本文分析SDL的窗口(SDL_Window)。
SDL_Window的定义在…/include/SDL_video.h中
/**
* \brief The type used to identify a window
*
* \sa SDL_CreateWindow()
* \sa SDL_CreateWindowFrom()
* \sa SDL_DestroyWindow()
* \sa SDL_FlashWindow()
* \sa SDL_GetWindowData()
* \sa SDL_GetWindowFlags()
* \sa SDL_GetWindowGrab()
* \sa SDL_GetWindowKeyboardGrab()
* \sa SDL_GetWindowMouseGrab()
* \sa SDL_GetWindowPosition()
* \sa SDL_GetWindowSize()
* \sa SDL_GetWindowTitle()
* \sa SDL_HideWindow()
* \sa SDL_MaximizeWindow()
* \sa SDL_MinimizeWindow()
* \sa SDL_RaiseWindow()
* \sa SDL_RestoreWindow()
* \sa SDL_SetWindowData()
* \sa SDL_SetWindowFullscreen()
* \sa SDL_SetWindowGrab()
* \sa SDL_SetWindowKeyboardGrab()
* \sa SDL_SetWindowMouseGrab()
* \sa SDL_SetWindowIcon()
* \sa SDL_SetWindowPosition()
* \sa SDL_SetWindowSize()
* \sa SDL_SetWindowBordered()
* \sa SDL_SetWindowResizable()
* \sa SDL_SetWindowTitle()
* \sa SDL_ShowWindow()
*/
typedef struct SDL_Window SDL_Window;
结构体的定义在…/src/video/SDL_sysvideo.h中
/* Define the SDL window structure, corresponding to toplevel windows */
struct SDL_Window
{
const void *magic;
Uint32 id;
char *title;
SDL_Surface *icon;
int x, y;
int w, h;
int min_w, min_h;
int max_w, max_h;
Uint32 flags;
Uint32 last_fullscreen_flags;
/* Stored position and size for windowed mode */
SDL_Rect windowed;
SDL_DisplayMode fullscreen_mode;
float opacity;
float brightness;
Uint16 *gamma;
Uint16 *saved_gamma; /* (just offset into gamma) */
SDL_Surface *surface;
SDL_bool surface_valid;
SDL_bool is_hiding;
SDL_bool is_destroying;
SDL_bool is_dropping; /* drag/drop in progress, expecting SDL_SendDropComplete(). */
SDL_WindowShaper *shaper;
SDL_HitTest hit_test;
void *hit_test_data;
SDL_WindowUserData *data;
void *driverdata;
SDL_Window *prev;
SDL_Window *next;
};
可以看出其中包含了一个“窗口”应该包含的各种属性。
SDL_CreateWindow()
SDL_CreateWindow()用于创建一个视频播放的窗口。SDL_CreateWindow()的原型如下。
SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int x, int y,
int w,int h, Uint32 flags);
参数含义如下。
title :窗口标题
x :窗口位置x坐标。也可以设置为SDL_WINDOWPOS_CENTERED或SDL_WINDOWPOS_UNDEFINED。
y :窗口位置y坐标。同上。
w :窗口的宽
h :窗口的高
flags :支持下列标识。包括了窗口的是否最大化、最小化,能否调整边界等等属性。
::SDL_WINDOW_FULLSCREEN, ::SDL_WINDOW_OPENGL,
::SDL_WINDOW_HIDDEN, ::SDL_WINDOW_BORDERLESS,
::SDL_WINDOW_RESIZABLE, ::SDL_WINDOW_MAXIMIZED,
::SDL_WINDOW_MINIMIZED, ::SDL_WINDOW_INPUT_GRABBED,
::SDL_WINDOW_ALLOW_HIGHDPI.
返回创建完成的窗口的ID。如果创建失败则返回0。
SDL_CreateWindow()的源代码位于video\SDL_video.c中,如下所示。
SDL_Window *
SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
{
SDL_Window *window;
Uint32 graphics_flags = flags & (SDL_WINDOW_OPENGL | SDL_WINDOW_METAL | SDL_WINDOW_VULKAN);
if (!_this) {
/* Initialize the video system if needed */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
return NULL;
}
}
if ((((flags & SDL_WINDOW_UTILITY) != 0) + ((flags & SDL_WINDOW_TOOLTIP) != 0) + ((flags & SDL_WINDOW_POPUP_MENU) != 0)) > 1) {
SDL_SetError("Conflicting window flags specified");
return NULL;
}
/* Some platforms can't create zero-sized windows */
if (w < 1) {
w = 1;
}
if (h < 1) {
h = 1;
}
/* Some platforms blow up if the windows are too large. Raise it later? */
if ((w > 16384) || (h > 16384)) {
SDL_SetError("Window is too large.");
return NULL;
}
/* Some platforms have certain graphics backends enabled by default */
if (!_this->is_dummy && !graphics_flags && !SDL_IsVideoContextExternal()) {
#if (SDL_VIDEO_OPENGL && __MACOSX__) || (__IPHONEOS__ && !TARGET_OS_MACCATALYST) || __ANDROID__ || __NACL__
flags |= SDL_WINDOW_OPENGL;
#endif
#if SDL_VIDEO_METAL && (TARGET_OS_MACCATALYST || __MACOSX__ || __IPHONEOS__)
flags |= SDL_WINDOW_METAL;
#endif
}
if (flags & SDL_WINDOW_OPENGL) {
if (!_this->GL_CreateContext) {
SDL_SetError("OpenGL support is either not configured in SDL "
"or not available in current SDL video driver "
"(%s) or platform", _this->name);
return NULL;
}
if (SDL_GL_LoadLibrary(NULL) < 0) {
return NULL;
}
}
if (flags & SDL_WINDOW_VULKAN) {
if (!_this->Vulkan_CreateSurface) {
SDL_SetError("Vulkan support is either not configured in SDL "
"or not available in current SDL video driver "
"(%s) or platform", _this->name);
return NULL;
}
if (graphics_flags & SDL_WINDOW_OPENGL) {
SDL_SetError("Vulkan and OpenGL not supported on same window");
return NULL;
}
if (SDL_Vulkan_LoadLibrary(NULL) < 0) {
return NULL;
}
}
if (flags & SDL_WINDOW_METAL) {
if (!_this->Metal_CreateView) {
SDL_SetError("Metal support is either not configured in SDL "
"or not available in current SDL video driver "
"(%s) or platform", _this->name);
return NULL;
}
/* 'flags' may have default flags appended, don't check against that. */
if (graphics_flags & SDL_WINDOW_OPENGL) {
SDL_SetError("Metal and OpenGL not supported on same window");
return NULL;
}
if (graphics_flags & SDL_WINDOW_VULKAN) {
SDL_SetError("Metal and Vulkan not supported on same window. "
"To use MoltenVK, set SDL_WINDOW_VULKAN only.");
return NULL;
}
}
/* Unless the user has specified the high-DPI disabling hint, respect the
* SDL_WINDOW_ALLOW_HIGHDPI flag.
*/
if (flags & SDL_WINDOW_ALLOW_HIGHDPI) {
if (SDL_GetHintBoolean(SDL_HINT_VIDEO_HIGHDPI_DISABLED, SDL_FALSE)) {
flags &= ~SDL_WINDOW_ALLOW_HIGHDPI;
}
}
window = (SDL_Window *)SDL_calloc(1, sizeof(*window));
if (!window) {
SDL_OutOfMemory();
return NULL;
}
window->magic = &_this->window_magic;
window->id = _this->next_object_id++;
window->x = x;
window->y = y;
window->w = w;
window->h = h;
if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISUNDEFINED(y) ||
SDL_WINDOWPOS_ISCENTERED(x) || SDL_WINDOWPOS_ISCENTERED(y)) {
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
int displayIndex;
SDL_Rect bounds;
displayIndex = SDL_GetIndexOfDisplay(display);
SDL_GetDisplayBounds(displayIndex, &bounds);
if (SDL_WINDOWPOS_ISUNDEFINED(x) || SDL_WINDOWPOS_ISCENTERED(x)) {
window->x = bounds.x + (bounds.w - w) / 2;
}
if (SDL_WINDOWPOS_ISUNDEFINED(y) || SDL_WINDOWPOS_ISCENTERED(y)) {
window->y = bounds.y + (bounds.h - h) / 2;
}
}
window->windowed.x = window->x;
window->windowed.y = window->y;
window->windowed.w = window->w;
window->windowed.h = window->h;
if (flags & SDL_WINDOW_FULLSCREEN) {
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
int displayIndex;
SDL_Rect bounds;
displayIndex = SDL_GetIndexOfDisplay(display);
SDL_GetDisplayBounds(displayIndex, &bounds);
/* for real fullscreen we might switch the resolution, so get width and height
* from closest supported mode and use that instead of current resolution
*/
if ((flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP
&& (bounds.w != w || bounds.h != h)) {
SDL_DisplayMode fullscreen_mode, closest_mode;
SDL_zero(fullscreen_mode);
fullscreen_mode.w = w;
fullscreen_mode.h = h;
if (SDL_GetClosestDisplayModeForDisplay(display, &fullscreen_mode, &closest_mode) != NULL) {
bounds.w = closest_mode.w;
bounds.h = closest_mode.h;
}
}
window->fullscreen_mode.w = bounds.w;
window->fullscreen_mode.h = bounds.h;
window->x = bounds.x;
window->y = bounds.y;
window->w = bounds.w;
window->h = bounds.h;
}
window->flags = ((flags & CREATE_FLAGS) | SDL_WINDOW_HIDDEN);
window->last_fullscreen_flags = window->flags;
window->opacity = 1.0f;
window->brightness = 1.0f;
window->next = _this->windows;
window->is_destroying = SDL_FALSE;
if (_this->windows) {
_this->windows->prev = window;
}
_this->windows = window;
if (_this->CreateSDLWindow && _this->CreateSDLWindow(_this, window) < 0) {
SDL_DestroyWindow(window);
return NULL;
}
/* Clear minimized if not on windows, only windows handles it at create rather than FinishWindowCreation,
* but it's important or window focus will get broken on windows!
*/
#if !defined(__WIN32__)
if (window->flags & SDL_WINDOW_MINIMIZED) {
window->flags &= ~SDL_WINDOW_MINIMIZED;
}
#endif
#if __WINRT__ && (NTDDI_VERSION < NTDDI_WIN10)
/* HACK: WinRT 8.x apps can't choose whether or not they are fullscreen
or not. The user can choose this, via OS-provided UI, but this can't
be set programmatically.
Just look at what SDL's WinRT video backend code detected with regards
to fullscreen (being active, or not), and figure out a return/error code
from that.
*/
flags = window->flags;
#endif
if (title) {
SDL_SetWindowTitle(window, title);
}
SDL_FinishWindowCreation(window, flags);
/* If the window was created fullscreen, make sure the mode code matches */
SDL_UpdateFullscreenMode(window, FULLSCREEN_VISIBLE(window));
return window;
}
下面总结一下SDL_CreateWindow()的大致流程。
-
一些为了保证各个平台的兼容性的初始化工作。各个平台创建窗口的条件不同。例如,某些平台不支持创建大小为0的窗口。再例如,某些平台默认开启OpenGL。
-
调用SDL_calloc()为SDL_Window结构体分配一块内存。同时设置一些基本属性,例如窗口的宽高,位置等等。
-
调用VideoDevice的CreateWindow()方法创建窗口。这是创建窗口这个函数中最关键的一环。
-
完成一些收尾工作。例如设置窗口的标题,如果是“全屏模式”则设置全屏显示等等。
参考文献
1、https://blog.csdn.net/leixiaohua1020/article/details/40701203