SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
SDL_Texture *texture = nullptr;
SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
texture = SDL_CreateTextureFromSurface(ren, loadedImage);
SDL_FreeSurface(loadedImage);
return texture;
}
//渲染纹理(渲染图片)
void renderTexture(SDL_Texture *tex, SDL_Renderer *ren, int x, int y){
SDL_Rect dst;
dst.x = x;
dst.y = y;
SDL_QueryTexture(tex, NULL, NULL, &dst.w, &dst.h);//获取图像的宽、高
SDL_RenderCopy(ren, tex, NULL, &dst);//纹理复制给渲染器
}
int main()
{
//初始化SDL、Window、前景、后景}
SDL_Init(SDL_INIT_VIDEO)
SDL_CreateWindow("Lesson 2", 100, 100, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)
SDL_Texture *background = loadTexture(resPath + "background.bmp", renderer);
SDL_Texture *image = loadTexture(resPath + "image.bmp", renderer);
while(1){SDL_RenderClear(renderer);SDL_QueryTexture(background, NULL, NULL, &bW, &bH);//获取背景的宽、高
renderTexture(background, renderer, 0, 0);renderTexture(background, renderer, bW, 0);renderTexture(background, renderer, 0, bH);renderTexture(background, renderer, bW, bH);SDL_QueryTexture(image, NULL, NULL, &iW, &iH);//获取前景的宽、高
renderTexture(image, renderer, x, y);SDL_RenderPresent(renderer);//渲染
SDL_Delay(1000);}
最后的效果图
完整代码如下
#include <iostream>
#include <SDL.h>
#include "res_path.h"
#include "cleanup.h"
/*
* Lesson 2: Don't Put Everything in Main
*/
//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
/*
* Log an SDL error with some error message to the output stream of our choice
* @param os The output stream to write the message too
* @param msg The error message to write, format will be msg error: SDL_GetError()
os << msg << " error: " << SDL_GetError() << std::endl;
}
/*
* Loads a BMP image into a texture on the rendering device
* @param file The BMP image file to load
*/
SDL_Texture* loadTexture(const std::string &file, SDL_Renderer *ren){
SDL_Texture *texture = nullptr;
//Load the image
SDL_Surface *loadedImage = SDL_LoadBMP(file.c_str());
//If the loading went ok, convert to texture and return the texture
if (loadedImage != nullptr){
texture = SDL_CreateTextureFromSurface(ren, loadedImage);
SDL_FreeSurface(loadedImage);
//Make sure converting went ok too
if (texture == nullptr){
logSDLError(std::cout, "CreateTextureFromSurface");
}
}
else {
logSDLError(std::cout, "LoadBMP");
}
return texture;
}
/*
* Draw an SDL_Texture to an SDL_Renderer at position x, y, preserving
* the texture's width and height
* @param tex The source texture we want to draw
* @param ren The renderer we want to draw too
* @param x The x coordinate to draw too
* @param y The y coordinate to draw too
*/
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**){
//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
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;
}
//The textures we'll be using
const std::string resPath = getResourcePath("Lesson2");
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;
}
//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(1000);
}