SDL2 跨越多种平台,那个五子棋很容易移至到 Android 上去,只需要调整下 Five.c 中的消息响应(把鼠标消息改成触摸消息),在调整下窗口风格为全屏即可。另外,安卓下SDL_mixer 支持 wav、ogg,好像不支持 MP3 。
// Five.c
// SDL2 五子棋
// C4droid
#define _DEBUG_
#include <stdio.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_mixer.h>
#include "FiveData.c"
// 资源文件
char szBackGroundFile[] = "Resource/BackGround.jpg"; // 棋盘背景图文件
char szBlackFile[] = "Resource/BlackPiece.jpg"; // 黑棋子图文件(背景色:白色)
char szWhiteFile[] = "Resource/WhitePiece.jpg"; // 白棋子图文件(背景色:白色)
int BackColor = 0xFFFFFF; // 棋子图片的背景色
char szFontFile[] = "/system/fonts/DroidSansFallback.ttf"; // 字体文件
char szMusicFile[] = "/system/media/audio/ui/Effect_Tick.ogg"; // 落子音效文件
// 字符串常量
char szTitle[] = "SDL2 五子棋";
char szBlack[] = "黑方";
char szWhite[] = "白方";
char szGameTips[] = "第 %d 手,轮到 %s 落子";
char szGameOver[] = "%s 取得本局胜利,请按键继续";
_Bool OnKeyUp(int x, int y, int nSpacing);
void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, int color);
void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, int color);
void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture);
void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, int color);
SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, int color);
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, char *szString, TTF_Font *pFont, int color);
int main(int argc, char **argv)
{
int nWindowWidth, nWindowHeight; // 屏幕尺寸
int nSpacing; // 棋盘线距
SDL_Window *pWindow = NULL; // 主窗口
SDL_Renderer *pRenderer = NULL; // 主窗口渲染器
SDL_Texture *pBackTexture = NULL; // 棋盘背景图纹理
SDL_Texture *pBlackTexture = NULL; // 黑棋子图纹理
SDL_Texture *pWhiteTexture = NULL; // 白棋子图纹理
TTF_Font *pFont = NULL; // 提示文字字体
Mix_Music *pMusic = NULL; // 音效
SDL_Event event; // 事件
_Bool bRun = 1; // 持续等待事件控制循环标识
char szString[256];
// 初始化:SDL2、SDL_Image(jpg)、SDL_ttf、SDL_Mixer
if(SDL_Init(SDL_INIT_EVERYTHING) == -1 || IMG_Init(IMG_INIT_JPG) == -1 || TTF_Init() == -1
|| Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, 4096) == -1)
{
#ifdef _DEBUG_
fprintf(stderr, "1 %s", SDL_GetError());
#endif
return 1;
}
// 创建主窗口及其渲染器
if(SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &pWindow, &pRenderer)==-1)
{
#ifdef _DEBUG_
fprintf(stderr, "2 %s", SDL_GetError());
#endif
goto label_error;
}
SDL_SetWindowTitle(pWindow, szTitle);
SDL_GetWindowSize(pWindow, &nWindowWidth, &nWindowHeight);
nSpacing = SDL_min(nWindowWidth, nWindowHeight)/(MAX_LINES+2);
// 加载图片文件
if(NULL==(pBackTexture = GetImageTexture(pRenderer, szBackGroundFile, 0, 0))
|| NULL==(pBlackTexture = GetImageTexture(pRenderer, szBlackFile, 1, BackColor))
|| NULL==(pWhiteTexture = GetImageTexture(pRenderer, szWhiteFile, 1, BackColor)))
{
#ifdef _DEBUG_
fprintf(stderr, "3 %s", IMG_GetError());
#endif
goto label_error;
}
// 加载字体文件
if(NULL == (pFont = TTF_OpenFont(szFontFile, 20)))
{
#ifdef _DEBUG_
fprintf(stderr, "4 %s", TTF_GetError());
#endif
goto label_error;
}
// 加载声音文件
if((pMusic = Mix_LoadMUS(szMusicFile)) == NULL)
{
#ifdef _DEBUG_
fprintf(stderr, "5 %s", Mix_GetError());
#endif
goto label_error;
}
// 重置棋局数据,等待事件
Five_ResetData();
while((bRun) && SDL_WaitEvent(&event))
{
switch(event.type)
{
case SDL_FINGERUP : // 触摸手指松开
if(g_iWho != NONE)
{
if(OnKeyUp(event.tfinger.x*nWindowWidth, event.tfinger.y*nWindowHeight, nSpacing))
{
Mix_PlayMusic(pMusic, 0);
if(Five_isFive())
g_iWho = NONE;
}
}
else
Five_ResetData();
// 这里没有 break; 往下坠落重绘窗口
case SDL_WINDOWEVENT : // 有窗口消息需重绘窗口
SDL_RenderClear(pRenderer);
SDL_RenderCopyEx(pRenderer, pBackTexture, NULL, NULL, 0, NULL, SDL_FLIP_NONE);
DrawBoard(pRenderer, nSpacing, 0);
DrawPieces(pRenderer, nSpacing, pBlackTexture, pWhiteTexture);
if(g_iWho == NONE)
sprintf(szString, szGameOver, g_nHands%2==1 ? szBlack : szWhite);
else
sprintf(szString, szGameTips, g_nHands+1, g_iWho==BLACK ? szBlack : szWhite);
PrintString(pRenderer, nSpacing, szString, pFont, 0);
SDL_RenderPresent(pRenderer);
break;
case SDL_QUIT :
bRun = 0;
break;
default :
break;
}
}
label_error:
// 清理
if(pBackTexture != NULL) SDL_DestroyTexture(pBackTexture);
if(pBlackTexture != NULL) SDL_DestroyTexture(pBlackTexture);
if(pWhiteTexture != NULL) SDL_DestroyTexture(pWhiteTexture);
if(pFont != NULL) TTF_CloseFont(pFont);
if(pMusic != NULL) Mix_FreeMusic(pMusic);
Mix_CloseAudio();
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}
// 响应落子按键
// 参数:(x,y) = 被点击的窗口坐标;nSpacing = 棋盘线距
_Bool OnKeyUp(int x, int y, int nSpacing)
{
// 计算落点棋盘坐标
int m = (x - 0.5*nSpacing)/nSpacing;
int n = (y - 0.5*nSpacing)/nSpacing;
// 处理有效落点
if(m>=0 && m<MAX_LINES && n>=0 && n<MAX_LINES && g_iBoard[m][n]==NONE)
{
Five_AddPiece(m, n, g_iWho);
return 1;
}
return 0;
}
// 画棋盘
// 参数:pRenderer = 渲染器;nSpacing = 棋盘线距;color = 线及星颜色
void DrawBoard(SDL_Renderer *pRenderer, int nSpacing, int color)
{
int r, x, y, z;
// 棋盘线
SDL_SetRenderDrawColor(pRenderer, color>>16, (color>>8)&0xFF, color&0xFF, SDL_ALPHA_OPAQUE);
for(int i = 1; i <= MAX_LINES; i++)
{
SDL_RenderDrawLine(pRenderer, nSpacing, i*nSpacing, MAX_LINES*nSpacing, i*nSpacing);
SDL_RenderDrawLine(pRenderer, i*nSpacing, nSpacing, i*nSpacing, MAX_LINES*nSpacing);
}
// 星位
r = nSpacing*0.2; // 星半径
x = nSpacing*4; // 第四线
y = nSpacing*(MAX_LINES+1)/2; // 中线
z = nSpacing*(MAX_LINES-3); // 倒数第四线
FillCircle(pRenderer, x, x, r, color);
FillCircle(pRenderer, y, x, r, color);
FillCircle(pRenderer, z, x, r, color);
FillCircle(pRenderer, x, y, r, color);
FillCircle(pRenderer, y, y, r, color);
FillCircle(pRenderer, z, y, r, color);
FillCircle(pRenderer, x, z, r, color);
FillCircle(pRenderer, y, z, r, color);
FillCircle(pRenderer, z, z, r, color);
}
// 画棋子
// 参数:pRenderer = 渲染器;nSpacing = 棋盘线距;pBlackTexture = 黑子纹理;pWhiteTexture = 白子纹理
void DrawPieces(SDL_Renderer *pRenderer, int nSpacing, SDL_Texture *pBlackTexture, SDL_Texture *pWhiteTexture)
{
int r = 0.4*nSpacing; // 棋子半径
SDL_Rect rt = {0, 0, 2*r, 2*r};
if(g_nHands <= 0)
return;
for(int i=0; i<MAX_LINES; i++)
{
for(int j=0; j<MAX_LINES; j++)
{
rt.x = (i+1)*nSpacing - r;
rt.y = (j+1)*nSpacing - r;
if(g_iBoard[i][j] == BLACK)
SDL_RenderCopyEx(pRenderer, pBlackTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
else if(g_iBoard[i][j] == WHITE)
SDL_RenderCopyEx(pRenderer, pWhiteTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
}
}
}
// 提示文字
// 参数:pRenderer = 渲染器;nSpacing = 棋盘线距;szString = 文字内容;pFont = 字体;color = 文字颜色
void PrintString(SDL_Renderer *pRenderer, int nSpacing, char *szString, TTF_Font *pFont, int color)
{
SDL_Texture *pTextTexture;
SDL_Rect rt;
rt.x = nSpacing;
rt.y = nSpacing*(MAX_LINES+1);
rt.w = nSpacing*strlen(szString)/4; // 这个 4 和字体大小有关
rt.h = nSpacing;
if((pTextTexture = GetStringTexture(pRenderer, szString, pFont, color)) != NULL)
{
SDL_RenderCopyEx(pRenderer, pTextTexture, NULL, &rt, 0, NULL, SDL_FLIP_NONE);
SDL_DestroyTexture(pTextTexture);
}
}
// 取得图片文件纹理
// 参数:pRenderer = 渲染器;szFile = 图片文件名;bTransparent = 是否透明处理;color = 背景色
// 返回值:纹理指针
SDL_Texture *GetImageTexture(SDL_Renderer *pRenderer, char *szFile, _Bool bTransparent, int color)
{
SDL_Texture *pTexture;
SDL_Surface *pSurface;
if((pSurface = IMG_Load(szFile)) == NULL)
return NULL;
if(bTransparent)
SDL_SetColorKey(pSurface, 1, SDL_MapRGB(pSurface->format, color>>16, (color>>8)&0xFF, color&0xFF));
pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
SDL_FreeSurface(pSurface);
return pTexture;
}
// 取得字符串纹理
// 参数:pRenderer = 渲染器;szString = 字符串内容;pFont = 字体;color = 文字颜色
// 返回值:纹理指针
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, char *szString, TTF_Font *pFont, int color)
{
SDL_Texture *pTexture;
SDL_Surface *pSurface;
SDL_Color c = {color>>16, (color>>8)&0xFF, color&0xFF};
if((pSurface = TTF_RenderUTF8_Blended(pFont, szString, c)) == NULL)
return NULL;
pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
SDL_FreeSurface(pSurface);
return pTexture;
}
// 画圆(SDL2 没有画圆的函数,先用矩形框代替吧)
// 参数:pRenderer = 渲染器;(x,y) = 圆心坐标;r = 半径;color = 填充色
void FillCircle(SDL_Renderer *pRenderer, int x, int y, int r, int color)
{
SDL_Rect rt = {x-r, y-r, 2*r, 2*r};
SDL_SetRenderDrawColor(pRenderer, color>>16, (color>>8)&0xFF, color&0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(pRenderer, &rt);
}
注意:安卓下文件名严格区分大小写
如果把 #include <SDL2/SDL_mixer.h> 写成 #include <SDL2/SDL_Mixer.h>
会报错:fatal error: SDL2/SDL_Mixer.h: No such file or directory
把 #include "FiveData.h"
改成 #include "FiveData.c"
是为了实现 C4droid 单文件编译。
那个时钟就更简单了,都不用改,直接编译就行。
// Time.c
// SDL2 时钟:自定义消息与计时器
// gcc -mwindows -o Time Time.c -lSDL2 -lSDL2main -lSDL2_ttf
// C4droid
//#define _DEBUG_
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
// 字符串常量
char szWindowTitle[] = "SDL2 时钟";
char *szWeekCN[7] = {"天", "一", "二", "三", "四", "五", "六"}; // 星期汉字
char szTimeFormat[] = "%d年%02d月%02d日 星期%s %02d点%02d分%02d秒"; // 时钟格式
char *szFontFile[2] = {"/system/fonts/DroidSansFallback.ttf", // 安卓系统中字体文件
"C:/Windows/Fonts/msyh.ttf"}; // Windows系统中字体文件
Uint32 TimerFunc(Uint32 nInterval, void *param);
SDL_Texture *GetColorTexture(SDL_Renderer *pRenderer, int nWidth, int nHeight, int color);
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, char *szString, TTF_Font *pFont, int color);
void PrintString(SDL_Renderer *pRenderer, SDL_Rect *prt, char *szString, TTF_Font *pFont, int color);
#undef main
int main(int argc, char *argv[])
{
int nWindowWidth, nWindowHeight; // 窗口尺寸
SDL_Window *pWindow = NULL; // 窗口
SDL_Renderer *pRenderer = NULL; // 渲染器
SDL_Texture *pBackTexture = NULL; // 背景纹理
SDL_Texture *pTextTexture = NULL; // 文字纹理
TTF_Font *pFont = NULL; // 文字字体
SDL_Rect rt; // 文字位置
SDL_TimerID iTimeID; // 定时器ID
Uint32 SDL_MyTimerEvent; // 自定义事件类型ID
Uint32 nInterval = 1000; // 定时间隔
SDL_Event event;
_Bool bRun = 1;
char szMsg[256];
time_t nRawTime;
struct tm *pt;
// 初始化
if(SDL_Init(SDL_INIT_EVERYTHING) == -1 || TTF_Init() == -1)
{
#ifdef _DEBUG_
fprintf(stderr, "1 %s", SDL_GetError());
#endif
goto label_error;
}
// 创建主窗口及其渲染器、背景板
if(SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &pWindow, &pRenderer) == -1)
{
#ifdef _DEBUG_
fprintf(stderr, "2 %s", SDL_GetError());
#endif
goto label_error;
}
SDL_SetWindowTitle(pWindow, szWindowTitle);
SDL_GetWindowSize(pWindow, &nWindowWidth, &nWindowHeight);
rt.x = 0;
rt.y = nWindowHeight/2-20;
rt.w = nWindowWidth;
rt.h = 40;
if(NULL == (pBackTexture = GetColorTexture(pRenderer, nWindowWidth, nWindowHeight, 0xFFFF)))
{
#ifdef _DEBUG_
fprintf(stderr, "3 %s", SDL_GetError());
#endif
goto label_error;
}
// 加载字体文件
if(strcmp(SDL_GetPlatform(), "Android") == 0)
pFont = TTF_OpenFont(szFontFile[0], 20);
else if(strcmp(SDL_GetPlatform(), "Windows") == 0)
pFont = TTF_OpenFont(szFontFile[1], 20);
if(NULL == pFont)
{
#ifdef _DEBUG_
fprintf(stderr, "4 %s", SDL_GetError());
#endif
goto label_error;
}
// 取得定义定时器触发的事件类型号
if((SDL_MyTimerEvent = SDL_RegisterEvents(1)) == -1)
{
#ifdef _DEBUG_
fprintf(stderr, "5 %s", SDL_GetError());
#endif
goto label_error;
}
// 启动定时器
if((iTimeID = SDL_AddTimer(nInterval, TimerFunc, &SDL_MyTimerEvent)) == 0)
{
#ifdef _DEBUG_
fprintf(stderr, "6 %s", SDL_GetError());
#endif
goto label_error;
}
while(bRun && SDL_WaitEvent(&event))
{
switch (event.type)
{
case SDL_USEREVENT :
if(event.type == SDL_MyTimerEvent)
{
time(&nRawTime);
pt = localtime(&nRawTime);
sprintf(szMsg, szTimeFormat, pt->tm_year+1900, pt->tm_mon+1, pt->tm_mday,
szWeekCN[pt->tm_wday], pt->tm_hour, pt->tm_min, pt->tm_sec);
SDL_RenderClear(pRenderer);
SDL_RenderCopyEx(pRenderer, pBackTexture, NULL, NULL, 0, NULL, SDL_FLIP_NONE);
PrintString(pRenderer, &rt, szMsg, pFont, 0);
SDL_RenderPresent(pRenderer);
}
break;
case SDL_QUIT :
bRun = 0;
break;
}
}
// 异常退出
label_error:
if(pRenderer != NULL) SDL_DestroyRenderer(pRenderer);
if(pWindow != NULL) SDL_DestroyWindow(pWindow);
if(pFont != NULL) TTF_CloseFont(pFont);
TTF_Quit();
SDL_Quit();
return 0;
}
// 显示文字时钟
// 参数:pRenderer = 渲染器;prt = 显示文字的位置;szString = 文字内容;pFont = 字体;pColor = 文字颜色
void PrintString(SDL_Renderer *pRenderer, SDL_Rect *prt, char *szString, TTF_Font *pFont, int color)
{
SDL_Texture *pTextTexture;
if((pTextTexture = GetStringTexture(pRenderer, szString, pFont, color)) != NULL)
{
SDL_RenderCopyEx(pRenderer, pTextTexture, NULL, prt, 0, NULL, SDL_FLIP_NONE);
SDL_DestroyTexture(pTextTexture);
}
}
// 定时器处理过程
// 参数:nInterval = 定时间隔;param = 参数(这里给的是自定义事件类型ID)
Uint32 TimerFunc(Uint32 nInterval, void *param)
{
SDL_Event event;
SDL_zero(event);
event.type = *((Uint32 *)param);
SDL_PushEvent(&event);
return nInterval;
}
// 取得字符串纹理
// 参数:pRenderer = 渲染器;szString = 字符串内容;pFont = 字体;color = 文字颜色
// 返回值:纹理指针
SDL_Texture *GetStringTexture(SDL_Renderer *pRenderer, char *szString, TTF_Font *pFont, int color)
{
SDL_Texture *pTexture;
SDL_Surface *pSurface;
SDL_Color c = {color>>16, (color>>8)&0xFF, color&0xFF};
if((pSurface = TTF_RenderUTF8_Blended(pFont, szString, c)) == NULL)
return NULL;
pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
SDL_FreeSurface(pSurface);
return pTexture;
}
// 取得颜色板纹理
// 参数:pRenderer = 渲染器;nWidth,nHeight = 颜色板尺寸;color = 颜色
// 返回值:纹理指针
SDL_Texture *GetColorTexture(SDL_Renderer *pRenderer, int nWidth, int nHeight, int color)
{
SDL_Texture *pTexture;
SDL_Surface *pSurface;
if((pSurface = SDL_CreateRGBSurface(0, nWidth, nHeight, 32, 0, 0, 0, 0)) == NULL)
return NULL;
SDL_FillRect(pSurface, NULL, color);
pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
SDL_FreeSurface(pSurface);
return pTexture;
}
实际上 SDL2 提供了一个函数检测操作系统:
const char *SDL_GetPlatform(void);
该函数返回一个操作系统名的字符串:
Windows
Mac OS X
Linux
iOS
Android
或者 Unknown
可以在程序里直接判断操作系统,然后进行相应的处理,这里可以一次编写,到处编译了。