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
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
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
#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;
}
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;
}
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 |
#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 |
#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;
}