我正在尝试使用SDL2中的SDL_image v2.0.0渲染图像。
我的res / img /文件夹中有一个名为Red.png的图像。当我尝试加载纹理,并使用SDL_QueryTexture()时,它获得了大小,一切都很好。但是当谈到渲染实际图像时,我已经设置了一个矩形轮廓来了解图像的位置,但框中没有图像。
我用来加载和渲染纹理的类:
class LTexture
{
public:
~LTexture()
{
SDL_DestroyTexture(image_);
renderer_ = nullptr;
image_ = nullptr;
}
void init(SDL_Renderer* renderer)
{
printf("init texture\n");
renderer_ = renderer;
}
void loadBMP(std::string filename)
{
printf("load texture\n");
image_ = IMG_LoadTexture(renderer_, ("res/img/"+filename).c_str());
SDL_QueryTexture(image_, NULL, NULL, &imgrect.w, &imgrect.h);
}
void render(int x, int y)
{
imgrect.x = x;
imgrect.y = y;
SDL_SetRenderDrawColor(renderer_, 128, 128, 128, 255);
if (image_ != nullptr && renderer_ != nullptr)
{
printf("%i, %i\n", imgrect.x, imgrect.y);
SDL_RenderDrawRect(renderer_, &imgrect);
SDL_RenderCopy(renderer_, image_, &imgrect, &imgrect);
}
}
bool isLoaded()
{
return image_ != nullptr;
}
private:
SDL_Renderer* renderer_ = nullptr;
SDL_Texture* image_ = nullptr;
SDL_Rect imgrect;
};
我知道它正确获取渲染器并加载图像,因为DrawRect函数有效,如果你没有按名称猜测,Red.png是一个红色矩形。
答案 0 :(得分:1)
在nullptr
来电中通过srcrect
SDL_RenderCopy()
:
SDL_RenderCopy(renderer_, image_, nullptr, &imgrect);
现在,如果x
和/或y
大于image_
,SDL会将srcrect
剪切到image_
的范围,最后会为空直接,什么都不做。
示例:
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <cstdlib>
#include <string>
class LTexture
{
public:
LTexture()
: renderer_( nullptr )
, image_( nullptr )
{ }
~LTexture()
{
SDL_DestroyTexture(image_);
renderer_ = nullptr;
image_ = nullptr;
}
void init(SDL_Renderer* renderer)
{
printf("init texture\n");
renderer_ = renderer;
}
void loadBMP(std::string filename)
{
printf("load texture\n");
image_ = IMG_LoadTexture(renderer_, filename.c_str());
SDL_QueryTexture(image_, NULL, NULL, &imgrect.w, &imgrect.h);
}
void render(int x, int y)
{
imgrect.x = x;
imgrect.y = y;
SDL_SetRenderDrawColor(renderer_, 128, 128, 128, 255);
if (image_ != nullptr && renderer_ != nullptr)
{
printf("%i, %i\n", imgrect.x, imgrect.y);
SDL_RenderDrawRect(renderer_, &imgrect);
SDL_RenderCopy(renderer_, image_, nullptr, &imgrect);
}
}
bool isLoaded()
{
return image_ != nullptr;
}
private:
SDL_Renderer* renderer_;
SDL_Texture* image_;
SDL_Rect imgrect;
};
int main( int argc, char** argv )
{
SDL_Init( SDL_INIT_EVERYTHING );
IMG_Init( IMG_INIT_PNG );
SDL_Window * window = SDL_CreateWindow
(
"SDL2",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
300, 300,
SDL_WINDOW_SHOWN
);
SDL_Renderer* renderer = SDL_CreateRenderer
(
window,
0,
SDL_RENDERER_ACCELERATED
);
LTexture tex;
tex.init( renderer );
tex.loadBMP( "red.png" );
bool running = true;
while( running )
{
SDL_Event ev;
while( SDL_PollEvent( &ev ) )
{
if ( ev.type == SDL_QUIT )
running = false;
}
SDL_SetRenderDrawColor( renderer, 0, 0, 0, 255 );
SDL_RenderFillRect( renderer, NULL );
tex.render( 50, 50 );
SDL_RenderPresent( renderer );
SDL_Delay( 33 );
}
SDL_DestroyRenderer( renderer );
SDL_DestroyWindow( window );
IMG_Quit();
SDL_Quit();
return 0;
}
red.png
供参考:
答案 1 :(得分:0)
我不知道这是否仍然可行,但是当我使用SW加速时,使用SDL_RENDERER_ACCELERATED标志(在Linuix Mint下)会遇到问题,SDL_Render *可以工作。