示例#1
0
int init(int width, int height) {

	//Initialize SDL
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {

		printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	} 
	
	//Create window	
	SDL_CreateWindowAndRenderer(SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN, &window, &renderer);

	//set up screen pixel buffer
	create_renderer(&pb, SCREEN_WIDTH, SCREEN_HEIGHT);
	
	//set up vector ball pixel buffer
	create_renderer(&vb, VECTOR_BALL_WIDTH, VECTOR_BALL_HEIGHT);
	
	//set up screen texture
	screen = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, pb.width, pb.height);
	
	//set up vector_ball texture
	vector_ball = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC, vb.width, vb.height);
	
	if (window == NULL) { 
		
		printf ("Window could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}

	//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");  // make the scaled rendering look smoother.
	//SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);

	if (screen == NULL) { 
		
		printf ("Texture could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}
	
	if (pb.pixels == NULL) {
	
		printf ("Error allocating pixel buffer");
		
		return 1;
	}
	
	if (vb.pixels == NULL) {
	
		printf ("Error allocating pixel buffer");
		
		return 1;
	}

	return 0;
}
示例#2
0
// -----------------------
//  SDL2 specific methods
// -----------------------
void GraphicsSDL::create_game_window(bool fullscreen)
{
    RecreateWindow(fullscreen);
    create_renderer();
    create_screen_surface();
    create_screen_tex();
}
示例#3
0
文件: main.c 项目: 42rdavid/Bubbles
int				main(void)
{
	t_global_data		d;

	set_env(&d);
	create_renderer(&d);
	init_view(&d, &d.view);
	init_world(&d.world, 1000);
	SDL_ShowCursor(0);
	main_loop(&d);
	SDL_ShowCursor(1);
	return (0);
}
示例#4
0
int		main(int ac, char *av)
{
  SDL_Window	*window;
  SDL_Renderer	*renderer;

  create_win_context(&window, "DAT PoONG", 640, 480);
  create_renderer(&renderer, &window);
  if (load_splash(renderer, "pong.png") == 1)
    {
      SDL_DestroyRenderer(renderer);
      renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED);
      wait_event(renderer);
    }
  //wait_event(renderer);
  destroy_SDL(renderer, &window);
  pong_calc(ac, av);
  return (0); 
}
示例#5
0
int init(int width, int height) {

	//Initialize SDL
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {

		printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	} 
	
	//Create window	
	SDL_CreateWindowAndRenderer(SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN, &window, &renderer);

	//set up screen texture
	screen = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
	
	//set up 
	colour_map = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, 256, 1);
	
	//set up 
	cool_map = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
	
	//set up colour_map ball pixel buffer
	create_renderer(&cm, 256, 1);
	
	//set up screen pixel buffer
	create_renderer(&pb, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
	
	//set up fire pixel buffer
	create_renderer(&fire, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
	
	//set up cool map pixel buffer
	create_renderer(&cool, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
	
	
	if (window == NULL) { 
		
		printf ("Window could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}
	
	if (screen == NULL) { 
		
		printf ("texture could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}
	
	if (colour_map == NULL) { 
		
		printf ("texture could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}
	
	if (cool_map == NULL) { 
		
		printf ("texture could not be created! SDL_Error: %s\n", SDL_GetError());
		
		return 1;
	}

	if (cm.pixels == NULL) {
		
		printf ("pixel buffer could not be created!");

		return 1;
	}
	
	if (pb.pixels == NULL) {
		
		printf ("pixel buffer could not be created!");
		
		return 1;
	}
	
	if (fire.pixels == NULL) {
		
		printf ("pixel buffer could not be created!");
		
		return 1;
	}
	
	if (cool.pixels == NULL) {
		
		printf ("pixel buffer could not be created!");
		
		return 1;
	}

	//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");  // make the scaled rendering look smoother.
	//SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
	
	return 0;
}