sdl lesson

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#include <iostream>
#include <SDL.h>
#include <windows.h>
/*
 * Lesson 0: Test to make sure SDL is setup properly
 */

//#define LESSON_5
//#define LESSON_4
//#define LESSON_3
//#define LESSON_2
//#define LESSON_1
//#define LESSON_0




#ifdef LESSON_5
#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
using namespace std;

/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main


const int SCREEN_WIDTH  = 640;
const int SCREEN_HEIGHT = 480;
//We‘ll just be using square tiles for now
const int TILE_SIZE = 40;

void logSDLError(std::ostream &os, const std::string &msg)
{
    os << msg << " error: " << SDL_GetError() << std::endl;
}

SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
    SDL_Texture *texture = IMG_LoadTexture(ren, file.c_str());
    if (texture == nullptr){
        logSDLError(std::cout, "LoadTexture");
    }
    return texture;
}
void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y, int w, int h){
    //Setup the destination rectangle to be at the position we want
    SDL_Rect dst;
    dst.x = x;
    dst.y = y;
    dst.w = w;
    dst.h = h;
    SDL_RenderCopy(ren, tex, NULL, &dst);
}


static SDL_Rect clips[4] =
{
     {0,0,100,100},
     {100,0,100,100},
     {0,100,100,100},
     {100,100,100,100},
};
void render_clip(SDL_Texture *tex, SDL_Renderer *ren, int x, int y, int w, int h,SDL_Rect *src)
{
    //Setup the destination rectangle to be at the position we want
    SDL_Rect dst;
    if(!src)
        return;
    dst.x = x;
    dst.y = y;
    dst.w = w;
    dst.h = h;
    SDL_RenderCopy(ren, tex, src, &dst);

}

int main(int, char**){
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
        logSDLError(std::cout, "SDL_Init");
        return 1;
    }

    SDL_Window *window = SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH,
        SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (window == nullptr){
        logSDLError(std::cout, "CreateWindow");
        SDL_Quit();
        return 1;
    }
    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
        SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (renderer == nullptr){
        logSDLError(std::cout, "CreateRenderer");
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 1;
    }

    SDL_Texture* background = loadTexture("d:/background.png",renderer);
    SDL_Texture* image = loadTexture("d:/image (1).png",renderer);

    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
    int i = 0,j ,k,n = 0;

    SDL_Event e;
    bool quit = false;
    while (!quit){
        while (SDL_PollEvent(&e)){
            if (e.type == SDL_QUIT){
                quit = true;
            }
            if (e.type == SDL_KEYDOWN){
                //switch (event.key.keysym.sym)
                switch(e.key.keysym.sym)
                {
                   case SDLK_ESCAPE:
                        quit = true;
                        break;
                   case SDLK_SPACE:
                   case SDLK_r:
                        i++;
                        n++;
                        break;
                   default:
                        break;
                }

            }
            if (e.type == SDL_MOUSEBUTTONDOWN){
                //quit = true;
            }
        }
        SDL_RenderClear(renderer);
        for(j = 0; j < (SCREEN_HEIGHT /30)+1; j++)
        {
            for(k = 0; k< (SCREEN_WIDTH /30)+1; k++)
            {
                renderTexture(background,renderer,k*30,j*30,30,30);
            }
        }

        render_clip(image,renderer,i*30,i*30,100,100,&(clips[n%4]));
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyTexture(background);
    SDL_DestroyTexture(image);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    std::cout<<"ok"<<std::endl;
    return 0;
}
#endif



















#ifdef LESSON_4
#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
using namespace std;

/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main


const int SCREEN_WIDTH  = 640;
const int SCREEN_HEIGHT = 480;
//We‘ll just be using square tiles for now
const int TILE_SIZE = 40;

void logSDLError(std::ostream &os, const std::string &msg)
{
    os << msg << " error: " << SDL_GetError() << std::endl;
}

SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
    SDL_Texture *texture = IMG_LoadTexture(ren, file.c_str());
    if (texture == nullptr){
        logSDLError(std::cout, "LoadTexture");
    }
    return texture;
}
void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y, int w, int h){
    //Setup the destination rectangle to be at the position we want
    SDL_Rect dst;
    dst.x = x;
    dst.y = y;
    dst.w = w;
    dst.h = h;
    SDL_RenderCopy(ren, tex, NULL, &dst);
}


int main(int, char**){
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
        logSDLError(std::cout, "SDL_Init");
        return 1;
    }

    SDL_Window *window = SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH,
        SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (window == nullptr){
        logSDLError(std::cout, "CreateWindow");
        SDL_Quit();
        return 1;
    }
    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
        SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (renderer == nullptr){
        logSDLError(std::cout, "CreateRenderer");
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 1;
    }

    SDL_Texture* background = loadTexture("d:/background.png",renderer);
    SDL_Texture* image = loadTexture("d:/image.png",renderer);

    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
    int i = 0,j ,k;

    SDL_Event e;
    bool quit = false;
    while (!quit){
        while (SDL_PollEvent(&e)){
            if (e.type == SDL_QUIT){
                quit = true;
            }
            if (e.type == SDL_KEYDOWN){
                //switch (event.key.keysym.sym)
                switch(e.key.keysym.sym)
                {
                   case SDLK_ESCAPE:
                        quit = true;
                        break;
                   case SDLK_SPACE:
                    case SDLK_r:
                        i++;
                        break;
                   default:
                        break;
                }

            }
            if (e.type == SDL_MOUSEBUTTONDOWN){
                //quit = true;
            }
        }
        SDL_RenderClear(renderer);
        for(j = 0; j < (SCREEN_HEIGHT /30)+1; j++)
        {
            for(k = 0; k< (SCREEN_WIDTH /30)+1; k++)
            {
                renderTexture(background,renderer,k*30,j*30,30,30);
            }
        }

        renderTexture(image,renderer,i*30,i*30,100,100);

        SDL_RenderPresent(renderer);
    }

    SDL_DestroyTexture(background);
    SDL_DestroyTexture(image);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    std::cout<<"ok"<<std::endl;
    return 0;
}
#endif













#ifdef LESSON_3
#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
using namespace std;

/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main


const int SCREEN_WIDTH  = 640;
const int SCREEN_HEIGHT = 480;
//We‘ll just be using square tiles for now
const int TILE_SIZE = 40;

void logSDLError(std::ostream &os, const std::string &msg)
{
    os << msg << " error: " << SDL_GetError() << std::endl;
}

SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
    SDL_Texture *texture = IMG_LoadTexture(ren, file.c_str());
    if (texture == nullptr){
        logSDLError(std::cout, "LoadTexture");
    }
    return texture;
}
void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y, int w, int h){
    //Setup the destination rectangle to be at the position we want
    SDL_Rect dst;
    dst.x = x;
    dst.y = y;
    dst.w = w;
    dst.h = h;
    SDL_RenderCopy(ren, tex, NULL, &dst);
}


int main(int, char**){
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
        logSDLError(std::cout, "SDL_Init");
        return 1;
    }

    SDL_Window *window = SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH,
        SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (window == nullptr){
        logSDLError(std::cout, "CreateWindow");
        SDL_Quit();
        return 1;
    }
    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
        SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (renderer == nullptr){
        logSDLError(std::cout, "CreateRenderer");
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 1;
    }

    SDL_Texture* background = loadTexture("d:/background.png",renderer);
    SDL_Texture* image = loadTexture("d:/image.png",renderer);

    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
    int i,j ,k;
    for (i = 0; i < 30; ++i)
    {
        for(j = 0; j < (SCREEN_HEIGHT /30)+1; j++)
        {
            for(k = 0; k< (SCREEN_WIDTH /30)+1; k++)
            {
                renderTexture(background,renderer,k*30,j*30,30,30);
            }
        }
        renderTexture(image,renderer,i*30,i*30,100,100);
        SDL_RenderPresent(renderer);
        SDL_Delay(1000);
    }

    SDL_DestroyTexture(background);
    SDL_DestroyTexture(image);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    std::cout<<"ok"<<std::endl;
    return 0;
}
#endif


















#ifdef LESSON_2
#include <iostream>
#include <SDL.h>
using namespace std;

/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main

const int SCREEN_WIDTH  = 640;
const int SCREEN_HEIGHT = 480;

void logSDLError(std::ostream &os, const std::string &msg){
    os << msg << " error: " << SDL_GetError() << std::endl;
}

SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren)
{
        if(!ren)
            return NULL;
        SDL_Surface *bmp = SDL_LoadBMP(file.c_str());
        if(bmp == nullptr)
        {
            logSDLError(cout, "SDL_LoadBMP");
            return NULL;
        }
        SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp);
        SDL_FreeSurface(bmp);
        if(tex == nullptr)
        {
            logSDLError(cout, "SDL_CreateTextureFromSurface");
            return NULL;
        }
        return tex;
}

void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y){
    //Setup the destination rectangle to be at the position we want
    SDL_Rect dst;
    dst.x = x;
    dst.y = y;
    //Query the texture to get its width and height to use
    SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);
    SDL_RenderCopy(ren, tex, NULL, &dst);
}



int main(int, char**){
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0){
        logSDLError(std::cout, "SDL_Init");
        return 1;
    }

    SDL_Window *window = SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH,
        SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (window == nullptr){
        logSDLError(std::cout, "CreateWindow");
        SDL_Quit();
        return 1;
    }
    SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
        SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (renderer == nullptr){
        logSDLError(std::cout, "CreateRenderer");
        SDL_DestroyWindow(window);
        SDL_Quit();
        return 1;
    }
    SDL_Texture *background = loadTexture("d:/background.bmp",renderer);
    SDL_Texture *image      = loadTexture("d:/image.bmp",renderer);

    SDL_RenderClear(renderer);
    renderTexture(background,renderer,20,20);
    for (int i = 0; i < 30; ++i)
    {
        //SDL_RenderClear(renderer);
        //renderTexture(background,renderer,20,20);
        renderTexture(image,renderer,20+30*i,20+30*i);
        SDL_RenderPresent(renderer);
        SDL_Delay(1000);
    }

    SDL_DestroyTexture(background);
    SDL_DestroyTexture(image);

    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
    std::cout<<"ok"<<std::endl;
    return 0;
}
#endif














#ifdef LESSON_1
#include <iostream>
#include <SDL.h>
using namespace std;
/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main

int main(int, char**)
{
    if(SDL_Init(SDL_INIT_VIDEO) != 0)
    {
        cout<<"SDL_Init Error:"<<SDL_GetError()<<endl;
        return 1;
    }
    SDL_Window *win = SDL_CreateWindow("Hello world!",100,100,640,480,SDL_WINDOW_SHOWN);
    if(win == nullptr)
    {
        cout<<"SDL_CreateWindow Error:"<<SDL_GetError()<<endl;
        SDL_Quit();
        return 1;
    }
    SDL_Renderer *ren = SDL_CreateRenderer(win,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if(ren == nullptr)
    {
        SDL_DestroyWindow(win);
        std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
        SDL_Quit();
        return 1;
    }
    string imagepath = string("d:/")+"hello.bmp";
    SDL_Surface *bmp = SDL_LoadBMP(imagepath.c_str());
    if (bmp == nullptr){
        SDL_DestroyRenderer(ren);
        SDL_DestroyWindow(win);
        std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl;
        SDL_Quit();
        return 1;
    }
    SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp);
    SDL_FreeSurface(bmp);
    if (tex == nullptr){
        SDL_DestroyRenderer(ren);
        SDL_DestroyWindow(win);
        std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
        SDL_Quit();
        return 1;
    }

    for (int i = 0; i < 3; ++i){
        //First clear the renderer
        cout<<"before call SDL_RenderClear(ren)"<<endl;
        SDL_Delay(2000);
        SDL_RenderClear(ren); //这里的ren指的是"后台缓存",把它清掉,不影响前台显示。
        SDL_RenderPresent(ren);//这里会把后台缓存更新到前台,所以显示黑色窗口了。
        cout<<"after call SDL_RenderClear(ren)"<<endl;
        SDL_Delay(2000);
        cout<<"before call SDL_RenderCopy"<<endl;
        SDL_Delay(2000);
        //Draw the texture
        SDL_RenderCopy(ren, tex, NULL, NULL); // 这里是把SDL_Texture 的整个部分copy到ren
        cout<<"after call SDL_RenderCopy"<<endl;
        SDL_Delay(2000);
        //Update the screen
        cout<<"before call SDL_RenderPresent"<<endl;
        SDL_Delay(2000);
        SDL_RenderPresent(ren);
        cout<<"after call SDL_RenderPresent"<<endl;
        SDL_Delay(2000);
        //Take a quick break after all that hard work
        SDL_Delay(1000);
    }
    Sleep(1000);
    SDL_DestroyTexture(tex);
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);
    SDL_Quit();


}

#endif







#ifdef LESSON_0
#include <iostream>
#include <SDL.h>

/*
 * Lesson 0: Test to make sure SDL is setup properly
 */
#undef main
int main(int, char**){
    if (SDL_Init(SDL_INIT_VIDEO) != 0){
        std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
        return 1;
    }
    SDL_Quit();
    std::cout<<"ok"<<std::endl;
    return 0;
}
#endif

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