我正在尝试使用 SDL2 显示纹理。
这是我的代码:
main.cpp
#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
#include "Texture.h"
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Event e;
Texture texture(renderer, "assets/player.png", 16, 20); // this the texture is defined
SDL_Texture* t;
bool running = true;
void update();
void draw();
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("My Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1280, 720, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
while (running) {
update();
draw();
}
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
return 0;
}
void update() {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
running = false;
}
}
}
void draw() {
SDL_RenderClear(renderer);
texture.show(renderer);
SDL_RenderPresent(renderer);
}
Texture.cpp
#include "Texture.h"
#include <iostream>
#include <SDL.h>
#include <SDL_image.h>
#include <string>
Texture::Texture(SDL_Renderer*& renderer, std::string path, int w, int h) {
IMG_Init(IMG_INIT_PNG);
SDL_Surface* temp_surface = IMG_Load(path.c_str());
texture = SDL_CreateTextureFromSurface(renderer, temp_surface);
SDL_FreeSurface(temp_surface);
d_rect.w = w;
d_rect.h = h;
}
void Texture::show(SDL_Renderer*& renderer) {
SDL_RenderCopy(renderer, texture, NULL, &d_rect);
}
纹理.h
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <string>
class Texture {
public:
Texture(SDL_Renderer*& renderer, std::string path, int w, int h);
void show(SDL_Renderer*& renderer);
SDL_Texture* texture;
SDL_Rect d_rect;
SDL_Renderer* renderer;
};
这是我的文件结构:\
src/\
...main.cpp\
...Texture.cpp\
...Texture.h\
assets/\
...player.png
我对 C++ 还很陌生,我一直在学习一些教程,所以我真的不知道发生了什么 我一直在关注 https://lazyfoo.net/tutorials/SDL SDL 教程,但这是我陷入困境的部分
答案 0 :(得分:0)
您对 Texture::Texture
的调用发生在程序启动时间,在 main
之前。因此,该代码看到 renderer
的空指针。这很可能会使您对 SDL_CreateTextureFromSurface
的调用失败。
在创建 texture
后,将 main
对象的初始化移动到 renderer
中:
// at top-level:
Texture *texture;
int main () {
// ...
renderer = SDL_CreateRenderer(window, -1, 0);
texture = new Texture(renderer, "assets/player.png", 16, 20);
// ...
}