创建纹理时,确保纹理与渲染器的像素格式兼容。可以使用SDL_QueryTexture函数获取纹理的实际像素格式。 SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC,640,480); // 查询纹理的实际像素格式 Uint32 format;
SDL_QueryTexture(Draw_Texture, NULL, NULL, &w, &h);Draw_Render_Rect.w = w;Draw_Render_Rect.h = h;// 本部分函数可变性极强。// 有兴趣的同学可以自行更改SDL_RenderCopy(Draw_Render, Draw_Texture, NULL, &Draw_Render_Rect);}int DestroyAll(){// 释放SDL_DestroyTexture(fonts);SDL_Destroy...
SDL_FreeSurface(loadedImage); } else { std::cout << SDL_GetError() << std::endl; } return texture; } void ApplySurface(int x, int y, SDL_Texture *texture, SDL_Renderer *render) { SDL_Rect pos; pos.x = x; pos.y = y; SDL_QueryTexture(texture, nullptr, nullptr, &pos.w, &...
pos.y = y; SDL_QueryTexture(pi, NULL, NULL, &pos.w, &pos.h); SDL_RenderCopy(p_Renderer, pi, NULL, &pos); SDL_RenderPresent(p_Renderer); //重新渲染 }//看着个括号到哪 SDL_DestroyWindow(p_Window); SDL_DestroyRenderer(p_Renderer); SDL_DestroyTexture(img); SDL_DestroyTexture(pi); ...
SDL_QueryTexture、SDL_SetTextureBlendMode。理论上应该修改,但为了编程诊断,没改。 SDL_RenderCopyF、SDL_RenderCopyF。不仅IsEmergencyPause直接退出,texture==nullptr时也认为没问题。放宽texture==nullptr,原因是从后台转到前台的瞬间,有可能会存在后台时创建的SDL_Texture,它们肯定是nullptr。要都是判断这些SDL_Texture...
void apply_surface(int x, int y, SDL_Texture *texture, SDL_Renderer *render, SDL_Rect *clip=NULL){SDL_Rect rect;rect.x=x;rect.y=y;SDL_QueryTexture(texture,NULL,NULL,&rect.w,&rect.h);SDL_RenderCopy(render,texture,clip,&rect);}bool Init(){if(SDL_Init(SDL_INIT_EVERYTHING)==-1)...
SDL_QueryTexture(Draw_Texture, NULL, NULL, &w, &h);if (extent < 0){return -1;}//缩放函数if (zoom){Draw_Render_Rect.w = w * extent;Draw_Render_Rect.h = h * extent;}else{Draw_Render_Rect.w = w;Draw_Render_Rect.h = h;}SDL_RenderCopy(Draw_Render, Draw_Texture,/*这个参数就...
@@ -6225,12 +6226,32 @@ SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int SDL_DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode) { SDL_PropertiesID texture_properties = SDL3_GetTextureProperties(texture); SDL3...
(); // 计算合适的宽度和高度 int texWidth = 0; int texHeight = 0; uint format = 0; int access = 0; // 下面这行代码解决字体虚浮不清问题 SDL.SDL_QueryTexture(texture, out format, out access, out texWidth, out texHeight); //设置纹理的数据 SDL.SDL_Rect destrect; destrect.x = 0...
SDL_QueryTexture(m_pTexture, nullptr, nullptr,&nTextureWidth, &nTextureHeight);if(nTextureWidth != nImageWidth || nTextureHeight !=nImageHeight) {if(m_pTexture) SDL_DestroyTexture(m_pTexture); m_pTexture=SDL_CreateTexture(m_pRender, SDL_PIXELFORMAT_IYUV, SDL_TEXTUREACCESS_STREAMING, ...