作者:龍飛
1.1:準備工作。
準備一張640*480的bmp位圖(back.bmp)作為背景,另外一張小一點的(比如100*100的front.bmp)作為前景。
渲染(render)是CG術語,是將以數據結構儲存在計算機中的圖片以人眼可觀察的圖片實現出來的過程。前面例子中顯示一張bmp圖片實際上也是渲染。對于那張bmp圖片,我們經歷了3過過程的處理:1、將bmp圖片轉化為SDL_Surface的結構格式;2、將轉化后的SDL_Surface塊移(blit)到SDL創建的窗口surface上;3、將這個surface顯示出來,實際上就是渲染出來。
當然,前面僅僅是渲染了單幀的圖片,我們這里對程序做些修改,從而實際上是連續的渲染多幀動畫(雖然表面上我們并沒有讓畫面動起來)。
1.2:演示程序的完整源代碼。
#include <iostream>
#include "SDL/SDL.h"
SDL_Surface* pScreen = 0;
SDL_Surface* pBack = 0;
SDL_Surface* pFront = 0;
void pressESCtoQuitPlus();
void loopRender();
int main(int argc, char* argv[])
{
try {
if ( SDL_Init(SDL_INIT_VIDEO) != 0 )
throw SDL_GetError();
}
catch ( const char* s ) {
std::cerr << "SDL_Init() failed!\n" << s << std::endl;
return -1;
}
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;
const Uint32 SCREEN_FLAGS = SDL_FULLSCREEN;
pScreen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SCREEN_FLAGS);
try {
if ( pScreen == 0 )
throw SDL_GetError();
}
catch ( const char* s ) {
std::cerr << "SDL_SetVideoMode() failed!\n" << s << std::endl;
SDL_Quit();
return -1;
}
pBack = SDL_LoadBMP("back.bmp");
try {
if ( pBack == 0 )
throw SDL_GetError();
}
catch ( const char* s ) {
std::cerr << "SDL_LoadBMP() failed!\n" << s << std::endl;
SDL_Quit();
return -1;
}
pFront = SDL_LoadBMP("front.bmp");
try {
if ( pFront == 0 )
throw SDL_GetError();
}
catch ( const char* s ) {
std::cerr << "SDL_LoadBMP() failed!\n" << s << std::endl;
SDL_Quit();
return -1;
}
try {
pressESCtoQuitPlus();
}
catch ( const char* s ) {
std::cerr << "pressESCtoQuitPlus() failed!\n" << s << std::endl;
SDL_Quit();
return -1;
}
SDL_Quit();
return 0;
}
void pressESCtoQuitPlus()
{
bool gameOver = false;
while( gameOver == false ){
SDL_Event gameEvent;
while ( SDL_PollEvent(&gameEvent) != 0 ){
if ( gameEvent.type == SDL_QUIT ){
gameOver = true;
}
if ( gameEvent.type == SDL_KEYUP ){
if ( gameEvent.key.keysym.sym == SDLK_ESCAPE ){
gameOver = true;
}
}
}
loopRender();
}
return;
}
void loopRender()
{
SDL_Rect* pSrcRect = 0;
SDL_Rect* pDstRect = 0;
if ( SDL_BlitSurface(pBack, pSrcRect, pScreen, pDstRect) != 0 )
throw SDL_GetError();
if ( SDL_BlitSurface(pFront, pSrcRect, pScreen, pDstRect) != 0 )
throw SDL_GetError();
if ( SDL_Flip(pScreen) != 0 )
throw SDL_GetError();
return;
}
1.3:程序改動說明。
1) 使用了全屏幕顯示;
2) 使用了改動后的pressESCtoQuit()函數,用于在全屏模式下方便退出。
3) 將一些變量修改為全局變量,以提供main()所調用的函數使用。
posted on 2008-02-15 15:50
lf426 閱讀(4403)
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