看問題想本質,讀USB驅動源碼時,要讀至thread_run纔到精彩處,那麼對於上層的應用來講,那種至高境界估計是到不了,可是仍是接着把代碼上面代碼理解下,從整個代碼來看,裏面增長的SDL函數就只有兩個, 一個是 SDL_DisplayFormat()另一個 SDL_WM_SetCaption()這兩個函數都很簡單。 html
首先咱們先找男人 #man SDL_DisplayFormat 結果以下: app
#include "SDL.h" SDL_Surface *SDL_DisplayFormat(SDL_Surface *surface); DESCRIPTION This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer, suitable for fast blitting onto the display surface. It calls SDL_ConvertSurface If you want to take advantage of hardware colorkey or alpha blit accel- eration, you should set the colorkey and alpha value before calling this function. If you want an alpha channel, see SDL_DisplayFormatAlpha.使用SDL_DisplayFormat(),將讀取的圖片文件轉換爲適合顯示的格式[引發的緣由是顯示不一樣],其英文好點看函數名就知道了。 SDL_WM_SetCaption設置窗口標題。
咱們知道圖片有不少種格式,可是SDL標準備只支持rBMP格式的,若是你不相信,回頭把sdl02.cpp和sdl01.cpp對應的圖片和代碼修改,試試——,可是經過擴展就OK,其實這件事,咱們早就作了,在安裝SDL時就已經安裝 ide
yum install SDL-devel SDL_mixer-devel SDL_image-devel SDL_ttf-devel
其中SDL_mixer-devel SDL_ttf-devel SDL_image-devel就是擴展庫 使用也很簡單 函數
g++ -o my my.cpp -lSDL -lSDL_mixer -lSDL_image -lSDL_ttf
固然要用這些文件還得包含相應的頭文件,咱們能夠看下SDL目錄下面的文件, ui
[root@localhost sdl]# ls /usr/include/SDL/ begin_code.h SDL_endian.h SDL_loadso.h SDL_rwops.h close_code.h SDL_error.h SDL_main.h SDL_stdinc.h SDL_active.h SDL_events.h SDL_mixer.h SDL_syswm.h SDL_audio.h SDL_getenv.h SDL_mouse.h SDL_thread.h SDL_byteorder.h SDL.h SDL_mutex.h SDL_timer.h SDL_cdrom.h SDL_image.h SDL_name.h SDL_ttf.h SDL_config.h SDL_joystick.h SDL_opengl.h SDL_types.h SDL_config-i386.h SDL_keyboard.h SDL_platform.h SDL_version.h SDL_cpuinfo.h SDL_keysym.h SDL_quit.h SDL_video.h [root@localhost sdl]#擦亮你的眼睛,發現SDL_image.h SDL_mixer.h SDL_ttf.h沒??
使用時#include "SDL/SDL_image.h" …… 關於更多SDL_image的文檔的能夠從這裏獲得。像以前用的SDL_Surface *SDL_LoadBMP(const char *file);函數就能夠用IMG_Load代替。換成其它的圖片試試。這裏就不拿出來丟人現眼了。 this
接着把代碼寫長一點,接下我講與鍵盤有關的事。 spa
#include "SDL/SDL.h" #include "SDL/SDL_image.h" #include <string> const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int SCREEN_BPP = 32; //The surfaces SDL_Surface *image = NULL; SDL_Surface *screen = NULL; //The event structure that will be used SDL_Event event; /* 注意 */ SDL_Surface *load_image( std::string filename ) { SDL_Surface* loadedImage = NULL; //The optimized image that will be used SDL_Surface* optimizedImage = NULL; //果斷用上 loadedImage = IMG_Load( filename.c_str() ); //If the image loaded if( loadedImage != NULL ){ //Create an optimized image optimizedImage = SDL_DisplayFormat( loadedImage ); //Free the old image 若是不是很理解SDL_DisplayFormat()注意old說明使用函數時分配了新的內存空間 SDL_FreeSurface( loadedImage ); } return optimizedImage; } void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Temporary rectangle to hold the offsets SDL_Rect offset; //Get the offsets offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurface( source, NULL, destination, &offset ); } bool init() { //Initialize all SDL subsystems if( SDL_Init( SDL_INIT_EVERYTHING ) == -1 ){ return false; } //Set up the screen screen = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE ); //If there was an error in setting up the screen if( screen == NULL ){ return false; } //Set the window caption SDL_WM_SetCaption( "Event test", NULL ); //If everything initialized fine return true; } bool load_files() { //Load the image image = load_image( "x.png" ); //If there was an error in loading the image if( image == NULL ){ return false; } //If everything loaded fine return true; } void clean_up() { //Free the surface SDL_FreeSurface( image ); //Quit SDL SDL_Quit(); } int main( int argc, char* args[] ) { //Make sure the program waits for a quit bool quit = false; //初始化 if( init() == false ){ return 1; } //導入文件 if( load_files() == false ){ return 1; } //Apply the surface to the screen apply_surface( 0, 0, image, screen ); //Update the screen if( SDL_Flip( screen ) == -1 ){ return 1; } //While the user hasn't quit while( quit == false ) { //While there's an event to handle while( SDL_PollEvent( &event ) ) { //If the user has Xed out the window if( event.type == SDL_QUIT ){ //退出程序 quit = true; } } } //Free the surface and quit SDL clean_up(); return 0; }
保存爲sdl03.cpp 編譯 code
g++ -o sdl03 sdl03.cpp -lSDL -lSDL_image
./sdl03
這個圖就不上了,太easy,若是不-lSDL_image會出現什麼狀況呢! orm
g++ -o sdl03 sdl03.cpp -lSDL程序會在編譯的出現找不到函數的狀況
[bluesky@localhost sdl]$ g++ -o sdl03 sdl03.cpp -lSDL
/tmp/ccAqStJv.o: In function `load_image(std::basic_string<char, std::char_traits<char>, std::allocator<char> >)':
sdl03.cpp:(.text+0x23): undefined reference to `IMG_Load'
collect2: ld returned 1 exit status
[bluesky@localhost sdl]$
那如今來看代碼。程序應該不難理解, 看到SDL_Event經過man SDL_Event 視頻
typedef union SDL_Event { Uint8 type; //事件類型 SDL_ActiveEvent active; //窗口焦點、輸入焦點及鼠標焦點的失去和獲得事件 SDL_KeyboardEvent key; //鍵盤事件,鍵盤按下和釋放 SDL_MouseMotionEvent motion; //鼠標移動事件 SDL_MouseButtonEvent button; //鼠標按鍵事件 SDL_JoyAxisEvent jaxis; //手柄事件 SDL_JoyBallEvent jball; //手柄事件 SDL_JoyHatEvent jhat; //手柄事件 SDL_JoyButtonEvent jbutton; //手柄事件 SDL_ResizeEvent resize; //窗口大小變化事件 SDL_ExposeEvent expose; //窗口重繪事件 SDL_QuitEvent quit; //退出事件 SDL_UserEvent user; //用戶自定義事件 SDL_SysWMEvent syswm; //平臺相關的系統事件 } SDL_Event;
原來SDL_Event是一個共同體,不是每一件事都要尋根究底的,關於每個字段意思能夠到這裏查看,關於Uint8 type:
typedef enum { SDL_NOEVENT = 0, /* 未使用 */ SDL_ACTIVEEVENT, /* 應用程序失去焦點或獲得焦點*/ SDL_KEYDOWN, /* 按下某鍵 */ SDL_KEYUP, /* 鬆開某鍵 */ SDL_MOUSEMOTION, /* 鼠標移動 */ SDL_MOUSEBUTTONDOWN, /* 鼠標鍵按下 */ SDL_MOUSEBUTTONUP, /* 鼠標鍵鬆開 */ SDL_JOYAXISMOTION, /*遊戲杆事件 */ SDL_JOYBALLMOTION, /*遊戲杆事件*/ SDL_JOYHATMOTION, /*遊戲杆事件*/ SDL_JOYBUTTONDOWN, /*遊戲杆事件*/ SDL_JOYBUTTONUP, /*遊戲杆事件*/ SDL_QUIT, /*離開 */ SDL_SYSWMEVENT, /* 系統事件 */ SDL_EVENT_RESERVEDA, /* 保留 */ SDL_EVENT_RESERVEDB, /* 保留 */ SDL_VIDEORESIZE, /* 用戶改變視頻模式 */ SDL_VIDEOEXPOSE, /* 屏幕重畫 */ SDL_EVENT_RESERVED2, /* 保留*/ SDL_EVENT_RESERVED3, /* 保留 */ SDL_EVENT_RESERVED4, /* 保留 */ SDL_EVENT_RESERVED5, /* 保留 */ SDL_EVENT_RESERVED6, /* 保留*/ SDL_EVENT_RESERVED7, /* 保留 */ SDL_USEREVENT = 24, /* 用戶自定義事件 */ /* This last event is only for bounding internal arrays It is the number of bits in the event mask datatype -- Uint32 */ SDL_NUMEVENTS = 32 } SDL_EventType;
看到SDL_PollEvent()輪詢事件[還有一個SDL_WaitEvent()],談到這裏會引出一個對於遊戲開發很重的東西,那就是鍵盤、鼠標事件[還有同樣是操做杆],當這裏我前不想打算如今就深刻下去,後面會有專門的篇幅來談這件事。看到
while( SDL_PollEvent( &event ) ) { //If the user has Xed out the window if( event.type == SDL_QUIT ){
對比SDL_EventType能夠得出退出的條件,運行程序,點擊關閉按鈕試試。再對以前的sdl02 sdl01發現有什麼不一樣,可是咱們按ESC鍵卻無效。