//创建窗口gWindow=SDL_CreateWindow("SDL Tutorial",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_SHOWN);if(gWindow==NULL){printf("Window could not be created! SDL Error: %s\n",SDL_GetError());success=false;}else{//创建窗口的渲染器gRenderer=SDL_Create...
SDL_RenderCopy(renderer, texture, &mRect, &rectRect); SDL_RenderPresent(renderer); }// 不知道从哪里抄下来的画圆算法voiddrawCircle(SDL_Renderer *renderer,int32_tcentreX,int32_tcentreY,int32_tradius){constint32_tdiameter = (radius *2);int32_tx = (radius -1);int32_ty =0;int32_ttx ...
为了应用新的渲染技术,我们需要修改下BS3中提供的SDLVideoRender基类,主要是添加SDL_Renderer成员函数: SDL_Renderer * m_sdl_renderer; 在实现文件中修改SDLVideoRender::Init函数中添加初始化代码,用于创建SDL_Renderer对象 m_sdl_renderer = SDL_CreateRenderer(m_sdl_window, -1, SDL_RENDERER_ACCELERATED);if(...
SDL_RenderDrawLine(renderer, circleX, circleY, rectRect.x, rectRect.y); SDL_RenderDrawLine(renderer, circleX, circleY, rectRect.x + rectRect.w, rectRect.y); SDL_RenderDrawLine(renderer, circleX, circleY, rectRect.x + rectRect.w, rectRect.y + rectRect.h); SDL_RenderDrawLine(rend...
SDL Error: %s\n", SDL_GetError()); SDL_Quit(); return 1; } SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (renderer == NULL) { printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); SDL_DestroyWindow(window);...
//Create renderer for window renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (renderer == NULL) { printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); return false; ...
Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN); if (window == nullptr) { std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl; SDL_Quit(); return 1; } SDL_Renderer* renderer ...
mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED); SDL_CreateRenderer()的第一个参数就是想要往里面绘制的窗口,第二个参数在多个窗口时会发挥作用,这里用默认的-1就好。最后一个参数为flag位,这里只用了SDL_RENDERER_ACCELERATED来使用硬件加速,假如想使用之前提到过的垂直同步也可以在这里用...
SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); //Quit SDL SDL_Quit(); cout<<"Hello"<<endl; return 1; } 代码还是蛮简单的,先是初始化SDL,再依次 初始化Window ->初始化Render ->加载图片 -> 生成纹理 ->渲染纹理 ->释放内存,记得在当前目录放一张 girl.bmp.运行结果: ...
virtual void Draw(SDL_Renderer* renderer); //! 设置贴图 virtual void SetTexture(SDL_Texture* texture); protected: SDL_Texture* mTexture; //!< 贴图 int mDrawOrder; //!< 绘制顺序 int mTexWidth; //!< 贴图宽 int mTexHeight; //!< 贴图高 ...