[笔记]音视频学习之SDL篇《二》 绘制平铺的背景图并居中放置另一图片

第二节:别什么都塞进main里


准备工作

背景图和居中图

背景图 320*240
在这里插入图片描述

居中图
在这里插入图片描述

SDL窗口坐标系

左上角为(0,0)坐标
在这里插入图片描述

初始化和创建窗口

//Start up SDL and make sure it went ok
	if (SDL_Init(SDL_INIT_VIDEO) != 0) {
		logSDLError(std::cout, "SDL_Init");
		return 1;
	}

	//Setup our window and renderer
	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");
		cleanup(window);
		SDL_Quit();
		return 1;
	}

载入两张图片

//The textures we'll be using
	const std::string resPath = getResourcePath("02sdl_learn");
	SDL_Texture *background = loadTexture(resPath + "background.bmp", renderer);
	SDL_Texture *image = loadTexture(resPath + "image.bmp", renderer);
	//Make sure they both loaded ok
	if (background == nullptr || image == nullptr) {
		cleanup(background, image, renderer, window);
		SDL_Quit();
		return 1;
	}

绘制背景图和居中图片

背景图是长320宽240,窗口是长640*宽480,正好可以画4个
执行四次 分别从
(0,0),(320,0),(0,240),(320,240)位置开始绘制。

renderTexture(background, renderer, 0, 0);
renderTexture(background, renderer, bW, 0);
renderTexture(background, renderer, 0, bH);
renderTexture(background, renderer, bW, bH);
	A sleepy rendering loop, wait for 3 seconds and render and present the screen each time
	//for (int i = 0; i < 3; ++i) {
		//Clear the window
		SDL_RenderClear(renderer);

		//Get the width and height from the texture so we know how much to move x,y by
		//to tile it correctly
		int bW, bH;
		SDL_QueryTexture(background, NULL, NULL, &bW, &bH);
		//We want to tile our background so draw it 4 times
		renderTexture(background, renderer, 0, 0);
		renderTexture(background, renderer, bW, 0);
		renderTexture(background, renderer, 0, bH);
		renderTexture(background, renderer, bW, bH);

		//Draw our image in the center of the window
		//We need the foreground image's width to properly compute the position
		//of it's top left corner so that the image will be centered
		int iW, iH;
		SDL_QueryTexture(image, NULL, NULL, &iW, &iH);
		int x = SCREEN_WIDTH / 2 - iW / 2;
		int y = SCREEN_HEIGHT / 2 - iH / 2;
		renderTexture(image, renderer, x, y);

		//Update the screen
		SDL_RenderPresent(renderer);
		//Take a quick break after all that hard work
		SDL_Delay(10000);
	/*}*/

退出

cleanup(background, image, renderer, window);
SDL_Quit();

效果图

在这里插入图片描述

总结

平铺主要通过计算窗口宽是图片的宽的n = winHeight / picHeight倍,高是m = winWidth / picWidth 倍,
从而确定最终画出n*m个背景图平铺填满.

demo地址

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