博主这两天看动漫看晕了,有点懈怠啊...嘿嘿,动漫的名字叫做《我的妹妹不可能那么可爱》,二季看完之后我突然觉得我有个妹妹该多好啊,嘿嘿...
不过更为恼火的是,博主搭建了SDL2.0的环境,但不知为何,编译不过去,老报”....查了许多资料,说是参数过长超过16位而报出的异常,但是不知道怎么解决呢,于是就继续熟悉老版本1.2.5...今天要讲的是,把鼠标的位置在SDL窗口上动态的显示,也就是画在窗口上。这里要用到SDL的其中一个extension library叫做SDL_ttf,用于把文字渲染到屏幕上,在有下载。
不过下载完后把头文件库文件什么的加到环境中以后,写了一个小的Demo,并不能编译通过,详细信息请见 ,嘿嘿,也是我今天下午在OSC上提出的问题,并没有人回答,是我最后自己解决的。
你可能会问博主,SDL_ttf 2.0.9 版本在哪下,你也不用考虑了,博主已经下好了,关于这几天的SDL文章的代码已经上传到了博主的 ,请在这里将代码拷下来就行了,都是最新的代码。整个工程拷下来以后,SDL_demo目录下有个env_zip的文件夹,里面是所有迄今为止用到的压缩包,包括SDL、SDL_image、SDL_ttf等,你只需把里面的东西放到PC上正确的位置,即搭建好开发环境即可,看到这里是不是觉得博主考虑很周到呢?其实我也是这样想的,哈哈哈...
先来看看博主目前的工程目录:
上一篇博主在SDL_fun.h里封装了一个ScreenSurface的class对象,实现代码忘记给大家贴出来了,下面补上:
//-----------------------Class------------------------------ScreenSurface::ScreenSurface(SDL_Surface* screen) : screen(screen) { if (screen != NULL) { this->screen = screen; } else { std::cerr << "creenSurface(SDL_Surface* screen) screen is NULL" << "\n"; }}ScreenSurface::ScreenSurface(int w, int h, int b, Uint32 f) { this->screen = SDL_SetVideoMode(w, h, b, f);}ScreenSurface::~ScreenSurface(void) {}bool ScreenSurface::flip(void) const { if (SDL_Flip(this->screen) < 0) { std::cerr << SDL_GetError() << "\n"; SDL_ClearError(); return false; } return true;}SDL_Surface* ScreenSurface::acquire(void) { return this->screen;}//-----------------------Class------------------------------
由于在用到SDL_ttf,博主又在SDL_init.h头文件中,封装了初始化和退出SDL_ttf环境的函数
/* * SDL_init.h * * Created on: 2013-10-3 * Author: Christian */#ifndef SDL_INIT_H_#define SDL_INIT_H_#include#include #include /** 初始化SDL环境 initiate SDL environment * * @param title represent current window's headline*/void createSDL(const char* title);/** 退出SDL环境 quit SDL environment*/void destroySDL(void);/** 初始化SDL TTF 环境 initiate SDL TTF environment */TTF_Font* createSDLTTF(const char* ttfFile, int size);/** 退出SDL TTF 环境 quit SDL TTF environment*/void destroySDLTTF(TTF_Font* font);#endif /* SDL_INIT_H_ */
当中的TTF_Font是个结构体,我理解的这个结构体的大概意思是代表某一种字体,比如宋体、楷体等等...
下面是实现:
TTF_Font* createSDLTTF(const char* ttfFile, int size) { //Initialize all SDL subsystems if (SDL_WasInit(SDL_INIT_EVERYTHING) == 0) { std::cerr << "Call TTF_Init before call SDL_Init\n"; return NULL; } if (TTF_WasInit() != 0) { std::cerr << "TTF is already running.\n"; return NULL; } if (ttfFile == NULL) { std::cerr << "TTF_Init ttfFile is NULL" << "\n"; return NULL; } //Initialize SDL_ttf if (TTF_Init() == -1) { std::cerr << "TTF_Init Failed:" << SDL_GetError() << std::endl; SDL_ClearError(); return NULL; } std::cout << "TTF_Init successfully:\n"; return TTF_OpenFont(ttfFile, size);}void destroySDLTTF(TTF_Font* font) { if (TTF_WasInit() == 0) { std::cout << "TTF was NOT running!\n"; return; } TTF_CloseFont(font); //Quit SDL_ttf atexit(TTF_Quit); std::cout << "TTF_Quit successfully:\n";}
再来看看SDL_fun.h中新增的方法:
/* * SDL_fun.h * * Created on: 2013-10-1 * Author: Christian */#ifndef SDL_FUN_H_#define SDL_FUN_H_#include#include #include #include class ScreenSurface {public: ScreenSurface(SDL_Surface* screen = NULL); ScreenSurface(int width, int height, int bpp = 32, Uint32 flags = SDL_SWSURFACE); ~ScreenSurface(void); /** 将数据push到物理屏幕 */ bool flip(void) const; /** 得到当前指向物理屏幕接口的指针 */ SDL_Surface* acquire(void);private: SDL_Surface* screen;};void drawBitmap(ScreenSurface s, const char* fileName);void readKeyboard(ScreenSurface s);void getRadioInfo(ScreenSurface s);void renderPictures(ScreenSurface s, const char* fgFile, const char* bgFile);void drawClips(ScreenSurface s, const char* file, SDL_Rect* clip = NULL, int size = 0);void getMousePostion(ScreenSurface s);void drawTest(ScreenSurface s, TTF_Font* font, const char* message);void showMousePostion(ScreenSurface s, TTF_Font* font);void playAudio(ScreenSurface s, const char* fileName);void playVidio(ScreenSurface s, const char* fileName);#endif /* SDL_FUN_H_ */
其中的showMousePostion便是今天要讲的主要函数,用于显示鼠标在当前窗口的位置信息.
下面看看它的实现:
/** 画出鼠标位置信息 */void showMousePostion(ScreenSurface s, TTF_Font* font) { if (font == NULL) { std::cerr << "font is NULL" << "\n"; return; } SDL_Surface* msg = NULL; //将文字的颜色设为白色 SDL_Color textColor = { 0, 0xFF, 0xFF };// SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); SDL_Event event; char buf[11]; do { SDL_WaitEvent(&event); //在SDL_Surface之上渲染文字 if (event.type == SDL_MOUSEMOTION) { SDL_FillRect(s.acquire(), &s.acquire()->clip_rect, SDL_MapRGB(s.acquire()->format, 0xFF, 0xFF, 0xFF)); sprintf(buf, "%d:%d", event.motion.x, event.motion.y); msg = TTF_RenderText_Solid(font, buf, textColor); //If there was an error in rendering the text if (SDL_BlitSurface(msg, NULL, s.acquire(), NULL) != 0) { std::cerr << SDL_GetError() << "\n"; } if (!s.flip()) { std::cerr << SDL_GetError() << "\n"; } } } while (event.type != SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE); SDL_FreeSurface(msg);}
函数还是很简单的吧,哈哈,一看就懂的~再来看看main函数入口是怎么写的:
//============================================================================// Name : SDL_demo.cpp// Author : Christian// Version : 1.0// Copyright : Copyright (c) 2013,Christian// Description : SDL in C++//============================================================================#include "include/SDL_init.h"#include "include/SDL_fun.h"using namespace std;int SDL_main(int argc, char *argv[]) { createSDL("Christian Test"); TTF_Font* font = createSDLTTF("FreeSans.ttf", 30); //创建全局唯一的指向物理屏幕的SDL_Surface ScreenSurface screen(600, 600); //getMousePostion(screen); //drawBitmap(screen, "sheet.jpg"); //drawTest(screen, "FreeMono.ttf", "Bitch , Fuck you ~"); showMousePostion(screen, font); destroySDLTTF(font); destroySDL(); return EXIT_SUCCESS;}
现在你便知道,工程下的那些ttf文件是干嘛用的啦,传给createSDLTTF函数,打开一种字体并设置字体的字号大小,相当于是拿到了窗口的画笔吧,但是颜色没有单独封装出来,想要更严谨的话,可以自己试试。
下面是编译链接运行后的效果图:
怎么样,把事件功能和写字功能结合了一下对吧,哈哈,顺便说一下,SDL_ttf1.2依赖FreeType2.0或者更新的库(2.1.3除外)。
这里是Freestyletime@foxmail.com,欢迎交流。
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