(音视频学习笔记):SDL环境搭建及应用介绍

目录

SDL简介

Windows环境搭建

Linux环境搭建

SDL子系统

SDL Window显示: SDL视频显示函数简介

创建项目

SDL Windows显示: SDL数据结构简介

SDL事件

SDL多线程

SDL简介

  • 官网: https://www.libsdl.org/   
  • 文档: http://wiki.libsdl.org/Introduction
  • SDL(Simple DirectMedia Layer)是一套开放源代码的跨平台多媒体开发库,使用C语言写成。
    • SDL提供了数种控制图像、声音、输出入的函数,让开发者只要用相同或是相似的代码就可以开发出跨多个平台(Linux、 Windows、 Mac OS X等)的应用软件。
    • 目前SDL多用于开发游戏、模拟器、 媒体播放器等多媒体应用领域。

Windows环境搭建

Linux环境搭建

  • 下载SDL源码库, SDL2-2.0.10.tar.gz
  • 解压,然后依次执行命令
./configure
make
sudo make install
  • 如果出现Could not initialize SDL - No available video device(Did you set the DISPLAY variable?)错误说明系统中没有安装x11的库文件,因此编译出来的SDL库实际上不能用。下载安装
sudo apt-get install libx11-dev
sudo apt-get install xorg-dev

SDL子系统

  • SDL将功能分成下列数个子系统(subsystem):
SDL_INIT_TIMER 定时器
SDL_INIT_AUDIO 音频
SDL_INIT_VIDEO 视频
SDL_INIT_JOYSTICK 摇杆
SDL_INIT_HAPTIC 触摸屏
SDL_INIT_GAMECONTROLLER 游戏控制器
SDL_INIT_EVENTS 事件
SDL_INIT_EVERYTHING 包含上述所有选项

SDL Window显示: SDL视频显示函数简介

SDL_Init() 初始化SDL系统
SDL_CreateWindow() 创建窗口SDL_Window
SDL_CreateRenderer() 创建渲染器SDL_Renderer
SDL_CreateTexture() 创建纹理SDL_Texture
SDL_UpdateTexture() 设置纹理的数据
SDL_RenderCopy() 将纹理的数据拷贝给渲染器
SDL_RenderPresent() 显示
SDL_Delay() 工具函数,用于延时
SDL_Quit()

退出SDL系统

创建项目

  • 将解压的SDL文件放入创建的项目下

  • 在工程文件中添加库
    • 按住Ctrl键点击路径名称,可查看是否配置正确
TEMPLATE = app
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt

SOURCES += \
        main.c
win32 {
INCLUDEPATH += $$PWD/SDL2-2.0.10/include
LIBS += $$PWD/SDL2-2.0.10/lib/x86/SDL2.lib
}
  • 将动态库文件(SDL2-2.0.10\lib\x64,这里使用32位平台)复制到工程目录下

  • debug目录下添加动态库文件

  • 进行测试
#include <stdio.h>
#include <SDL.h>

#undef main
int main()
{
    printf("Hello World!\n");
    // 声明窗口
    SDL_Window *window = NULL;      
    // 初始化SDL
    SDL_Init(SDL_INIT_VIDEO);       
    // 创建SDL Window
    window = SDL_CreateWindow("Basic Window",
                              SDL_WINDOWPOS_UNDEFINED,
                              SDL_WINDOWPOS_UNDEFINED,
                              640,
                              480,
                              SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
    if(!window) // 检测是否创建成功
    {
        printf("Can't create window, err:%s\n", SDL_GetError());
        return 1;
    }
    // 延迟10000ms
    SDL_Delay(10000);  
    // 销毁窗口
    SDL_DestroyWindow(window); 
    // 释放资源
    SDL_Quit(); 

    return 0;
}
  • 输出:

SDL Windows显示: SDL数据结构简介

  • SDL_Window         代表了一个“窗口”
  • SDL_Renderer      代表了一个“渲染器”
  • SDL_Texture         代表了一个“纹理”
  • SDL_Rect              一个简单的矩形结构

  • 存储RGB和存储纹理的区别:
    • 比如一个从左到右由红色渐变到蓝色的矩形,用存储RGB的话就需要把矩形中每个点的具体颜色值存储下来。
    • 纹理只是一些描述信息,比如记录了矩形的大小、起始颜色、终止颜色等信息,显卡可以通过这些信息推算出矩形块的详细信息。
    • 所以相对于存储RGB而已,存储纹理占用的内存要少的多。
  • 示例:
#include <stdio.h>
#include <SDL.h>
#undef main
int main()
{
    int run = 1;
    SDL_Window *window = NULL;
    SDL_Renderer *renderer = NULL;
    SDL_Texture *texture = NULL;
    SDL_Rect rect; // 长方形,原点在左上角
    rect.w = 50;    //方块大小
    rect.h = 50;

    SDL_Init(SDL_INIT_VIDEO);//初始化函数,可以确定希望激活的子系统

    window = SDL_CreateWindow("2 Window",
                              SDL_WINDOWPOS_UNDEFINED,
                              SDL_WINDOWPOS_UNDEFINED,
                              640,
                              480,
                              SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);// 创建窗口

    if (!window)
    {
        return -1;
    }
    renderer = SDL_CreateRenderer(window, -1, 0);//基于窗口创建渲染器
    if (!renderer)
    {
        return -1;
    }

    texture = SDL_CreateTexture(renderer,   //基于渲染器创建纹理
                                   SDL_PIXELFORMAT_RGBA8888,
                                   SDL_TEXTUREACCESS_TARGET,
                                   640,
                                   480); //创建纹理

    if (!texture)
    {
        return -1;
    }

    int show_count = 0;
    while (run)
    {
        rect.x = rand() % 600;
        rect.y = rand() % 400;

        SDL_SetRenderTarget(renderer, texture); // 设置渲染目标为纹理
        SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255); // 纹理背景颜色设置
        SDL_RenderClear(renderer); //清屏

        SDL_RenderDrawRect(renderer, &rect); //绘制一个长方形
        SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255); //长方形颜色设置
        SDL_RenderFillRect(renderer, &rect);

        SDL_SetRenderTarget(renderer, NULL); //恢复默认,渲染目标为窗口
        SDL_RenderCopy(renderer, texture, NULL, NULL); //拷贝纹理到CPU

        SDL_RenderPresent(renderer); //输出到目标窗口上
        SDL_Delay(300);
        if(show_count++ > 30)
        {
            run = 0;        // 不跑了
        }
    }

    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window); //销毁窗口
    SDL_Quit();
    return 0;
}
  • 显示结果:

SDL事件

SDL_WaitEvent() 等待一个事件
SDL_PushEvent() 发送一个事件
SDL_PumpEvents() 将硬件设备产生的事件放入事件队列,用于读取事件,在调用该函数之前,必须调用SDL_PumpEvents搜集键盘等事件
SDL_PeepEvents() 从事件队列提取一个事件
SDL_Event 代表一个事件
  • 示例:
#include <SDL.h>
#include <stdio.h>
#define FF_QUIT_EVENT    (SDL_USEREVENT + 2) // 用户自定义事件
#undef main
int main(int argc, char* argv[])
{
    SDL_Window *window = NULL;              // Declare a pointer
    SDL_Renderer *renderer = NULL;

    SDL_Init(SDL_INIT_VIDEO);               // Initialize SDL2

    // Create an application window with the following settings:
    window = SDL_CreateWindow(
                "An SDL2 window",                  // window title
                SDL_WINDOWPOS_UNDEFINED,           // initial x position
                SDL_WINDOWPOS_UNDEFINED,           // initial y position
                640,                               // width, in pixels
                480,                               // height, in pixels
                SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS// flags - see below
                );

    // Check that the window was successfully created
    if (window == NULL)
    {
        // In the case that the window could not be made...
        printf("Could not create window: %s\n", SDL_GetError());
        return 1;
    }

    /* We must call SDL_CreateRenderer in order for draw calls to affect this window. */
    renderer = SDL_CreateRenderer(window, -1, 0);

    /* Select the color for drawing. It is set to red here. */
    SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);

    /* Clear the entire screen to our selected color. */
    SDL_RenderClear(renderer);

    /* Up until now everything was drawn behind the scenes.
       This will show the new, red contents of the window. */
    SDL_RenderPresent(renderer);

    SDL_Event event;
    int b_exit = 0;
    for (;;)
    {
        SDL_WaitEvent(&event);
        switch (event.type)
        {
        case SDL_KEYDOWN:	/* 键盘事件 */
            switch (event.key.keysym.sym)
            {
            case SDLK_a:
                printf("key down a\n");
                break;
            case SDLK_s:
                printf("key down s\n");
                break;
            case SDLK_d:
                printf("key down d\n");
                break;
            case SDLK_q:
                printf("key down q and push quit event\n");
                SDL_Event event_q;
                event_q.type = FF_QUIT_EVENT;
                SDL_PushEvent(&event_q);
                break;
            default:
                printf("key down 0x%x\n", event.key.keysym.sym);
                break;
            }
            break;
        case SDL_MOUSEBUTTONDOWN:			/* 鼠标按下事件 */
            if (event.button.button == SDL_BUTTON_LEFT)
            {
                printf("mouse down left\n");
            }
            else if(event.button.button == SDL_BUTTON_RIGHT)
            {
                printf("mouse down right\n");
            }
            else
            {
                printf("mouse down %d\n", event.button.button);
            }
            break;
        case SDL_MOUSEMOTION:		/* 鼠标移动事件 */
            printf("mouse movie (%d,%d)\n", event.button.x, event.button.y);
            break;
        case FF_QUIT_EVENT:
            printf("receive quit event\n");
            b_exit = 1;
            break;
        }
        if(b_exit)
            break;
    }

    //destory renderer
    if (renderer)
        SDL_DestroyRenderer(renderer);

    // Close and destroy the window
    if (window)
        SDL_DestroyWindow(window);

    // Clean up
    SDL_Quit();
    return 0;
}

SDL多线程

SDL线程创建 SDL_CreateThread
SDL线程等待 SDL_WaitThead
SDL互斥锁 SDL_CreateMutex/SDL_DestroyMutex
SDL锁定互斥 SDL_LockMutex/SDL_UnlockMutex
SDL条件变量(信号量) SDL_CreateCond/SDL_DestoryCond
SDL条件变量(信号量)等待/通知

SDL_CondWait/SDL_CondSingal

  • 示例:
#include <SDL.h>
#include <stdio.h>

SDL_mutex *s_lock = NULL;
SDL_cond *s_cond = NULL;

int thread_work(void *arg)
{
    SDL_LockMutex(s_lock);
    printf("                <============thread_work sleep\n");
    sleep(10);      // 用来测试获取锁
    printf("                <============thread_work wait\n");
    // 释放s_lock资源,并等待signal。之所以释放s_lock是让别的线程能够获取到s_lock
    SDL_CondWait(s_cond, s_lock); //另一个线程(1)发送signal和(2)释放lock后,这个函数退出

    printf("                <===========thread_work receive signal, continue to do ~_~!!!\n");
    printf("                <===========thread_work end\n");
    SDL_UnlockMutex(s_lock);
    return 0;
}

#undef main
int main()
{
    s_lock = SDL_CreateMutex();
    s_cond = SDL_CreateCond();
    SDL_Thread * t = SDL_CreateThread(thread_work,"thread_work",NULL);
    if(!t)
    {
        printf("  %s",SDL_GetError);
        return -1;
    }

    for(int i = 0;i< 2;i++)
    {
        sleep(2);
        printf("main execute =====>\n");
    }
    printf("main SDL_LockMutex(s_lock) before ====================>\n");
    SDL_LockMutex(s_lock);  // 获取锁,但是子线程还拿着锁
    printf("main ready send signal====================>\n");
    printf("main SDL_CondSignal(s_cond) before ====================>\n");
    SDL_CondSignal(s_cond); // 发送信号,唤醒等待的线程
    printf("main SDL_CondSignal(s_cond) after ====================>\n");
    sleep(10);
    SDL_UnlockMutex(s_lock);// 释放锁,让其他线程可以拿到锁
    printf("main SDL_UnlockMutex(s_lock) after ====================>\n");

    SDL_WaitThread(t, NULL);
    SDL_DestroyMutex(s_lock);
    SDL_DestroyCond(s_cond);

    return 0;
}
  • 输出:

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转载自blog.csdn.net/baidu_41388533/article/details/112703088