SDL 基础

SDL 基础

SDL 视频显示函数

SDL 视频显示函数介绍
SDL 数据结构介绍

直接上代码

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#include <SDL.h>

#include <stdio.h>

int
main(int argc, char* argv[])
{
int run = 1;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
SDL_Texture* texture = NULL;

// 显示小方块的大小
SDL_Rect rect;
rect.w = 50;
rect.h = 50;

// 初始化SDL
SDL_Init(SDL_INIT_VIDEO);

// 创建窗口
window = SDL_CreateWindow("SDL Window",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
printf("Can't create window, err: %s", SDL_GetError());
return -1;
}

// 创建渲染器
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
printf("Can't create renderer, err: %s", SDL_GetError());
return -1;
}

// 创建纹理
texture = SDL_CreateTexture(
renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 640, 480);
if (!texture) {
printf("Can't create texture, err: %s", SDL_GetError());
return -1;
}

int showCount = 0;
while (run) {
rect.x = rand() % 600;
rect.y = rand() % 400;

SDL_SetRenderTarget(renderer, texture); // 设置渲染目标为纹理
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // 纹理背景色为黑色
SDL_RenderClear(renderer); // 清空纹理

SDL_RenderDrawRect(renderer, &rect); // 在纹理上绘制一个矩形
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // 设置颜色为白色
SDL_RenderFillRect(renderer, &rect); // 在纹理上填充矩形

SDL_SetRenderTarget(renderer, NULL); // 设置渲染目标为窗口
SDL_RenderCopy(renderer, texture, NULL, NULL); // 拷贝纹理到 CPU

SDL_RenderPresent(renderer); // 输出到目标窗口上
SDL_Delay(300);
if (showCount++ > 30) {
run = 0;
}
}

SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();

return 0;
}


SDL 基础
https://irisislove.github.io/2025/06/04/sdl-base/
作者
Iris
发布于
2025年6月4日
许可协议