【SLD游戏编程入门第十五卷】鼠标事件

请添加图片描述

一、前言

与按键一样,SDL 具有事件结构来处理鼠标事件,如鼠标运动、鼠标 按钮按下,鼠标按钮释放。

二、鼠标事件

在上一卷的基础上添加一些代码即可

int main(int argc, char* argv[])				// 必须要填写此参数,不然会出现链接错误
{
	// 初始化 SDL
	if (Init())
	{
		// 加载媒体资源
		if (!LoadMedia())
			std::cout << "[Error]: Failed to load media!" << std::endl;

		// 窗口循环
		SDL_Event e;
		bool quit = false;

		int mousePosX = 0;
		int mousePosY = 0;

		while (quit == false)
		{
			// 处理事件
			while (SDL_PollEvent(&e))
			{
				if (e.type == SDL_QUIT)
					quit = true;
				else if (e.type == SDL_MOUSEMOTION || e.type == SDL_MOUSEBUTTONDOWN || e.type == SDL_MOUSEBUTTONUP)  // 捕获鼠标事件
				{
					SDL_GetMouseState(&mousePosX, &mousePosY);
					switch (e.type)
					{
					case SDL_MOUSEMOTION:		// 鼠标移动
						std::cout << "[Mouse move]: ( " << mousePosX << ", " << mousePosY << " )" << std::endl;
						break;
					case SDL_MOUSEBUTTONDOWN:	// 鼠标按键按下
						if (e.button.button == SDL_BUTTON_LEFT)
							std::cout << "[Mouse Button Down]: 左键" << std::endl;
						if (e.button.button == SDL_BUTTON_MIDDLE)
							std::cout << "[Mouse Button Down]: 中键" << std::endl;
						if (e.button.button == SDL_BUTTON_RIGHT)
							std::cout << "[Mouse Button Down]: 右键" << std::endl;
						break;
					case SDL_MOUSEBUTTONUP:		// 鼠标按键松开
						if (e.button.button == SDL_BUTTON_LEFT)
							std::cout << "[Mouse Button Up]: 左键" << std::endl;
						if (e.button.button == SDL_BUTTON_MIDDLE)
							std::cout << "[Mouse Button Up]: 中键" << std::endl;
						if (e.button.button == SDL_BUTTON_RIGHT)
							std::cout << "[Mouse Button Up]: 右键" << std::endl;
						break;
					}
				}
			}

			// --- rendering -----------------------------------------------------------------------
			// 设置渲染器绘制颜色(黑色)
			SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
			// 清屏
			SDL_RenderClear(gRenderer);

			// 渲染字体纹理
			gTextTexture.Render((SCREEN_WIDTH - gTextTexture.GetWidth()) / 2, (SCREEN_HEIGHT - gTextTexture.GetHeight()) / 2);

			// 更新屏幕
			SDL_RenderPresent(gRenderer);
		}
	}
	// 清理资源
	Close();
	return 0;
}

✨参考文档 SDL2.0 API by Category
✨参考文档 Mouse Support
✨参考文档 SDL_MouseButtonEvent

三、示例代码

/* 此源代码版权归 AnnihilateSword (2022-*)所有,未经书面许可不得转载。*/

// 使用 SDL 和 iostream
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <iostream>

// 链接库
#pragma comment(lib, "SDL2.lib")
#pragma comment(lib, "SDL2main.lib")
#pragma comment(lib, "SDL2_image.lib")
#pragma comment(lib, "SDL2_ttf.lib")

// 屏幕尺寸常量
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;

bool Init();								// 启动 SDL 并创建窗口
bool LoadMedia();							// 加载媒体
void Close();								// 清理资源,关闭窗口以及SDL

SDL_Window* gWindow = nullptr;				// 主窗口
SDL_Renderer* gRenderer = nullptr;			// 主窗口渲染器

// TTF 字体
TTF_Font* gFont = nullptr;

// 纹理类
class Texture
{
private:
	int m_Width;
	int m_Height;
	SDL_Texture* m_Texture;
public:
	Texture()
		: m_Width(0), m_Height(0), m_Texture(nullptr)
	{
	}

	~Texture()
	{
		if (m_Texture)
		{
			SDL_DestroyTexture(m_Texture);
			m_Texture = nullptr;
		}
	}

	// 从文件中加载纹理
	bool LoadFromFile(const char* path, int width = SCREEN_WIDTH, int height = SCREEN_HEIGHT, bool enableColorKey = false, Uint8 r = 0, Uint8 g = 0, Uint8 b = 0)
	{
		m_Width = width;
		m_Height = height;

		SDL_Surface* loadedSurface = IMG_Load(path);
		if (enableColorKey)  // 颜色键控
			SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, r, g, b));
		m_Texture = SDL_CreateTextureFromSurface(gRenderer, loadedSurface);  // 加载纹理
		if (!m_Texture)
			std::cout << "[Error]: Unable to create texture from" << path << " SDL_Error: " << SDL_GetError() << std::endl;
		SDL_FreeSurface(loadedSurface);
		return m_Texture != nullptr;
	}

	// 从字体字符串中创建图片
	bool LoadFromRenderedText(const char* textureText, SDL_Color textColor)
	{
		SDL_Surface* textSurface = TTF_RenderText_Solid(gFont, textureText, textColor);
		if (!textSurface)
		{
			std::cout << "[Error]: Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << std::endl;
		}
		else
		{
			m_Texture = SDL_CreateTextureFromSurface(gRenderer, textSurface);
			if (!m_Texture)
			{
				std::cout << "[Error]: Unable to create texture from rendered text! SDL_Error: " << SDL_GetError() << std::endl;
			}
			else
			{
				// 【这里设置了字体纹理大小】
				m_Width = textSurface->w;
				m_Height = textSurface->h;
			}
		}
		// 释放临时表面
		SDL_FreeSurface(textSurface);
		return m_Texture != nullptr;
	}

	// 设置纹理颜色
	void SetColor(Uint8 r, Uint8 g, Uint8 b)
	{
		SDL_SetTextureColorMod(m_Texture, r, g, b);
	}

	// 设置纹理透明度
	void SetAlpha(Uint8 alpha)
	{
		SDL_SetTextureAlphaMod(m_Texture, alpha);
	}

	// 设置混合模式
	void SetBlendMode(SDL_BlendMode blendMode)
	{
		SDL_SetTextureBlendMode(m_Texture, blendMode);
	}

	// 渲染纹理
	inline void Render(int x, int y, SDL_Rect* clip = nullptr,
		double angle = 0.0, SDL_Point* center = nullptr, SDL_RendererFlip flip = SDL_FLIP_NONE)
	{
		SDL_Rect dstRect{ x, y, m_Width, m_Height };
		// center 为 nullptr 默认为纹理中心
		SDL_RenderCopyEx(gRenderer, m_Texture, clip, &dstRect,
			angle, center, flip);  // 扩展功能
	}

	inline int GetWidth() const { return m_Width; }
	inline int GetHeight() const { return m_Height; }
};

Texture gTextTexture;

int main(int argc, char* argv[])				// 必须要填写此参数,不然会出现链接错误
{
	// 初始化 SDL
	if (Init())
	{
		// 加载媒体资源
		if (!LoadMedia())
			std::cout << "[Error]: Failed to load media!" << std::endl;

		// 窗口循环
		SDL_Event e;
		bool quit = false;

		int mousePosX = 0;
		int mousePosY = 0;

		while (quit == false)
		{
			// 处理事件
			while (SDL_PollEvent(&e))
			{
				if (e.type == SDL_QUIT)
					quit = true;
				else if (e.type == SDL_MOUSEMOTION || e.type == SDL_MOUSEBUTTONDOWN || e.type == SDL_MOUSEBUTTONUP)  // 捕获鼠标事件
				{
					SDL_GetMouseState(&mousePosX, &mousePosY);
					switch (e.type)
					{
					case SDL_MOUSEMOTION:		// 鼠标移动
						std::cout << "[Mouse move]: ( " << mousePosX << ", " << mousePosY << " )" << std::endl;
						break;
					case SDL_MOUSEBUTTONDOWN:	// 鼠标按键按下
						if (e.button.button == SDL_BUTTON_LEFT)
							std::cout << "[Mouse Button Down]: 左键" << std::endl;
						if (e.button.button == SDL_BUTTON_MIDDLE)
							std::cout << "[Mouse Button Down]: 中键" << std::endl;
						if (e.button.button == SDL_BUTTON_RIGHT)
							std::cout << "[Mouse Button Down]: 右键" << std::endl;
						break;
					case SDL_MOUSEBUTTONUP:		// 鼠标按键松开
						if (e.button.button == SDL_BUTTON_LEFT)
							std::cout << "[Mouse Button Up]: 左键" << std::endl;
						if (e.button.button == SDL_BUTTON_MIDDLE)
							std::cout << "[Mouse Button Up]: 中键" << std::endl;
						if (e.button.button == SDL_BUTTON_RIGHT)
							std::cout << "[Mouse Button Up]: 右键" << std::endl;
						break;
					}
				}
			}

			// --- rendering -----------------------------------------------------------------------
			// 设置渲染器绘制颜色(黑色)
			SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
			// 清屏
			SDL_RenderClear(gRenderer);

			// 渲染字体纹理
			gTextTexture.Render((SCREEN_WIDTH - gTextTexture.GetWidth()) / 2, (SCREEN_HEIGHT - gTextTexture.GetHeight()) / 2);

			// 更新屏幕
			SDL_RenderPresent(gRenderer);
		}
	}
	// 清理资源
	Close();
	return 0;
}

/**
 * @brief 启动 SDL 并创建窗口
 */
bool Init()
{
	// 初始化 SDL
	if (SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		std::cout << "[Error]: SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
		return false;
	}
	else
	{
		// 设置纹理线性过滤
		if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
			std::cout << "[Warning]: Linear texture filtering not enabled!" << std::endl;

		// 创建窗口
		gWindow = SDL_CreateWindow("HelloSDL", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
		if (!gWindow)
		{
			std::cout << "[Error]: Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
			return false;
		}
		else
		{
			// 创建窗口渲染器,设置硬件加速和垂直同步
			gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);  // -1 初始化支持所请求标志的第一个
			if (!gRenderer)
			{
				std::cout << "[Error]: Renderer could not bo created! SDL_Error: " << SDL_GetError() << std::endl;
				return false;
			}
			else
			{
				// 初始化 PNG 加载
				int imgFlags = IMG_INIT_PNG;
				if (!(IMG_Init(imgFlags) & imgFlags))
				{
					std::cout << "[Error]: SDL_image could not initialize! SDL_image Error: " << IMG_GetError() << std::endl;
					return false;
				}

				// 初始化 SDL_ttf
				if (TTF_Init() == -1)
				{
					std::cout << "[Error]: SDL_ttf could not initialize! SDL_ttf Error: " << TTF_GetError() << std::endl;
					return false;
				}
			}
		}
	}
	return true;
}

/**
 * @brief 加载媒体
 */
bool LoadMedia()
{
	// 打开字体
	gFont = TTF_OpenFont(R"(res\fonts\COOPBL.TTF)", 28);
	if (!gFont)
	{
		std::cout << "[Error]: Failed to load COOPBL font! SDL_ttf Error: " << TTF_GetError() << std::endl;
		return false;
	}
	else
	{
		// 字体颜色(白色)
		SDL_Color textColor{ 255, 255, 255 };
		// 这句话使用很多不同的字母
		if (!gTextTexture.LoadFromRenderedText("The quick brown fox jumps over the lazy dog", textColor))
		{
			std::cout << "[Error]: Failed to render text texture!" << std::endl;
			return false;
		}
	}
	return true;
}

/**
 * @brief 清理资源,关闭窗口以及SDL
 */
void Close()
{
	// 释放字体资源
	TTF_CloseFont(gFont);
	gFont = nullptr;
	// 销毁窗口渲染器
	if (gRenderer)
	{
		SDL_DestroyRenderer(gRenderer);
		gRenderer = nullptr;
	}
	// 销毁窗口
	if (gWindow)
	{
		SDL_DestroyWindow(gWindow);
		gWindow = nullptr;
	}
	// 退出 TTF、IMG 和 SDL
	TTF_Quit();
	IMG_Quit();
	SDL_Quit();
}

1. 运行结果

这里没有介绍鼠标滚轮事件,但如果您 查看文档和玩弄它 应该不难弄清楚。



本节内容就到这里了,下卷会继续分享 SDL 的基本使用

The End.

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