Visual Studio2022 配置 SDL3及拓展库

SDL(Simple DirectMedia Layer)是一个开源的跨平台多媒体开发库,使用C语言编写,主要用于游戏、模拟器和媒体播放器等多媒体应用的开发。它提供了控制图像、声音、输入输出等功能的函数,使开发者能够用相同的代码开发跨平台(如Linux、Windows、macOS等)的应用程序。

本文使用VS2022

参考

官方文档 SDL3/FrontPage - SDL Wiki

API SDL3/APIByCategory - SDL Wiki

SDL3_image/FrontPage - SDL WikiSDL3_image SDL3_image/FrontPage - SDL Wiki

SDL3_ttf/FrontPage - SDL WikiSDL3_tff SDL3_ttf/FrontPage - SDL Wiki

Free SDL3 Tutorials

Lazy Foo' Productions - Beginning Game Programming v2.0,详细讲述了原理,目前为SDL2教程,但文章末尾附有SDL3相应代码,作者未来会更新为SDL3教程

以上资料对学习SDL3尤为重要

SDL3

01. Visual Studio 配置 SDL3_哔哩哔哩_bilibili

按照上述视频配置。似乎使用Cmake可以简化很多流程

拓展库

注意所有下载的版本都是devel,即开发者版!)

SDL3_image :如果要加载png等多种格式的图片,需要下载

SDL3_tff:渲染文字 ​(ttf表示TrueType Font),注意SDL3_ttf 不自带字体文件 ,它是一个用于加载和渲染 TrueType (.ttf)OpenType (.otf) 字体文件的库,但需要自行提供字体文件。

  • 你需要自行获取合法的字体文件(如 Arial.ttfSimHei.ttf 等),并放在项目目录中(例如 assets/fonts/)。

  • 字体来源

    • 系统自带字体(如 Windows 的 C:\Windows\Fonts)。

    • 免费字体网站(如 Google Fonts)。

    • 注意遵守字体版权许可。

测试

测试SDL3

如果配置成功,会创建一个窗口,并在3s后关闭

cpp 复制代码
#include<iostream>
#include"SDL3/SDL.h"

int main(int argc, char* argv[])
{
	//a test to exam whether SDL3 has been added properly.
	SDL_Window* window;
	SDL_Init(SDL_INIT_VIDEO);
	window = SDL_CreateWindow("test_SDL", 480, 600, SDL_WINDOW_OPENGL);

	if (window == NULL)
	{
		SDL_LogError(SDL_LOG_CATEGORY_ERROR, "failed to create a window\n");
		return EXIT_FAILURE;
	}

	SDL_Delay(3000);
	SDL_DestroyWindow(window);
	SDL_Quit();

	return EXIT_SUCCESS;
}

测试SDL3_image

注意换成自己图片的路径,成功则会显示图片

cpp 复制代码
#include<iostream>
#include "SDL3_image/SDL_image.h"  //"SDL3/SDL.h" is inside
using namespace std;

int main(int argc, char* argv[])
{
	//a test to exam whether SDL3_image has been added properly.
	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);

	float width = 1080;
	float height = 720;

	SDL_Window* win = SDL_CreateWindow("test for SDL3_image", width, height, 0);
	if (win == nullptr) {
		std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
		SDL_Quit();
		return 1;
	}

	SDL_Renderer* ren = SDL_CreateRenderer(win, NULL);
	if (ren == nullptr) {
		std::cerr << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
		SDL_DestroyWindow(win);
		SDL_Quit();
		return 1;
	}

	SDL_Surface* imag = IMG_Load("resources/0.png"); //the path of the file
	if (!imag){
		cout << "failed to load the image\n";
		SDL_DestroyRenderer(ren);
		SDL_DestroyWindow(win);
		SDL_Quit();
		return 1;
	}

	SDL_Texture* tex = SDL_CreateTextureFromSurface(ren, imag);//转化为纹理
	SDL_DestroySurface(imag);
	if (tex == nullptr) {
		std::cerr << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
		SDL_DestroyRenderer(ren);
		SDL_DestroyWindow(win);
		SDL_Quit();
		return 1;
	}

	SDL_Event e;
	bool quit = false;

	while (!quit) { 

		SDL_RenderClear(ren);
		SDL_RenderTexture(ren, tex, NULL, NULL);
		SDL_RenderPresent(ren);
		while (SDL_PollEvent(&e)) {
			if (e.type == SDL_EVENT_QUIT) {
				quit = true;
			}
		}
	}

	SDL_DestroyTexture(tex);
	SDL_DestroyRenderer(ren);
	SDL_DestroyWindow(win);
	SDL_Quit();

	return 0;
}

测试SDL3_tff

把字体换成相应路径

cpp 复制代码
#include "SDL3_image/SDL_image.h"  //"SDL3/SDL.h" is inside
#include <SDL3_ttf/SDL_ttf.h>
#include<vector>
#include<iostream>
using namespace std;

int main(int argc, char* argv[])
{
	//a test to exam whether SDL3_ttf has been added properly.
	// Initialize SDL3
	SDL_Init(SDL_INIT_VIDEO);
	TTF_Init();
	float width = 1080;
	float height = 720;
	// Create SDL Window
	SDL_Window* window = SDL_CreateWindow("SDL3 Unicode Text", 420, 300, SDL_WINDOW_RESIZABLE);
	if (!window) {
		std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
		return -1;
	}

	// Create Renderer
	SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL);
	if (!renderer) {
		std::cerr << "Failed to create renderer: " << SDL_GetError() << std::endl;
		SDL_DestroyWindow(window);
		return -1;
	}

    // Load Font
    TTF_Font* font = TTF_OpenFont("resources/FontRoboto/static/Roboto_Condensed-Black.ttf", 16);
    if (!font) {
        std::cerr << "Failed to load font: " << SDL_GetError() << std::endl;
        SDL_DestroyRenderer(renderer);
        SDL_DestroyWindow(window);
        return -1;
    }

    // Unicode text to render
    std::wstring text = L"A test for SDL3_ttf";

    // Vector of surfaces
    std::vector<SDL_Surface*> surfaces;
    surfaces.reserve(text.size());

    // Render each character as a surface
    for (size_t i = 0; i < text.size(); i++) {
        SDL_Surface* textSurface = TTF_RenderGlyph_LCD(font, text[i], SDL_Color{ 255, 255, 255, 255 }, SDL_Color{ 0, 0, 0, 255 });
        if (!textSurface) {
            std::cerr << "Failed to create text surface: " << SDL_GetError() << std::endl;
            continue; // Skip if surface creation fails
        }
        surfaces.push_back(textSurface);
    }

    // Calculate total width and max height for the combined surface
    int totalWidth = 0;
    int maxHeight = 0;
    for (auto& surf : surfaces) {
        totalWidth += surf->w + 5; // Add spacing between glyphs
        if (surf->h > maxHeight) {
            maxHeight = surf->h;
        }
    }

    SDL_FRect rect{ 5, 50, static_cast<float>(totalWidth), static_cast<float>(maxHeight) };

    // Create the final combined surface
    SDL_Surface* combinedSurface = SDL_CreateSurface(totalWidth, maxHeight, SDL_PIXELFORMAT_RGBA32);
    if (!combinedSurface) {
        std::cerr << "Failed to create combined surface: " << SDL_GetError() << std::endl;
        return -1;
    }

    // Blit each glyph onto the combined surface
    int xOffset = 0;
    for (auto& surf : surfaces) {
        SDL_Rect destRect = { xOffset, 0, surf->w, surf->h };
        SDL_BlitSurface(surf, NULL, combinedSurface, &destRect);
        xOffset += surf->w + 5; // Move to the next position with spacing
        SDL_DestroySurface(surf); // Free individual surfaces after blitting
    }

    surfaces.clear(); // Clear the vector since we don't need it anymore

    // Convert the combined surface to a texture
    SDL_Texture* combinedTexture = SDL_CreateTextureFromSurface(renderer, combinedSurface);
    SDL_DestroySurface(combinedSurface); // Free the surface after conversion

    // Event loop
    bool running = true;
    SDL_Event event;
    while (running) {
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_EVENT_QUIT ||
                (event.type == SDL_EVENT_KEY_DOWN && event.key.scancode == SDL_SCANCODE_ESCAPE)) {
                running = false;
            }
        }

        SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
        SDL_RenderClear(renderer);

        // Render the combined text texture
        SDL_RenderTexture(renderer, combinedTexture, NULL, &rect);

        SDL_RenderPresent(renderer);
    }

    // Cleanup
    SDL_DestroyTexture(combinedTexture);
    TTF_CloseFont(font);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);

    // Shutdown SDL3 and TTF
    TTF_Quit();
    SDL_Quit();

    return 0;
}

结果

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