SDL(
Simple DirectMedia Layer)是一个跨平台的multimedia library ,包含了对video,audio,keyboard,mouse的支持。
它的接口比较简洁,你甚至不需要知道Win32 API,就可以写出游戏来。它封装了跟
平台相关的部分。它使我想起了TC下面的graphics BGI
官方地址: http://www.libsdl.org/
下面是我用SDL写的一个小游戏
1.骨架程序
SDL_Init : 初始化子系统
SDL_SetVideoMode:设置分辨率
SDL_WM_SetCaption: 设置窗口标题
SDL_PollEvent:查询事件,用户的输入
2.表面的概念
表面(SDL_Surface)是SDL中一个重要的概念,精灵都是保存在表面中
SDL_CreateRGBSurface 创建一个表面
SDL_BlitSurface 表面之间的copy
SDL_SetColorKey 设定表面的透明色
ps:主表面是由SDL_SetVideoMode返回的,也可以通过 SDL_GetVideoSurface查询到
3. 声音的使用
游戏离不开声音,SDL也提供了支持
4.一些有用的模块
getpixel 取得像素的颜色
putpixel 画点
showpic 加载一个图片到某个表面
createsurf 从文件中创造表面
SDL有大量的示例和第三方库可以使用,非常的不错
最后推荐一个SDL写的超级玛丽游戏
http://smclone.sourceforge.net/
它的接口比较简洁,你甚至不需要知道Win32 API,就可以写出游戏来。它封装了跟
平台相关的部分。它使我想起了TC下面的graphics BGI
官方地址: http://www.libsdl.org/
下面是我用SDL写的一个小游戏
1.骨架程序
#include
"
sdl.h
"
#pragma comment(lib, " sdl.lib " )
#pragma comment(lib, " sdlmain.lib " )
int main( int argc, char ** argv)
{
// Init SDL
SDL_Init( SDL_INIT_VIDEO );
atexit(SDL_Quit);
screen = SDL_SetVideoMode( 400 , 480 , 0 ,SDL_SWSURFACE);
SDL_WM_SetCaption( " RUN " ,NULL);
// load resource
//
bool pause = false ;
bool gone = true ;
SDL_Event event ;
while (gone)
{
if (SDL_PollEvent( & event ) > 0 )
{
if ( event .type == SDL_QUIT)
{
break ;
}
else if ( event .type == SDL_KEYDOWN)
{
// handle event
//
}
else if ( event .type == SDL_KEYUP)
{
// handle event
//
}
}
else if ( ! pause)
{
run();
}
}
// release resource
//
return 0 ;
}
#pragma comment(lib, " sdl.lib " )
#pragma comment(lib, " sdlmain.lib " )
int main( int argc, char ** argv)
{
// Init SDL
SDL_Init( SDL_INIT_VIDEO );
atexit(SDL_Quit);
screen = SDL_SetVideoMode( 400 , 480 , 0 ,SDL_SWSURFACE);
SDL_WM_SetCaption( " RUN " ,NULL);
// load resource
//
bool pause = false ;
bool gone = true ;
SDL_Event event ;
while (gone)
{
if (SDL_PollEvent( & event ) > 0 )
{
if ( event .type == SDL_QUIT)
{
break ;
}
else if ( event .type == SDL_KEYDOWN)
{
// handle event
//
}
else if ( event .type == SDL_KEYUP)
{
// handle event
//
}
}
else if ( ! pause)
{
run();
}
}
// release resource
//
return 0 ;
}
SDL_Init : 初始化子系统
SDL_SetVideoMode:设置分辨率
SDL_WM_SetCaption: 设置窗口标题
SDL_PollEvent:查询事件,用户的输入
2.表面的概念
表面(SDL_Surface)是SDL中一个重要的概念,精灵都是保存在表面中
SDL_Surface
*
temp
=
SDL_CreateRGBSurface(SDL_SRCCOLORKEY, w, h,
32
,
0 , 0 , 0 , 0 );
rc.x = x * w ;
rc.y = y * h;
SDL_BlitSurface(surf, & rc,temp, 0 );
SDL_SetColorKey(temp,SDL_SRCCOLORKEY,transcolor);
0 , 0 , 0 , 0 );
rc.x = x * w ;
rc.y = y * h;
SDL_BlitSurface(surf, & rc,temp, 0 );
SDL_SetColorKey(temp,SDL_SRCCOLORKEY,transcolor);
SDL_CreateRGBSurface 创建一个表面
SDL_BlitSurface 表面之间的copy
SDL_SetColorKey 设定表面的透明色
ps:主表面是由SDL_SetVideoMode返回的,也可以通过 SDL_GetVideoSurface查询到
3. 声音的使用
游戏离不开声音,SDL也提供了支持
void
play_sound(
const
char
*
file)
{
int index;
SDL_AudioSpec wave;
Uint8 * data;
Uint32 dlen;
SDL_AudioCVT cvt;
/* 寻找一个空的(或者完成了的)音频口 */
for ( index = 0 ; index < NUM_SOUNDS; ++ index ) {
if ( sounds[index].dpos == sounds[index].dlen ) {
break ;
}
}
if ( index == NUM_SOUNDS )
return ;
/* 加载声音文件,并转换成16位、立体声、22kHz格式 */
if ( SDL_LoadWAV(file, & wave, & data, & dlen) == NULL ) {
fprintf(stderr, " 无法加载 %s: %s\n " , file, SDL_GetError());
return ;
}
SDL_BuildAudioCVT( & cvt, wave.format, wave.channels, wave.freq,
AUDIO_S16, 2 , 22050 );
cvt.buf = (unsigned char * )malloc(dlen * cvt.len_mult);
memcpy(cvt.buf, data, dlen);
cvt.len = dlen;
SDL_ConvertAudio( & cvt);
SDL_FreeWAV(data);
/* 将音频数据放入音频口(立刻开始回放了) */
if ( sounds[index].data ) {
free(sounds[index].data);
}
SDL_LockAudio();
sounds[index].data = cvt.buf;
sounds[index].dlen = cvt.len_cvt;
sounds[index].dpos = 0 ;
SDL_UnlockAudio();
}
{
int index;
SDL_AudioSpec wave;
Uint8 * data;
Uint32 dlen;
SDL_AudioCVT cvt;
/* 寻找一个空的(或者完成了的)音频口 */
for ( index = 0 ; index < NUM_SOUNDS; ++ index ) {
if ( sounds[index].dpos == sounds[index].dlen ) {
break ;
}
}
if ( index == NUM_SOUNDS )
return ;
/* 加载声音文件,并转换成16位、立体声、22kHz格式 */
if ( SDL_LoadWAV(file, & wave, & data, & dlen) == NULL ) {
fprintf(stderr, " 无法加载 %s: %s\n " , file, SDL_GetError());
return ;
}
SDL_BuildAudioCVT( & cvt, wave.format, wave.channels, wave.freq,
AUDIO_S16, 2 , 22050 );
cvt.buf = (unsigned char * )malloc(dlen * cvt.len_mult);
memcpy(cvt.buf, data, dlen);
cvt.len = dlen;
SDL_ConvertAudio( & cvt);
SDL_FreeWAV(data);
/* 将音频数据放入音频口(立刻开始回放了) */
if ( sounds[index].data ) {
free(sounds[index].data);
}
SDL_LockAudio();
sounds[index].data = cvt.buf;
sounds[index].dlen = cvt.len_cvt;
sounds[index].dpos = 0 ;
SDL_UnlockAudio();
}
4.一些有用的模块
#include
"
sdl_image.h
"
/*
* 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 */
}
}
/*
* 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 ;
}
}
bool showpic(SDL_Surface * surface, const char * filename)
{
SDL_Surface * image;
/* Load the BMP file into a surface */
image = IMG_Load(filename);
if (image == NULL) {
fprintf(stderr, " Couldn't load %s: %s\n " ,filename,SDL_GetError());
return false ;
}
/* Blit onto the screen surface */
if (SDL_BlitSurface(image, NULL, surface, NULL) < 0 )
fprintf(stderr, " BlitSurface error: %s\n " , SDL_GetError());
SDL_UpdateRect(surface, 0 , 0 , image -> w, image -> h);
/* Free the allocated BMP surface */
SDL_FreeSurface(image);
return true ;
}
SDL_Surface * createsurf( const char * filename)
{
SDL_Surface * image;
/* Load the BMP file into a surface */
image = IMG_Load(filename);
if (image == NULL) {
fprintf(stderr, " Couldn't load %s: %s\n " ,filename,SDL_GetError());
return 0 ;
}
return image;
}
/*
* 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 */
}
}
/*
* 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 ;
}
}
bool showpic(SDL_Surface * surface, const char * filename)
{
SDL_Surface * image;
/* Load the BMP file into a surface */
image = IMG_Load(filename);
if (image == NULL) {
fprintf(stderr, " Couldn't load %s: %s\n " ,filename,SDL_GetError());
return false ;
}
/* Blit onto the screen surface */
if (SDL_BlitSurface(image, NULL, surface, NULL) < 0 )
fprintf(stderr, " BlitSurface error: %s\n " , SDL_GetError());
SDL_UpdateRect(surface, 0 , 0 , image -> w, image -> h);
/* Free the allocated BMP surface */
SDL_FreeSurface(image);
return true ;
}
SDL_Surface * createsurf( const char * filename)
{
SDL_Surface * image;
/* Load the BMP file into a surface */
image = IMG_Load(filename);
if (image == NULL) {
fprintf(stderr, " Couldn't load %s: %s\n " ,filename,SDL_GetError());
return 0 ;
}
return image;
}
getpixel 取得像素的颜色
putpixel 画点
showpic 加载一个图片到某个表面
createsurf 从文件中创造表面
SDL有大量的示例和第三方库可以使用,非常的不错
最后推荐一个SDL写的超级玛丽游戏
http://smclone.sourceforge.net/