第15章 《乐趣》Page378~379 转成定时事件,小马走动起来
2023-12-18 18:32:30
运行效果? :? ? ??小马走动起来-CSDN直播
//main.cpp
#include <iostream>
#include <SDL2/SDL.h>
#include "sdl_initiator.hpp"
#include "sdl_error.hpp"
#include "sdl_window.hpp"
#include "sdl_surface.hpp"
#include "sdl_renderer.hpp"
#include "sdl_texture.hpp"
#include <SDL2/SDL_timer.h>
#include <thread>
using namespace std;
//加载图片为纹理,并设置透明色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename
, Uint8 key_r, Uint8 key_g, Uint8 key_b)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
bmp.EnableColorKey(key_r, key_g, key_b, 0);
return sdl2::Texture(renderer, bmp._surface).Release();
}
//加载图片为纹理,不透明,不混色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
return sdl2::Texture(renderer, bmp._surface).Release();
}
//加载图片为纹理,并设置透明色和混色
SDL_Texture* LoadBMPTexture(SDL_Renderer* renderer
, char const* filename
, Uint8 key_r, Uint8 key_g, Uint8 key_b
, Uint8 alpha_mod
, SDL_BlendMode blend_mode = SDL_BLENDMODE_BLEND)
{
sdl2::BitmapSurface bmp(filename);
if(!bmp)
{
return nullptr;
}
bmp.EnableColorKey(key_r, key_g, key_b, 0);
bmp.SetAlphaMod(alpha_mod);
bmp.SetBlendMode(blend_mode);
return sdl2::Texture(renderer, bmp._surface).Release();
}
//回调第二个入参param被注释掉,因为暂时不需要传递附加数据
Uint32 timer_callback(Uint32 interval, void* /*param*/)
{
cout << "hello sdl timer\r\n";
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = 1;
event.user.data1 = event.user.data2 = nullptr;
SDL_PushEvent(&event);
return interval;
}
int main(int argc, char* argv[])
{
sdl2::Initiator::Instance().Init(SDL_INIT_VIDEO
| SDL_INIT_AUDIO
| SDL_INIT_EVENTS
| SDL_INIT_TIMER);
if(!sdl2::Initiator::Instance())//重载转换符
{
cerr << "初始化就出错,没得玩了!"
<< sdl2::last_error() << endl;
}
//创建并居中显示宽640,高480的游戏窗口
sdl2::Window wnd("hello sdl"
, sdl2::WindowPosition()
, 640, 480
//去除原来的全屏标志
, sdl2::WindowFlags());
if(!wnd)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备窗口的渲染器
sdl2::Renderer renderer(wnd._window);
if(!renderer)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//重要!修改缩放质量配置
sdl2::RendererDriver::HintScaleQuality();
//重要!设置虚拟大小
renderer.SetLogicalSize(640, 480);
//准备背景图(不需要透明和混色)
sdl2::Texture bkgnd(LoadBMPTexture(renderer._renderer, "bkgnd.bmp"));
if(!bkgnd)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备小马图,透明色为白色
sdl2::Texture horse(LoadBMPTexture(renderer._renderer
, "sdl.bmp"
, 0xff, 0xff, 0xff));
if(!horse)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//准备白云图纹理,透明色为红色,不透明度188(0~255)
sdl2::Texture cloud(LoadBMPTexture(renderer._renderer
, "cloud.bmp"
, 0xff, 0, 0, 188));
if(!cloud)
{
cerr << sdl2::last_error() << endl;
return -1;
}
//定时器创建标志
SDL_TimerID timer_id = 0;
//小马的宽度
int w = 0;
horse.GetSize(&w, nullptr);
//小马的起始位置,靠左侧站立
SDL_Rect horse_rect{-w, 65, 468, 350};
//事件循环
bool Q = false;
while(!Q)//一直循环,直到Q为真
{
SDL_Event event;
//会将队列中拖出的event数据存储到event中
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
Q = true;
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_t && 0 == timer_id)//按键 ctrl + t
{
timer_id = SDL_AddTimer(500, timer_callback, nullptr);
cout << "main thread id: " << std::this_thread::get_id() << endl;
}
break;
case SDL_USEREVENT: //定时事件(用户自定义事件)
if(event.user.code == 1)
{
if(horse_rect.x <= 640)
horse_rect.x += 15;
else //出了最右边
SDL_RemoveTimer(timer_id); //移除定时器
}
break;
}
}//内循环
/*外循环:贴骏马图*/
//贴背景->窗口
renderer.CopyFrom(bkgnd._texture);
//贴第一朵白云
SDL_Rect cloud_rect_1{200, 20, 156, 78};
renderer.CopyFrom(cloud._texture, nullptr, &cloud_rect_1);
//贴第二朵白云
SDL_Rect cloud_rect_2{340, 6, 156, 78};
renderer.CopyFrom(cloud._texture, nullptr, &cloud_rect_2);
//贴骏马
// SDL_Rect dst_rect{86, 65, 468, 350};
renderer.CopyFrom(horse._texture, nullptr, &horse_rect);
renderer.Present();
SDL_Delay(1);//防止cpu占用率太高
// Q = true; //开发过程中,为方便程序退出,暂时这样
}//外循环
return 0;
}
sdl_texture.hpp第30~34行,增加GetSize()函数,其他的代码和文件不变
//sdl_texture.hpp
#ifndef SDL_TEXTURE_HPP_INCLUDED
#define SDL_TEXTURE_HPP_INCLUDED
namespace sdl2
{
struct Texture
{
Texture(SDL_Texture* texture)
: _texture(texture)
{
}
Texture(SDL_Renderer* renderer, SDL_Surface* surface)
: _texture(SDL_CreateTextureFromSurface(renderer, surface))
{
}
~Texture()
{
// SDL_assert(_texture != nullptr);
//_texture不一定就不空,所以需要修改
if(_texture)
SDL_DestroyTexture(_texture);
}
bool GetSize(int* w, int* h) const
{
SDL_assert(_texture != nullptr);
return 0 == SDL_QueryTexture(_texture, nullptr, nullptr, w, h);
}
SDL_Texture* Release()
{
SDL_Texture* tmp;
tmp = _texture;
// *tmp = *_texture; //tmp和_texture已经指向同一数据了
_texture = nullptr;
return tmp;
}
explicit operator bool() const
{
return _texture != nullptr;
}
SDL_Texture* _texture;
};//Texture
}//sdl2
#endif // SDL_TEXTURE_HPP_INCLUDED
文章来源:https://blog.csdn.net/yanzhenxi/article/details/135065505
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