1. How to getting an Image on the Screen using SDL
Here some global variables.
//The window be rendering to
SDL_Window* gWindow = NULL;
//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;
//The image will load and show on the screen
SDL_Surface* gHelloWorld = NULL;
In the load media function load our image using SDL_LoadBMP. SDL_LoadBMP takes in the path of a bmp file and returns the loaded surface. If the function returns NULL, that means it failed so print to the console an error using SDL_GetError.
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load splash image
gHelloWorld = SDL_LoadBMP( "02_getting_an_image_on_the_screen/hello_world.bmp" );
if( gHelloWorld == NULL )
{
printf( "Unable to load image %s! SDL Error: %s\n", "02_getting_an_image_on_the_screen/hello_world.bmp", SDL_GetError() );
success = false;
}
return success;
}
void close()
{
//Deallocate surface
SDL_FreeSurface( gHelloWorld );
gHelloWorld = NULL;
//Destroy window
SDL_DestroyWindow( gWindow );
gWindow = NULL;
//Quit SDL subsystems
SDL_Quit();
}
Make sure to get into the habit of having your pointers point to NULL when they're not pointing to anything.
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Apply the image
SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );
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