类似,但有三点不同:必须传SDL_OPENGL参数给SDL_SetVideoMode;必须使用SDL_GL_SetAttribute指定一些GL属性(深度缓冲区位宽,帧缓冲位宽等);如果您想使用双缓冲,必须作为GL属性指定

例2-7 初始化SDL加OpenGL

    /* Information about the current video settings. */

    const SDL_VideoInfo* info = NULL;

    /* Dimensions of our window. */

    int width = 0;

    int height = 0;

    /* Color depth in bits of our window. */

    int bpp = 0;

    /* Flags we will pass into SDL_SetVideoMode. */

    int flags = 0;



    /* First, initialize SDL's video subsystem. */

    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {

        /* Failed, exit. */

        fprintf( stderr, "Video initialization failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }



    /* Let's get some video information. */

    info = SDL_GetVideoInfo( );



    if( !info ) {

        /* This should probably never happen. */

        fprintf( stderr, "Video query failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }



    /*

     * Set our width/height to 640/480 (you would

     * of course let the user decide this in a normal

     * app). We get the bpp we will request from

     * the display. On X11, VidMode can't change

     * resolution, so this is probably being overly

     * safe. Under Win32, ChangeDisplaySettings

     * can change the bpp.

     */

    width = 640;

    height = 480;

    bpp = info->vfmt->BitsPerPixel;



    /*

     * Now, we want to setup our requested

     * window attributes for our OpenGL window.

     * We want *at least* 5 bits of red, green

     * and blue. We also want at least a 16-bit

     * depth buffer.

     *

     * The last thing we do is request a double

     * buffered window. '1' turns on double

     * buffering, '0' turns it off.

     *

     * Note that we do not use SDL_DOUBLEBUF in

     * the flags to SDL_SetVideoMode. That does

     * not affect the GL attribute state, only

     * the standard 2D blitting setup.

     */

    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );



    /*

     * We want to request that SDL provide us

     * with an OpenGL window, in a fullscreen

     * video mode.

     *

     * EXERCISE:

     * Make starting windowed an option, and

     * handle the resize events properly with

     * glViewport.

     */

    flags = SDL_OPENGL | SDL_FULLSCREEN;



    /*

     * Set the video mode

     */

    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {

        /* 

         * This could happen for a variety of reasons,

         * including DISPLAY not being set, the specified

         * resolution not being available, etc.

         */

        fprintf( stderr, "Video mode set failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }

OpenGL绘图

除了初始化,在SDL程序中使用OpenGL和其他情况基本相同,是同样函数和数据类型。但是如果您使用双缓冲,则必须用SDL_GL_SwapBuffers()来交换前后缓冲,而不是glxSwapBuffers()(GLX)或SwapBuffers()(Windows)。

例2-8 SDL和OpenGL

/*

 * SDL OpenGL Tutorial.

 * (c) Michael Vance, 2000

 * [email protected]

 *

 * Distributed under terms of the LGPL. 

 */



#include <SDL/SDL.h>

#include <GL/gl.h>

#include <GL/glu.h>



#include <stdio.h>

#include <stdlib.h>



static GLboolean should_rotate = GL_TRUE;



static void quit_tutorial( int code )

{

    /*

     * Quit SDL so we can release the fullscreen

     * mode and restore the previous video settings,

     * etc.

     */

    SDL_Quit( );



    /* Exit program. */

    exit( code );

}



static void handle_key_down( SDL_keysym* keysym )

{



    /* 

     * We're only interested if 'Esc' has

     * been presssed.

     *

     * EXERCISE: 

     * Handle the arrow keys and have that change the

     * viewing position/angle.

     */

    switch( keysym->sym ) {

    case SDLK_ESCAPE:

        quit_tutorial( 0 );

        break;

    case SDLK_SPACE:

        should_rotate = !should_rotate;

        break;

    default:

        break;

    }



}



static void process_events( void )

{

    /* Our SDL event placeholder. */

    SDL_Event event;



    /* Grab all the events off the queue. */

    while( SDL_PollEvent( &event ) ) {



        switch( event.type ) {

        case SDL_KEYDOWN:

            /* Handle key presses. */

            handle_key_down( &event.key.keysym );

            break;

        case SDL_QUIT:

            /* Handle quit requests (like Ctrl-c). */

            quit_tutorial( 0 );

            break;

        }



    }



}



static void draw_screen( void )

{

    /* Our angle of rotation. */

    static float angle = 0.0f;



    /*

     * EXERCISE:

     * Replace this awful mess with vertex

     * arrays and a call to glDrawElements.

     *

     * EXERCISE:

     * After completing the above, change

     * it to use compiled vertex arrays.

     *

     * EXERCISE:

     * Verify my windings are correct here ;).

     */

    static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };

    static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };

    static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };

    static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };

    static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };

    static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };

    static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };

    static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };

    static GLubyte red[]    = { 255,   0,   0, 255 };

    static GLubyte green[]  = {   0, 255,   0, 255 };

    static GLubyte blue[]   = {   0,   0, 255, 255 };

    static GLubyte white[]  = { 255, 255, 255, 255 };

    static GLubyte yellow[] = {   0, 255, 255, 255 };

    static GLubyte black[]  = {   0,   0,   0, 255 };

    static GLubyte orange[] = { 255, 255,   0, 255 };

    static GLubyte purple[] = { 255,   0, 255,   0 };



    /* Clear the color and depth buffers. */

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );



    /* We don't want to modify the projection matrix. */

    glMatrixMode( GL_MODELVIEW );

    glLoadIdentity( );



    /* Move down the z-axis. */

    glTranslatef( 0.0, 0.0, -5.0 );



    /* Rotate. */

    glRotatef( angle, 0.0, 1.0, 0.0 );



    if( should_rotate ) {



        if( ++angle > 360.0f ) {

            angle = 0.0f;

        }



    }



    /* Send our triangle data to the pipeline. */

    glBegin( GL_TRIANGLES );



    glColor4ubv( red );

    glVertex3fv( v0 );

    glColor4ubv( green );

    glVertex3fv( v1 );

    glColor4ubv( blue );

    glVertex3fv( v2 );



    glColor4ubv( red );

    glVertex3fv( v0 );

    glColor4ubv( blue );

    glVertex3fv( v2 );

    glColor4ubv( white );

    glVertex3fv( v3 );



    glColor4ubv( green );

    glVertex3fv( v1 );

    glColor4ubv( black );

    glVertex3fv( v5 );

    glColor4ubv( orange );

    glVertex3fv( v6 );



    glColor4ubv( green );

    glVertex3fv( v1 );

    glColor4ubv( orange );

    glVertex3fv( v6 );

    glColor4ubv( blue );

    glVertex3fv( v2 );



    glColor4ubv( black );

    glVertex3fv( v5 );

    glColor4ubv( yellow );

    glVertex3fv( v4 );

    glColor4ubv( purple );

    glVertex3fv( v7 );



    glColor4ubv( black );

    glVertex3fv( v5 );

    glColor4ubv( purple );

    glVertex3fv( v7 );

    glColor4ubv( orange );

    glVertex3fv( v6 );



    glColor4ubv( yellow );

    glVertex3fv( v4 );

    glColor4ubv( red );

    glVertex3fv( v0 );

    glColor4ubv( white );

    glVertex3fv( v3 );



    glColor4ubv( yellow );

    glVertex3fv( v4 );

    glColor4ubv( white );

    glVertex3fv( v3 );

    glColor4ubv( purple );

    glVertex3fv( v7 );



    glColor4ubv( white );

    glVertex3fv( v3 );

    glColor4ubv( blue );

    glVertex3fv( v2 );

    glColor4ubv( orange );

    glVertex3fv( v6 );



    glColor4ubv( white );

    glVertex3fv( v3 );

    glColor4ubv( orange );

    glVertex3fv( v6 );

    glColor4ubv( purple );

    glVertex3fv( v7 );



    glColor4ubv( green );

    glVertex3fv( v1 );

    glColor4ubv( red );

    glVertex3fv( v0 );

    glColor4ubv( yellow );

    glVertex3fv( v4 );



    glColor4ubv( green );

    glVertex3fv( v1 );

    glColor4ubv( yellow );

    glVertex3fv( v4 );

    glColor4ubv( black );

    glVertex3fv( v5 );



    glEnd( );



    /*

     * EXERCISE:

     * Draw text telling the user that 'Spc'

     * pauses the rotation and 'Esc' quits.

     * Do it using vetors and textured quads.

     */



    /*

     * Swap the buffers. This this tells the driver to

     * render the next frame from the contents of the

     * back-buffer, and to set all rendering operations

     * to occur on what was the front-buffer.

     *

     * Double buffering prevents nasty visual tearing

     * from the application drawing on areas of the

     * screen that are being updated at the same time.

     */

    SDL_GL_SwapBuffers( );

}



static void setup_opengl( int width, int height )

{

    float ratio = (float) width / (float) height;



    /* Our shading model--Gouraud (smooth). */

    glShadeModel( GL_SMOOTH );



    /* Culling. */

    glCullFace( GL_BACK );

    glFrontFace( GL_CCW );

    glEnable( GL_CULL_FACE );



    /* Set the clear color. */

    glClearColor( 0, 0, 0, 0 );



    /* Setup our viewport. */

    glViewport( 0, 0, width, height );



    /*

     * Change to the projection matrix and set

     * our viewing volume.

     */

    glMatrixMode( GL_PROJECTION );

    glLoadIdentity( );

    /*

     * EXERCISE:

     * Replace this with a call to glFrustum.

     */

    gluPerspective( 60.0, ratio, 1.0, 1024.0 );

}



int main( int argc, char* argv[] )

{

    /* Information about the current video settings. */

    const SDL_VideoInfo* info = NULL;

    /* Dimensions of our window. */

    int width = 0;

    int height = 0;

    /* Color depth in bits of our window. */

    int bpp = 0;

    /* Flags we will pass into SDL_SetVideoMode. */

    int flags = 0;



    /* First, initialize SDL's video subsystem. */

    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {

        /* Failed, exit. */

        fprintf( stderr, "Video initialization failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }



    /* Let's get some video information. */

    info = SDL_GetVideoInfo( );



    if( !info ) {

        /* This should probably never happen. */

        fprintf( stderr, "Video query failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }



    /*

     * Set our width/height to 640/480 (you would

     * of course let the user decide this in a normal

     * app). We get the bpp we will request from

     * the display. On X11, VidMode can't change

     * resolution, so this is probably being overly

     * safe. Under Win32, ChangeDisplaySettings

     * can change the bpp.

     */

    width = 640;

    height = 480;

    bpp = info->vfmt->BitsPerPixel;



    /*

     * Now, we want to setup our requested

     * window attributes for our OpenGL window.

     * We want *at least* 5 bits of red, green

     * and blue. We also want at least a 16-bit

     * depth buffer.

     *

     * The last thing we do is request a double

     * buffered window. '1' turns on double

     * buffering, '0' turns it off.

     *

     * Note that we do not use SDL_DOUBLEBUF in

     * the flags to SDL_SetVideoMode. That does

     * not affect the GL attribute state, only

     * the standard 2D blitting setup.

     */

    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );

    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );



    /*

     * We want to request that SDL provide us

     * with an OpenGL window, in a fullscreen

     * video mode.

     *

     * EXERCISE:

     * Make starting windowed an option, and

     * handle the resize events properly with

     * glViewport.

     */

    flags = SDL_OPENGL | SDL_FULLSCREEN;



    /*

     * Set the video mode

     */

    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {

        /* 

         * This could happen for a variety of reasons,

         * including DISPLAY not being set, the specified

         * resolution not being available, etc.

         */

        fprintf( stderr, "Video mode set failed: %s/n",

             SDL_GetError( ) );

        quit_tutorial( 1 );

    }



    /*

     * At this point, we should have a properly setup

     * double-buffered window for use with OpenGL.

     */

    setup_opengl( width, height );



    /*

     * Now we want to begin our normal app process--

     * an event loop with a lot of redrawing.

     */

    while( 1 ) {

        /* Process incoming events. */

        process_events( );

        /* Draw the screen. */

        draw_screen( );

    }



    /*

     * EXERCISE:

     * Record timings using SDL_GetTicks() and

     * and print out frames per second at program

     * end.

     */



    /* Never reached. */

    return 0;

}

第三章上 游戏杆输入处理

初始化

使用游戏杆的第一步是初始化游戏杆子系统。即在SDL_Init时使用参数SDL_INIT_JOYSTICK。

例3-1 初始化SDL并带游戏杆支持

    if ( ! SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) )

    {

        fprintf(stderr, "Couldn't initialize SDL: %s/n", SDL_GetError());

        exit(1);

    }

此例启动SDL并带视频和游戏杆支持。

查询

至此,我们可以假定初始化以完成。但我们还需指导有没有、有几个游戏杆。即使您指导有一个游戏杆可用,也最好经常检查,因为这样可以帮助检测游戏杆被拔掉的情况。

检查游戏杆的函数是SDL_NumJoysticks()。此函数简单的返回系统中游戏杆的数量。下一步是决定用户想用哪一个。当然,如果只有一个就不用决定了。SDL_JoystickName取得系统赋给游戏杆的名字。游戏杆用序号指定,第一个为0,最后一个为SDL_NumJoysticks - 1。

例3-2 打印所有游戏杆的名字

    printf("%i joysticks were found./n/n", SDL_NumJoysticks() );

    printf("The names of the joysticks are:/n");

		

    for( i=0; i < SDL_NumJoysticks(); i++ ) 

    {

        printf("    %s/n", SDL_JoystickName(i));

    }

启动游戏杆取得事件

SDL使用事件架构,游戏杆可以触发四种事件。

  • SDL_JoyAxisEvent 轴改变
  • SDL_JoyBallEvent 轨迹球坐标改变
  • SDL_JoyHatEvent hat(sorry,在下不解何为hat)方向改变
  • SDL_JoyButtonEvent 按钮按下或释放

所有启动的游戏杆都会触发事件。为了收到事件,首先要用SDL_ENABLE调用SDL_JoystickEventState,以允许事件。其次要启动指定的游戏杆,用SDL_JoystickOpen()。

例3-3 启动第一个游戏杆

    SDL_Joystick *joystick;



    SDL_JoystickEventState(SDL_ENABLE);

    joystick = SDL_JoystickOpen(0);

游戏杆对象的指针只在查询和关闭游戏杆时有用。

现在为了响应事件,我们需要一个消息循环。所有的SDL程序至少要接受系统退出消息。设想我们的消息循环象这样:

    SDL_Event event;

    /* Other initializtion code goes here */   



    /* Start main game loop here */



    while(SDL_PollEvent(&event))

    {  

        switch(event.type)

        {  

            case SDL_KEYDOWN:

            /* handle keyboard stuff here */				

            break;



            case SDL_QUIT:

            /* Set whatever flags are necessary to */

            /* end the main game loop here */

            break;

        }

    }



    /* End loop here */

要响应游戏杆事件,只需添加一个case。轴检测得有些技巧,因为大部分事件是垃圾。摇杆动一点就会有事件。所以必须设定一个阈值,并且忽略未达到阈值的事件。一般10%是个比较好的阈值。

例3-4 游戏杆轴事件

    case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */

    if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) 

    {

      /* code goes here */

    }

    break;

另一个技巧是上下和左右是两组不同的运动。最重要的轴是轴0(左右)和轴1(上下)。按如下方法作不同处理:

例3-5

    case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */

    if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) 

    {

        if( event.jaxis.axis == 0) 

        {

            /* Left-right movement code goes here */

        }



        if( event.jaxis.axis == 1) 

        {

            /* Up-Down movement code goes here */

        }

    }

    break;

理想情况下,应该用event.jaxis.value来调整一些值。例如你在用游戏杆控制飞船,将摇杆推一点则慢速前进,推很多则快速前进。这样设计会使用户的体验更好。如果你的游戏杆有更多的轴,可用于其他控制,用法完全一样,event.jaxis.axis会有不同的值。

例3-6 游戏杆按钮事件

    case SDL_JOYBUTTONDOWN:  /* Handle Joystick Button Presses */

    if ( event.jbutton.button == 0 ) 

    {

        /* code goes here */

    }

    break;

按钮检测很简单,因为只有按下和放开两个状态。按下时SDL_JOYBUTTONDOWN触发,放开时SDL_JOYBUTTONUP触发。event.jbutton.button指示是哪个按钮。

最后,程序结束时用SDL_JoystickClose()关闭游戏杆。例如关闭前面启动的0号游戏杆:

SDL_JoystickClose(joystick);

高级游戏杆函数

轨迹球消息包含X和Y方向的改变量。

例3-7 轨迹球事件

    case SDL_JOYBALLMOTION:  /* Handle Joyball Motion */

    if( event.jball.ball == 0 )

    {

      /* ball handling */

    }

    break;

此例检测第一个轨迹球。坐标改变量在event.jball.xrel和event.jball.yrel中。

最后是hat事件。hat只报告方向。我们通过位掩码检测:

 

SDL_HAT_CENTERED 

SDL_HAT_UP 

SDL_HAT_RIGHT 

SDL_HAT_DOWN 

SDL_HAT_LEFT 

预定义的组合:

SDL_HAT_RIGHTUP 

SDL_HAT_RIGHTDOWN 

SDL_HAT_LEFTUP 

SDL_HAT_LEFTDOWN 

例3-8 游戏杆hat事件

    case SDL_JOYHATMOTION:  /* Handle Hat Motion */

    if ( event.jhat.hat | SDL_HAT_UP )

    {

        /* Do up stuff here */

    }



    if ( event.jhat.hat | SDL_HAT_LEFT )

    {

        /* Do left stuff here */

    }



    if ( event.jhat.hat | SDL_HAT_RIGHTDOWN )

    {

        /* Do right and down together stuff here */

    }

    break;

除了游戏杆的数量,还可查询:

  • SDL_JoystickNumAxes 轴数量
  • SDL_JoystickNumButtons 按钮数量
  • SDL_JoystickNumBalls 轨迹球数量
  • SDL_JoystickNumHats hat数量

只需将启动游戏杆时得到的指针传给这些函数即可。

例3-9 查询游戏杆特性

int number_of_buttons;

    SDL_Joystick *joystick;



    joystick = SDL_JoystickOpen(0);

    number_of_buttons = SDL_JoystickNumButtons(joystick);

第三章下 键盘输入

键盘相关数据结构

  • SDLKey 枚举类型,每一个符号代表一个键,如SDLK_a、SDLK_SPACE,在SDL_keysym.h中定义。
  • SDLMod 枚举类型,类似SDLKey,但用于修饰键,如Control、Alt、Shift,可以组合。
  • SDL_keysym
    typedef struct{
    
      Uint8 scancode;
    
      SDLKey sym;
    
      SDLMod mod;
    
      Uint16 unicode;
    
    } SDL_keysym;
    
    
    用于按键和放开消息。scancode是硬件相关键码。除非你有特殊用途,否则忽略。sym指示键,mod为修饰键集合,例如KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT 为Numlock、Capslock和左Shift组合。最后unicode为对应字符。注意,仅当是按键消息时unicode才有效,放开消息时无效。Unicode变换必须用SDL_EnableUNICODE()打开。
  • SDL_KeyboardEvent
    typedef struct{
    
      Uint8 type;
    
      Uint8 state;
    
      SDL_keysym keysym;
    
    } SDL_KeyboardEvent;
    
    
    描述一个键盘消息。type指示按键(SDL_KEYDOWN)或放开(SDL_KEYUP)。state是冗余的,和含义type相同只是符号不同(SDL_PRESSED,SDL_RELEASED)。

读取键盘消息

使用消息循环用SDL_PollEvent()从消息队列里读取,并用switch-case检测SDL_KEYUP和SDL_KEYDOWN。下面是个基本的例子。

例3-10 读键盘消息

  SDL_Event event;

  .

  .

  /* Poll for events. SDL_PollEvent() returns 0 when there are no  */

  /* more events on the event queue, our while loop will exit when */

  /* that occurs.                                                  */

  while( SDL_PollEvent( &event ) ){

    /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */

    switch( event.type ){

      case SDL_KEYDOWN:

        printf( "Key press detected/n" );

        break;



      case SDL_KEYUP:

        printf( "Key release detected/n" );

        break;



      default:

        break;

    }

  }

更详细的内容

我们已经知道要用SDL_Init和SDL_SetVideoMode初始化,但我们还得用另外两个函数取得必要信息。要调用SDL_EnableUNICODE(1)以允许unicode变换,还要用SDL_GetKeyName将SDLKey转换成可打印字符。注意:小于0x80的unicode字符直接映射到ASCII码。下例用到这一点。

例3-11 解释按键消息

    #include "SDL.h"



    /* Function Prototypes */

    void PrintKeyInfo( SDL_KeyboardEvent *key );

    void PrintModifiers( SDLMod mod );



    /* main */

    int main( int argc, char *argv[] ){

        

        SDL_Event event;

        int quit = 0;

        

        /* Initialise SDL */

        if( SDL_Init( SDL_INIT_VIDEO ) ){

            fprintf( stderr, "Could not initialise SDL: %s/n", SDL_GetError() );

            exit( -1 );

        }



        /* Set a video mode */

        if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){

            fprintf( stderr, "Could not set video mode: %s/n", SDL_GetError() );

            SDL_Quit();

            exit( -1 );

        }



        /* Enable Unicode translation */

        SDL_EnableUNICODE( 1 );



        /* Loop until an SDL_QUIT event is found */

        while( !quit ){



            /* Poll for events */

            while( SDL_PollEvent( &event ) ){

                

                switch( event.type ){

                    /* Keyboard event */

                    /* Pass the event data onto PrintKeyInfo() */

                    case SDL_KEYDOWN:

                    case SDL_KEYUP:

                        PrintKeyInfo( &event.key );

                        break;



                    /* SDL_QUIT event (window close) */

                    case SDL_QUIT:

                        quit = 1;

                        break;



                    default:

                        break;

                }



            }



        }



        /* Clean up */

        SDL_Quit();

        exit( 0 );

    }



    /* Print all information about a key event */

    void PrintKeyInfo( SDL_KeyboardEvent *key ){

        /* Is it a release or a press? */

        if( key->type == SDL_KEYUP )

            printf( "Release:- " );

        else

            printf( "Press:- " );



        /* Print the hardware scancode first */

        printf( "Scancode: 0x%02X", key->keysym.scancode );

        /* Print the name of the key */

        printf( ", Name: %s", SDL_GetKeyName( key->keysym.sym ) );

        /* We want to print the unicode info, but we need to make */

        /* sure its a press event first (remember, release events */

        /* don't have unicode info                                */

        if( key->type == SDL_KEYDOWN ){

            /* If the Unicode value is less than 0x80 then the    */

            /* unicode value can be used to get a printable       */

            /* representation of the key, using (char)unicode.    */

            printf(", Unicode: " );

            if( key->keysym.unicode < 0x80 && key->keysym.unicode > 0 ){

                printf( "%c (0x%04X)", (char)key->keysym.unicode,

                        key->keysym.unicode );

            }

            else{

                printf( "? (0x%04X)", key->keysym.unicode );

            }

        }

        printf( "/n" );

        /* Print modifier info */

        PrintModifiers( key->keysym.mod );

    }



    /* Print modifier info */

    void PrintModifiers( SDLMod mod ){

        printf( "Modifers: " );



        /* If there are none then say so and return */

        if( mod == KMOD_NONE ){

            printf( "None/n" );

            return;

        }



        /* Check for the presence of each SDLMod value */

        /* This looks messy, but there really isn't    */

        /* a clearer way.                              */

        if( mod & KMOD_NUM ) printf( "NUMLOCK " );

        if( mod & KMOD_CAPS ) printf( "CAPSLOCK " );

        if( mod & KMOD_LCTRL ) printf( "LCTRL " );

        if( mod & KMOD_RCTRL ) printf( "RCTRL " );

        if( mod & KMOD_RSHIFT ) printf( "RSHIFT " );

        if( mod & KMOD_LSHIFT ) printf( "LSHIFT " );

        if( mod & KMOD_RALT ) printf( "RALT " );

        if( mod & KMOD_LALT ) printf( "LALT " );

        if( mod & KMOD_CTRL ) printf( "CTRL " );

        if( mod & KMOD_SHIFT ) printf( "SHIFT " );

        if( mod & KMOD_ALT ) printf( "ALT " );

        printf( "/n" );

    }

游戏式键盘输入

键盘消息仅在键的状态在按下和放开间变化时才触发。

设想你用光标键控制飞船运动以改变眼前看到的太空景象,当你按左键并希望镜头向左转时。看看下面的代码,并注意它为什么是错的。

    /* Alien screen coordinates */

    int alien_x=0, alien_y=0;

    .

    .

    /* Initialise SDL and video modes and all that */

    .

    /* Main game loop */

    /* Check for events */

    while( SDL_PollEvent( &event ) ){

        switch( event.type ){

            /* Look for a keypress */

            case SDL_KEYDOWN:

                /* Check the SDLKey values and move change the coords */

                switch( event.key.keysym.sym ){

                    case SDLK_LEFT:

                        alien_x -= 1;

                        break;

                    case SDLK_RIGHT:

                        alien_x += 1;

                        break;

                    case SDLK_UP:

                        alien_y -= 1;

                        break;

                    case SDLK_DOWN:

                        alien_y += 1;

                        break;

                    default:

                        break;

                }

            }

        }

    }

问题在于你必须按100次左以便得到100次键盘消息,才能向左转100像素。正确的方法是收到事件时设定标志,根据标志来移动。

例3-12 正确的运动控制

    /* Alien screen coordinates */

    int alien_x=0, alien_y=0;

    int alien_xvel=0, alien_yvel=0;

    .

    .

    /* Initialise SDL and video modes and all that */

    .

    /* Main game loop */

    /* Check for events */

    while( SDL_PollEvent( &event ) ){

        switch( event.type ){

            /* Look for a keypress */

            case SDL_KEYDOWN:

                /* Check the SDLKey values and move change the coords */

                switch( event.key.keysym.sym ){

                    case SDLK_LEFT:

                        alien_xvel = -1;

                        break;

                    case SDLK_RIGHT:

                        alien_xvel =  1;

                        break;

                    case SDLK_UP:

                        alien_yvel = -1;

                        break;

                    case SDLK_DOWN:

                        alien_yvel =  1;

                        break;

                    default:

                        break;

                }

                break;

            /* We must also use the SDL_KEYUP events to zero the x */

            /* and y velocity variables. But we must also be       */

            /* careful not to zero the velocities when we shouldn't*/

            case SDL_KEYUP:

                switch( event.key.keysym.sym ){

                    case SDLK_LEFT:

                        /* We check to make sure the alien is moving */

                        /* to the left. If it is then we zero the    */

                        /* velocity. If the alien is moving to the   */

                        /* right then the right key is still press   */

                        /* so we don't tocuh the velocity            */

                        if( alien_xvel < 0 )

                            alien_xvel = 0;

                        break;

                    case SDLK_RIGHT:

                        if( alien_xvel > 0 )

                            alien_xvel = 0;

                        break;

                    case SDLK_UP:

                        if( alien_yvel < 0 )

                            alien_yvel = 0;

                        break;

                    case SDLK_DOWN:

                        if( alien_yvel > 0 )

                            alien_yvel = 0;

                        break;

                    default:

                        break;

                }

                break;

            

            default:

                break;

        }

    }

    .

    .

    /* Update the alien position */

    alien_x += alien_xvel;

    alien_y += alien_yvel;

如您所见,我们用了两个变量alien_xvel和alien_yvel来表示飞船的运动,并在响应键盘消息时更新它们。

第四章 样例

注:重复的例子没有列出

最快的图像平面块传送

将图像画到屏幕上有三种方式:1.创建一个图像平面并用SDL_BlitSurface传送到屏幕;2.在系统内存创建视频平面并调用SDL_UpdateRect;3.在显存创建视频平面并调用SDL_LockSurface。最好的方法是混合方式:

#include <stdio.h>

#include <stdlib.h>

#include "SDL.h"

#include "SDL_timer.h"



void ComplainAndExit(void)

{

    fprintf(stderr, "Problem: %s/n", SDL_GetError());

    exit(1);

}



int main(int argc, char *argv[])

{

    SDL_PixelFormat fmt;

    SDL_Surface *screen, *locked;

    SDL_Surface *imagebmp, *image;

    SDL_Rect dstrect;

    int i;

    Uint8 *buffer;



    /* Initialize SDL */

    if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {

        ComplainAndExit();

    }

    atexit(SDL_Quit);



    /* Load a BMP image into a surface */

    imagebmp = SDL_LoadBMP("image.bmp");

    if ( imagebmp == NULL ) {

        ComplainAndExit();

    }



    /* Set the video mode (640x480 at native depth) */

    screen = SDL_SetVideoMode(640, 480, 0, SDL_HWSURFACE|SDL_FULLSCREEN);

    if ( screen == NULL ) {

        ComplainAndExit();

    }



    /* Set the video colormap */

    if ( imagebmp->format->palette != NULL ) {

        SDL_SetColors(screen,

                      imagebmp->format->palette->colors, 0,

                      imagebmp->format->palette->ncolors);

    }



    /* Convert the image to the video format (maps colors) */

    image = SDL_DisplayFormat(imagebmp);

    SDL_FreeSurface(imagebmp);

    if ( image == NULL ) {

        ComplainAndExit();

    }



    /* Draw bands of color on the raw surface */

    if ( SDL_MUSTLOCK(screen) ) {

        if ( SDL_LockSurface(screen) < 0 )

            ComplainAndExit();

    }

    buffer=(Uint8 *)screen->pixels;

    for ( i=0; ih; ++i ) {

        memset(buffer,(i*255)/screen->h,

               screen->w*screen->format->BytesPerPixel);

               buffer += screen->pitch;

    }

    if ( SDL_MUSTLOCK(screen) ) {

        SDL_UnlockSurface(screen);

    }



    /* Blit the image to the center of the screen */

    dstrect.x = (screen->w-image->w)/2;

    dstrect.y = (screen->h-image->h)/2;

    dstrect.w = image->w;

    dstrect.h = image->h;

    if ( SDL_BlitSurface(image, NULL, screen, &dstrect) < 0 ) {

        SDL_FreeSurface(image);

        ComplainAndExit();

    }

    SDL_FreeSurface(image);



    /* Update the screen */

    SDL_UpdateRects(screen, 1, &dstrect);



    SDL_Delay(5000);        /* Wait 5 seconds */

    exit(0);

}

过滤和处理事件

#include <stdio.h>

#include <stdlib.h>



#include "SDL.h"



/* This function may run in a separate event thread */

int FilterEvents(const SDL_Event *event) {

    static int boycott = 1;



    /* This quit event signals the closing of the window */

    if ( (event->type == SDL_QUIT) && boycott ) {

        printf("Quit event filtered out -- try again./n");

        boycott = 0;

        return(0);

    }

    if ( event->type == SDL_MOUSEMOTION ) {

        printf("Mouse moved to (%d,%d)/n",

                event->motion.x, event->motion.y);

        return(0);    /* Drop it, we've handled it */

    }

    return(1);

}



int main(int argc, char *argv[])

{

    SDL_Event event;



    /* Initialize the SDL library (starts the event loop) */

    if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {

        fprintf(stderr,

                "Couldn't initialize SDL: %s/n", SDL_GetError());

        exit(1);

    }



    /* Clean up on exit, exit on window close and interrupt */

    atexit(SDL_Quit);



    /* Ignore key events */

    SDL_EventState(SDL_KEYDOWN, SDL_IGNORE);

    SDL_EventState(SDL_KEYUP, SDL_IGNORE);



    /* Filter quit and mouse motion events */

    SDL_SetEventFilter(FilterEvents);



    /* The mouse isn't much use unless we have a display for reference */

    if ( SDL_SetVideoMode(640, 480, 8, 0) == NULL ) {

        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s/n",

                        SDL_GetError());

        exit(1);

    }



    /* Loop waiting for ESC+Mouse_Button */

    while ( SDL_WaitEvent(&event) >= 0 ) {

        switch (event.type) {

            case SDL_ACTIVEEVENT: {

                if ( event.active.state & SDL_APPACTIVE ) {

                    if ( event.active.gain ) {

                        printf("App activated/n");

                    } else {

                        printf("App iconified/n");

                    }

                }

            }

            break;

                    

            case SDL_MOUSEBUTTONDOWN: {

                Uint8 *keys;



                keys = SDL_GetKeyState(NULL);

                if ( keys[SDLK_ESCAPE] == SDL_PRESSED ) {

                    printf("Bye bye.../n");

                    exit(0);

                }

                printf("Mouse button pressed/n");

            }

            break;



            case SDL_QUIT: {

                printf("Quit requested, quitting./n");

                exit(0);

            }

            break;

        }

    }

    /* This should never happen */

    printf("SDL_WaitEvent error: %s/n", SDL_GetError());

    exit(1);

}

打开音频设备

    SDL_AudioSpec wanted;

    extern void fill_audio(void *udata, Uint8 *stream, int len);



    /* Set the audio format */

    wanted.freq = 22050;

    wanted.format = AUDIO_S16;

    wanted.channels = 2;    /* 1 = mono, 2 = stereo */

    wanted.samples = 1024;  /* Good low-latency value for callback */

    wanted.callback = fill_audio;

    wanted.userdata = NULL;



    /* Open the audio device, forcing the desired format */

    if ( SDL_OpenAudio(&wanted, NULL) < 0 ) {

        fprintf(stderr, "Couldn't open audio: %s/n", SDL_GetError());

        return(-1);

    }

    return(0);

播放音频

    static Uint8 *audio_chunk;

    static Uint32 audio_len;

    static Uint8 *audio_pos;



    /* The audio function callback takes the following parameters:

       stream:  A pointer to the audio buffer to be filled

       len:     The length (in bytes) of the audio buffer

    */

    void fill_audio(void *udata, Uint8 *stream, int len)

    {

        /* Only play if we have data left */

        if ( audio_len == 0 )

            return;



        /* Mix as much data as possible */

        len = ( len > audio_len ? audio_len : len );

        SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME)

        audio_pos += len;

        audio_len -= len;

    }



    /* Load the audio data ... */



    ;;;;;



    audio_pos = audio_chunk;



    /* Let the callback function play the audio chunk */

    SDL_PauseAudio(0);



    /* Do some processing */



    ;;;;;



    /* Wait for sound to complete */

    while ( audio_len > 0 ) {

        SDL_Delay(100);         /* Sleep 1/10 second */

    }

    SDL_CloseAudio();

列出所有CDROM

    #include "SDL.h"



    /* Initialize SDL first */

    if ( SDL_Init(SDL_INIT_CDROM) < 0 ) {

        fprintf(stderr, "Couldn't initialize SDL: %s/n",SDL_GetError());

        exit(1);

    }

    atexit(SDL_Quit);



    /* Find out how many CD-ROM drives are connected to the system */

    printf("Drives available: %d/n", SDL_CDNumDrives());

    for ( i=0; i<SDL_CDNumDrives(); ++i ) {

        printf("Drive %d:  /"%s/"/n", i, SDL_CDName(i));

    }

打开缺省CDROM驱动器

    SDL_CD *cdrom;

    CDstatus status;

    char *status_str;



    cdrom = SDL_CDOpen(0);

    if ( cdrom == NULL ) {

        fprintf(stderr, "Couldn't open default CD-ROM drive: %s/n",

                        SDL_GetError());

        exit(2);

    }



    status = SDL_CDStatus(cdrom);

    switch (status) {

        case CD_TRAYEMPTY:

            status_str = "tray empty";

            break;

        case CD_STOPPED:

            status_str = "stopped";

            break;

        case CD_PLAYING:

            status_str = "playing";

            break;

        case CD_PAUSED:

            status_str = "paused";

            break;

        case CD_ERROR:

            status_str = "error state";

            break;

    }

    printf("Drive status: %s/n", status_str);

    if ( status >= CD_PLAYING ) {

        int m, s, f;

        FRAMES_TO_MSF(cdrom->cur_frame, &m, &s, &f);

        printf("Currently playing track %d, %d:%2.2d/n",

        cdrom->track[cdrom->cur_track].id, m, s);

    }

列出CD上所有音轨

    SDL_CD *cdrom;          /* Assuming this has already been set.. */

    int i;

    int m, s, f;



    SDL_CDStatus(cdrom);

    printf("Drive tracks: %d/n", cdrom->numtracks);

    for ( i=0; i<cdrom->numtracks; ++i ) {

        FRAMES_TO_MSF(cdrom->track[i].length, &m, &s, &f);

        if ( f > 0 )

            ++s;

        printf("/tTrack (index %d) %d: %d:%2.2d/n", i,

        cdrom->track[i].id, m, s);

    }

播放CD

    SDL_CD *cdrom;          /* Assuming this has already been set.. */



    // Play entire CD:

    if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )

        SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);



        // Play last track:

        if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {

            SDL_CDPlayTracks(cdrom, cdrom->numtracks-1, 0, 0, 0);

        }



        // Play first and second track and 10 seconds of third track:

        if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )

            SDL_CDPlayTracks(cdrom, 0, 0, 2, 10);

基于时间的游戏主循环

#define TICK_INTERVAL    30



Uint32 TimeLeft(void)

{

    static Uint32 next_time = 0;

    Uint32 now;



    now = SDL_GetTicks();

    if ( next_time <= now ) {

        next_time = now+TICK_INTERVAL;

        return(0);

    }

    return(next_time-now);

}





/* main game loop



    while ( game_running ) {

        UpdateGameState();

        SDL_Delay(TimeLeft());

    }

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