FROM: http://lazyfoo.net/tutorials/SDL/01_hello_SDL/index2.php

Hello SDL: Your First Graphics Window

Last Updated 2/8/15

This tutorial covers the first major stepping stone: getting a window to pop up.

Now that you have SDL set up, it's time to make a bare bones SDL graphics application that renders a quad on the screen.

//Using SDL and standard IO
#include <SDL.h>
#include <stdio.h> //Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;

At the top of our source file we include SDL since we're going to need the SDL functions and datatypes to make any SDL code. We're also going to include C standard IO to print errors to the console. You're probably more used to using iostream, but I use printf in my applications because it's more thread safe. For these early applications, use what ever you are most comfortable with.

After including our headers, we declare the width and height of the window we're going to render to.

int main( int argc, char* args[] )
{
//The window we'll be rendering to
SDL_Window* window = NULL; //The surface contained by the window
SDL_Surface* screenSurface = NULL; //Initialize SDL
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
}

Here's the top of our main function. It's important that we have the arguments of the function be an integer followed by a char* array and the return type be an integer. Any other type of main function will cause an undefined reference to main. SDL requires this type of main so it is compatible with multiple platforms.

We then declare our SDL window which we will be creating in a little bit. Following that we have a screen SDL surface. A SDL surface is just a 2D image. A 2D image can be loaded from a file or it can be the image inside of a window. In this case it will be the image we see inside of the window on the screen.

After declaring our window and screen surface, we initialize SDL. You can't call any SDL functions without initializing SDL first. Since all we care about is using SDL's video subsystem, we will only be passing it the SDL_INIT_VIDEO flag.

When there's an error, SDL_Init returns -1. When there's an error we want to print to the console what happened, other wise the application will just flash for a second and then go away.

If you have never used printf before, it stands for print format. It prints the string in the first argument with the variables in the following arguments. When there's an error here, "SDL could not initialize! SDL_Error: " will be written to the console followed by the string returned by SDL_GetError. That %s is special formatting. %s means output a string from our variable list. Since SDL_GetError is the only argument, the string it returns will be added. SDL_GetError returns the latest error produced by an SDL function.

SDL_GetError is a very useful function. Whenever something goes wrong you need to know why. SDL_GetError will let you know if any errors happened inside of any SDL function.

    else
{
//Create window
window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if( window == NULL )
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
}

If SDL initialized successfully, we'll want to create a window using SDL_CreateWindow. The first argument sets the window's caption or this part of the window:

The next two arguments define the x and y position the window is created in. Since we don't care where it is created, we just put SDL_WINDOWPOS_UNDEFINED for the x and y position.

The next two arguments define the window's width and height. The last argument are the creation flags. SDL_WINDOW_SHOWN makes sure the window is shown when it is created.

If there is an error, SDL_CreateWindow returns NULL. If there's no window, we want to print out the error to the console.

        else
{
//Get window surface
screenSurface = SDL_GetWindowSurface( window ); //Fill the surface white
SDL_FillRect( screenSurface, NULL, SDL_MapRGB( screenSurface->format, 0xFF, 0xFF, 0xFF ) ); //Update the surface
SDL_UpdateWindowSurface( window ); //Wait two seconds
SDL_Delay( 2000 );
}
}

If the window was created successfully, we want to get the window's surface so we can draw to it. SDL_GetWindowSurface does just this.

To keep this tutorial simple, all we're going to do here is fill the window's surface white using SDL_FillRect. Don't worry too much about this function here. This tutorial is only concerned about getting a window to pop up.

An important thing to know about rendering is that just because you've drawn something to the screen surface doesn't mean you'll see it. After you've done all your drawing you need to update the window so it shows everything you drew. A call to SDL_UpdateWindowSurface will do this.

If all we do is create the window, fill it, and update it, all we're going to see is a window flash for a second and then close. To keep it from disappearing, we'll call SDL_Delay. SDL_Delay will wait for a given amount of milliseconds. A millisecond is 1/1000 of a second. This means the code above will make the window wait for 2000 1/1000 of a second or 2 seconds.

An important thing to note is that when SDL is delaying, it cannot accept input from the keyboard or mouse. Don't panic when you run this program and it doesn't respond. We haven't given it the code to handle the mouse and keyboard.

    //Destroy window
SDL_DestroyWindow( window ); //Quit SDL subsystems
SDL_Quit(); return 0;
}

After the window has delayed there for 2 seconds, we'll destroy the window to free its memory. This will also take care of the SDL_Surface we got from it. After everything is deallocated, we quit SDL and return 0 to terminate the program.

Download the media and source code for this tutorial here.

Back to SDL Tutorials

【转】Hello SDL: Your First Graphics Window的更多相关文章

  1. 【转】Setting up SDL 2 on Visual Studio 2010 Ultimate

    from: Lazy Foo'Productions - Setting up SDL 2 on Visual Studio 2010 Ultimate 1)First thing you need ...

  2. 【转】Setting up SDL 2 on Visual Studio 2019 Community

    FROM: http://lazyfoo.net/tutorials/SDL/01_hello_SDL/windows/msvc2019/index.php Setting up SDL 2 on V ...

  3. 【转】Setting up SDL 2 on Code::Blocks 12.11

    FROM: http://lazyfoo.net/tutorials/SDL/01_hello_SDL/windows/codeblocks/index.php Setting up SDL 2 on ...

  4. 【转】Setting up SDL 2 on MinGW

    FROM: http://lazyfoo.net/tutorials/SDL/01_hello_SDL/windows/mingw/index.php Setting up SDL 2 on MinG ...

  5. 简单播放器(增加sdl事件控制)

    #include <libavcodec/avcodec.h> #include <libavformat/avformat.h> #include <libswscal ...

  6. 最简单的基于FFMPEG+SDL的视频播放器 ver2 (採用SDL2.0)

    ===================================================== 最简单的基于FFmpeg的视频播放器系列文章列表: 100行代码实现最简单的基于FFMPEG ...

  7. 最简单的基于FFMPEG+SDL的视频播放器 ver2 (采用SDL2.0)

    ===================================================== 最简单的基于FFmpeg的视频播放器系列文章列表: 100行代码实现最简单的基于FFMPEG ...

  8. SDL 开发实战(六): 使用 SDL 实现 YUV 播放器

    前面铺垫了这么多,现在终于进入核心的主题了,那就是使用SDL播放视频,本节我们将使用SDL播放YUV视频,也就是做一个YUV播放器. 下面说明一下使用SDL播放YUV视频的基本流程,主要分为两大部分: ...

  9. SDL 开发实战(五): SDL 纹理渲染

    本文我们讲一下如何使用SDL_Texture将视频纹理渲染出来. 1. SDL 视频渲染相关对象 SDL 视频渲染主要涉及到四个对象:SDL_Window.SDL_Render.SDL_Texture ...

随机推荐

  1. vue项目中视频播放结束返回首页出现1秒左右的白屏问题

    vue项目的性能优化问题,一直以来都是大家比较关注的. 近日负责的项目中,使用了SignalR实时通讯,客户端中点击发起播放视频的请求到服务器,服务器接到请求后再调用前端的播放视频方法,以此来达到播放 ...

  2. Camera光学、成像和 3A 算法 (视觉),camera开发

    简单介绍 转载:https://blog.csdn.net/ShareUs/article/details/94295628 成像与光学.计算机视觉,图像处理,数字成像.自动驾驶与视觉. 镜头设计:人 ...

  3. shell-脚本开发基本规范及习惯

    1.shell-脚本开发基本规范及习惯 1.开头指定脚本解析器 #!/bin/sh 或#!/bin/bash 2.开头加版本版权等信息 #Date: 2018/3/26 #Author: zhangs ...

  4. 在nginx下导出数据库数据

    首先上干货 解决问题 set_time_limit(0); //设置脚本运行时间为不限制 因为php脚本默认时间为30秒 ini_set('memory_limit', -1); //取消脚本运行内存 ...

  5. Avoid mutating a prop directly since the value will be overwritten whenever the parent component re

    子组件修改父组件的值踩坑 Vue1.0升级至2.0之后,直接在子组件修改父组件的值是会报错的 目的是为了阻止子组件影响父组件的数据. 我们都知道在vue中,父组件传入子组件的变量是存放在props属性 ...

  6. 多测师讲解selenium _滚动条定位_高级讲师肖sir

    from selenium import webdriverfrom time import sleepdrvier=webdriver.Chrome()drvier.get('http://www. ...

  7. Java 10 种常用第三方服务

    严格意义上说,所有软件的第三方服务都可以自己开发,不过从零到一是需要时间和金钱成本的.就像我们研发芯片,投入了巨大的成本,但仍然没有取得理想的成绩,有些事情并不是一朝一夕,投机取巧就能完成的. Jav ...

  8. Asp常见函数

    ASP语言的特点: 1.允许使用VBscript或java script简易Script语言,并可在文件中结合Html: 2.无需编译,由WEBserver执行产生: 3.与任何ActiveX Scr ...

  9. 【C语言学习笔记】空间换时间,查表法的经典例子!知识就是这么学到的~

    我们怎么衡量一个函数/代码块/算法的优劣呢?这需要从多个角度看待.本篇笔记我们先不考虑代码可读性.规范性.可移植性那些角度. 在我们嵌入式中,我们需要根据实际资源的情况来设计我们的代码.比如当我们能用 ...

  10. docker查看ip

    docker查看容器的网络ip   docker inspect -f '{{range .NetworkSettings.Networks}}{{.IPAddress}}{{end}}' conta ...