// ConsoleSDL2.0.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <stdio.h>
#include <iostream>
#include <string>
#define SDL_MAIN_HANDLED
#include "SDL.h"
#pragma comment(lib,"SDL2.lib")
int main()
{
//不使用 SDL_main(int argc, char *argv[]) 入口,需要调用下面一句函数,不然 SDL_Init 函数会调用失败,具体可官网查看 https://wiki.libsdl.org/CategoryInit
//当然你也可以把主函数声明成和 SDL_main 一样的格式,就需要要定义 SDL_MAIN_HANDLED 宏了
SDL_SetMainReady();
//初始化
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
return 1;
}
SDL_Window *window = NULL;
//创建窗体
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_OPENGL // flags - see below
);
if (window == NULL) {
// In the case that the window could not be made...
SDL_Log("Could not create window: %s\n", SDL_GetError());
return -1;
}
SDL_Renderer *ren = nullptr;
//创建渲染器
ren = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (ren == nullptr)
{
std::cout << SDL_GetError() << std::endl;
return 1;
}
SDL_Surface *bmp = nullptr;
//加载图像到内存
bmp = SDL_LoadBMP("xxx.bmp");
if (bmp == nullptr)
{
std::cout << SDL_GetError() << std::endl;
return 1;
}
SDL_Texture *tex = nullptr;
tex = SDL_CreateTextureFromSurface(ren, bmp);
//释放 SDL_Surface
SDL_FreeSurface(bmp);
//清空渲染器
SDL_RenderClear(ren);
//复制 SDL_Texture
SDL_RenderCopy(ren, tex, NULL, NULL);
//画线
SDL_RenderDrawLine(ren, 0, 60, 120, 240);
//更新渲染器
SDL_RenderPresent(ren);
while (true)
{
}
//SDL_Delay(3000);
//销毁指针
SDL_DestroyTexture(tex);
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(window);
//退出
SDL_Quit();
//system("pause");
return 0;
}