(请参阅下面的“编辑2”以获得解决方案。)
我需要从头开始创建SDL表面,而不是从文件中加载它们。不幸的是,与SDL_BlitSurface()
生成的曲面一起使用时,SDL_CreateRGBSurface()
似乎会将所有颜色渲染为黑色。这是我的代码:
int main(int argc, char** argv)
{
SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
SDL_Surface* layer = SDL_CreateRGBSurface(SDL_HWSURFACE, 100, 100,
screen->format->BitsPerPixel,
screen->format->Rmask,
screen->format->Gmask,
screen->format->Bmask,
screen->format->Amask
);
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = 100;
rect.h = 100;
Uint32 blue = SDL_MapRGB(screen->format, 0, 0, 255);
SDL_FillRect(layer, &rect, blue);
SDL_BlitSurface(screen, NULL, layer, NULL);
SDL_Flip(screen);
SDL_Delay(3000);
return 0;
}
我得到的是黑色屏幕,而不是100x100蓝色矩形。我可以通过谷歌找到的东西似乎没有帮助我,因为这些问题要么适用于8位表面(并设置调色板 - 我的bpp在这里是32)或者没有得到答案。
所以,我想知道如何将生成的表面正确地blit到SDL屏幕上。
编辑:我看到参数排序中出错了。有问题的行应该阅读
SDL_BlitSurface(layer, NULL, screen, NULL);
但是,我在更复杂的C ++程序中遇到了同样的问题。我将在此处发布代码的相关部分:
main.cpp中:
int main(int argc, char** argv)
{
SDLScreen screen(1024, 700, "Hello, SDL!");
SDL_Event event;
SDLMenu menu;
bool shouldQuit = false;
menu.setBounds(200, 100, 200, 600);
menu.setFontName("NK211.otf");
menu.setFontSize(36);
menu.setEffect(sdlteShadowText);
menu.addItem("New game");
menu.addItem("Load game");
menu.addItem("Save game");
menu.addItem("Exit");
menu.render();
while (!shouldQuit)
{
menu.draw(screen.getSurface());
SDL_Flip(screen.getSurface());
SDL_Delay(10);
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
shouldQuit = true;
}
else if (event.type == SDL_KEYUP)
{
if (event.key.keysym.sym == SDLK_q)
{
shouldQuit = true;
}
}
}
}
}
SDLMenu.cpp:
void
SDLMenu::setSelectionColorRGB(int r, int g, int b)
{
SDL_VideoInfo* info = (SDL_VideoInfo*)SDL_GetVideoInfo();
selectionColor = SDL_MapRGB(info->vfmt, r, g, b);
}
void
SDLMenu::render()
{
SDLText* current = NULL;
SDL_VideoInfo* info = (SDL_VideoInfo*)SDL_GetVideoInfo();
if (!items->empty())
{
current = getItemAt(currentItem);
selectionRect = getItemRect(current);
setSelectionColorRGB(0,0,255);
selectionCanvas = SDL_CreateRGBSurface(SDL_HWSURFACE,
selectionRect->w, selectionRect->h,
info->vfmt->BitsPerPixel,
info->vfmt->Rmask,
info->vfmt->Gmask,
info->vfmt->Bmask,
info->vfmt->Amask);
SDL_FillRect(selectionCanvas, selectionRect, selectionColor);
SDL_SaveBMP(selectionCanvas, "selection.bmp"); // debug
}
for (list<SDLText*>::iterator i = items->begin();
i != items->end(); i++)
{
(*i)->render();
}
}
void
SDLMenu::draw(SDL_Surface* canvas)
{
int currentY = bounds.y;
if (selectionCanvas != NULL)
{
SDL_BlitSurface(selectionCanvas, NULL, canvas, selectionRect);
}
for (list<SDLText*>::iterator i = items->begin();
i != items->end(); i++)
{
(*i)->draw(bounds.x, currentY, canvas);
currentY += fontSize + itemGap;
}
}
SDLScreen.cpp:
SDLScreen::SDLScreen(int w, int h, string t, int d)
: width(w), height(h), depth(d), title(t)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_WM_SetCaption(title.c_str(), NULL);
refresh();
}
void
SDLScreen::refresh()
{
screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE);
}
活动菜单项的选择矩形应为蓝色,但它显示为黑色。文件selection.bmp
也全黑。
编辑2:我发现了造成问题的原因。 selectionRect
相对于屏幕设置,而selectionCanvas
具有特定菜单项的宽度和高度。因此,填充是在selectionCanvas
的范围之外完成的。为填充添加单独的SDL_Rect
解决了这个问题。
SDL_Rect fillRect;
fillRect.x = 0;
fillRect.y = 0;
fillRect.w = selectionRect->w;
fillRect.h = selectionRect->h;
SDL_FillRect(selectionCanvas, &fillRect, selectionColor);
// and later...
SDL_BlitSurface(selectionCanvas, NULL, canvas, selectionRect);
答案 0 :(得分:2)