[英]Handling multiple images in SDL2
I'm wondering how to handle more than one image using IMG_Load();我想知道如何使用 IMG_Load() 处理多个图像; Do I always have to create a surface for every image?我是否总是必须为每个图像创建一个表面? Or I have to create some loop that will create texture only using this one surface?或者我必须创建一些循环来仅使用这个表面来创建纹理?
SDL_Surface* surface = IMG_Load("resources/hello.png");
SDL_Texture* tex = SDL_CreateTextureFromSurface(rend, surface);
Here is the code:这是代码:
#include <stdio.h>
#include <SDL.h>
#include <SDL_timer.h>
#include <SDL_image.h>
int main(void)
{
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
{
printf("error initializing SDL: %s\n", SDL_GetError());
return 1;
}
SDL_Window* win = SDL_CreateWindow("Hello, SDL2!",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
640, 480, 0);
if (!win)
{
printf("error creating window: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
Uint32 render_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC;
SDL_Renderer* rend = SDL_CreateRenderer(win, -1, render_flags);
if (!rend)
{
printf("error creating renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(win);
SDL_Quit();
return 1;
}
SDL_Surface* surface = IMG_Load("resources/hello.png");
if (!surface)
{
printf("error creating surface\n");
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(win);
SDL_Quit();
return 1;
}
SDL_Texture* tex = SDL_CreateTextureFromSurface(rend, surface);
SDL_FreeSurface(surface);
if (!tex)
{
printf("error creating texture: %s\n", SDL_GetError());
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(win);
SDL_Quit();
return 1;
}
SDL_RenderClear(rend);
SDL_RenderCopy(rend, tex, NULL, NULL);
SDL_RenderPresent(rend);
SDL_Delay(5000);
SDL_DestroyTexture(tex);
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}
当我有很多图像要加载时,我通常做的是创建一个SDL_Texture*
类型的vector
或array
,它是类的成员,并使用 for 循环设置它,加载图像并附加它们
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