我使用SDL2来学习如何制作一个简单的2D平台。 我开始阅读SDL游戏开发和Lazy Foo的教程,我能够打开一个窗口并在一个表面上绘制并在窗口上显示该表面(就像它的表面一样)在遗留SDL中完成,但如果我尝试使用渲染器功能对硬件加速进行同样的操作,它就不会显示任何东西! 我在Windows 10上运行,当我启动应用程序时,它只显示空窗口。我试图打印一些调试行,似乎打开位图,创建纹理,但是当我打印矩形的尺寸时,我得到的是QueryTexture,它返回0和0!
//Game.cpp:
#include <SDL.h>
#include <SDL_image.h>
#include "Game.h"
#include <iostream>
bool Game::init(const char *title,int x,int y,int width,int height,int flags)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
return false;
m_pWindow = SDL_CreateWindow(title,x,y,width,height,flags);
if (m_pWindow == NULL)
return false;
m_pRenderer = SDL_CreateRenderer(m_pWindow,-1,0);
if (m_pRenderer == NULL)
return false;
SDL_SetRenderDrawColor(m_pRenderer,0,0,0,255);
return true;
}
void Game::handle_events()
{
SDL_Event event;
while (SDL_PollEvent(&event) != 0)
{
switch (event.type)
{
case SDL_QUIT:
m_bRunning = false;
break;
default:
break;
}
}
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
SDL_RenderCopy(m_pRenderer,m_pTexture,&m_sourceRectangle,&m_destinationRectangle);
SDL_RenderPresent(m_pRenderer);
}
void Game::clean()
{
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
bool Game::loadImage()
{
SDL_Surface *surface = SDL_LoadBMP("logo.bmp");
if (surface == NULL)
return false;
SDL_Texture *texture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
if (texture == NULL)
return false;
SDL_FreeSurface(surface);
SDL_QueryTexture(m_pTexture,NULL,NULL,&m_sourceRectangle.w,&m_sourceRectangle.h);
m_destinationRectangle.x = m_sourceRectangle.x = 0;
m_destinationRectangle.y = m_sourceRectangle.y = 0;
m_destinationRectangle.w = m_sourceRectangle.w;
m_destinationRectangle.h = m_sourceRectangle.h;
return true;
}
// main.cpp:
#include <SDL.h>
#include "Game.h"
#include <iostream>
#include <Windows.h>
Game *g_game = NULL;
int main(int argc,char **argv)
{
AllocConsole();
freopen("CON","w", stdout);
g_game = new Game();
if (g_game->init("my 2D platform game!",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,800,600,SDL_WINDOW_SHOWN) != true)
return 1;
if (g_game->loadImage() != true)
return 2;
g_game->render();
while (g_game->running())
{
g_game->handle_events();
g_game->update();
}
g_game->clean();
return 0;
}
答案 0 :(得分:2)
问题是您没有正确分配纹理
Game::loadImage()
函数。在行
SDL_Texture *texture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
将创建的纹理分配给本地指针变量 在功能结束时超出范围。相反,你需要努力 类变量的纹理:
m_pTexture = SDL_CreateTextureFromSurface(m_pRenderer,surface);
作为一个注释,您没有充分利用C ++功能 管理资源。我建议你投入一些时间 了解推荐的做法,例如来自 C++ Core Guidelines