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C++ IMG_Load函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IMG_Load函数的典型用法代码示例。如果您正苦于以下问题:C++ IMG_Load函数的具体用法?C++ IMG_Load怎么用?C++ IMG_Load使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了IMG_Load函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: read_image

Image read_image( const char *filename )
{
    printf("loading image '%s'...\n", filename);

    // importer le fichier en utilisant SDL_image
    SDL_Surface *surface= IMG_Load(filename);
    if(surface == NULL)
    {
        printf("loading image '%s'... sdl_image failed.\n", filename);
        return create_image(2, 2, 4, make_color(1, 0, 0));
    }

    // verifier le format, rgb ou rgba
    const SDL_PixelFormat format= *surface->format;
    if(format.BitsPerPixel != 24 && format.BitsPerPixel != 32)
    {
        printf("loading image '%s'... format failed. (bpp %d)\n", filename, format.BitsPerPixel);
        SDL_FreeSurface(surface);
        return create_image(2, 2, 4, make_color(1, 0, 0));
    }

    int height= surface->h;
    int width= surface->w;
    int channels= (format.BitsPerPixel == 32) ? 4 : 3;

    Image im;
    im.data.resize(width*height*channels);
    im.width= width;
    im.height= height;
    im.channels= channels;

    // converti les donnees en pixel rgba, et retourne l'image, openGL utilise une origine en bas a gauche.
    if(format.BitsPerPixel == 32)
    {
        int py= 0;
        for(int y= height -1; y >= 0; y--, py++)
        {
            unsigned char *data= &im.data.front() + im.width * y * im.channels;
            Uint8 *pixel= (Uint8 *) surface->pixels + py * surface->pitch;

            for(int x= 0; x < width; x++, pixel+= format.BytesPerPixel, data+= 4)
            {
                Uint8 r= pixel[format.Rshift / 8];
                Uint8 g= pixel[format.Gshift / 8];
                Uint8 b= pixel[format.Bshift / 8];
                Uint8 a= pixel[format.Ashift / 8];

                data[0]= r;
                data[1]= g;
                data[2]= b;
                data[3]= a;
            }
        }
    }

    else if(format.BitsPerPixel == 24)
    {
        int py= 0;
        for(int y= height -1; y >= 0; y--, py++)
        {
            unsigned char *data= &im.data.front() + im.width * y * im.channels;
            Uint8 *pixel= (Uint8 *) surface->pixels + py * surface->pitch;

            for(int x= 0; x < width; x++, pixel+= format.BytesPerPixel, data+= 3)
            {
                const Uint8 r= pixel[format.Rshift / 8];
                const Uint8 g= pixel[format.Gshift / 8];
                const Uint8 b= pixel[format.Bshift / 8];

                data[0]= r;
                data[1]= g;
                data[2]= b;
            }
        }
    }

    SDL_FreeSurface(surface);

    return im;
}
开发者ID:PierreCAMILLI,项目名称:mif23-projet,代码行数:80,代码来源:image.cpp


示例2: main


//.........这里部分代码省略.........
    SDL_Rect surfaceMenu = {720, 0, 800, 600};
    Menu* menu = menu_create(screen, surfaceMenu);
    menu_loadBackground(menu, "resources/enemyFont.gif");
    // For testing only, we add a few random buttons
    menu_addButton(menu, button_createBuildButton(tower));
    menu_addButton(menu, button_createBuildButton(tower));
    menu_addButton(menu, button_createBuildButton(tower));
    menu_render(menu);


    _cell = *getCase(20,11);
    // Main loop
    while(actionList[QUIT].boolean == NULL) {
        // Managing the events
        manageEvents(viewport, flags,actionList);
        for(int i=1; i<ACTION_LENGTH; i++) {
            if(actionList[i].boolean) {
                int repeat = (*actionList[i].action)(viewport,flags,actionList[i].boolean);
                if(!repeat) {
                    actionList[i].boolean = NULL;
                }
            }
        }

        // Redraws the map (viewport contents) before blitting stuff on it
        updateViewport(viewport);


///////////////////////////// DEBUG WALL /////////////////////////////
        SDL_Rect position;
        for(int i=0; i < _map->nbCaseW; i++) {
            for(int j=0; j < _map->nbCaseH; j++) {
                Case cell = *getCase(i,j);
                position.x = cell.x;
                position.y = cell.y;
                if(map->matrice[i][j].hasTower == 2) {
                    SDL_Surface *wall = IMG_Load(getPath("resources/brick.png"));
                    blitToViewport(viewport, wall, NULL, &position);
                }
            }
        }
        position.x = _cell.x;
        position.y = _cell.y;
        blitToViewport(viewport, IMG_Load(getPath("resources/candy_cane.png")), NULL, &position);
/////////////////////////////////////////////////////////////////////

        // Move enemies
        if(flags->enemy_Path_Calculation) {
            pathReCalculation(catList);
            pathReCalculation(zombieList);
            flags->enemy_Path_Calculation = false;
        }
        moveEnemyList(zombieList);
        moveEnemyList(catList);

        // Blit enemies
        drawEnemyList(zombieList);
        drawEnemyList(catList);
        //Blit TOWER
        /*      if(event.key.keysym.sym == SDLK_u){*/
        /*         upgrade(tower1);*/
        /*      }*/
        Bullet *bullet1 = createBullet(tower1);
        animateBullet(bullet1);
        drawTowerList(towerList);

        /* This should be handled by event.c
          switch(event.key.keysym.sym){
             case SDLK_a:
                flags->selectedTower = tower;
              break;
             case SDLK_b:
                flags->selectedTower = tower->nextType;
              break;
             default:
              break;

          }*/
        /*      */


        // Ask SDL to swap framebuffers to update the displayed screen
        SDL_Flip(screen);

        // Managing frames
        currentTime = SDL_GetTicks();
        if (currentTime - previousTime <= 20) {
            SDL_Delay(20 - (currentTime - previousTime));
        }

        // DEBUG
        printf("Frame %i : %ims\n", framecounter++, currentTime - previousTime);

        previousTime = SDL_GetTicks();
    }
    free(actionList);
    SDL_Quit();

    return EXIT_SUCCESS;
}
开发者ID:ycaihua,项目名称:Tower-Defense-1,代码行数:101,代码来源:main.c


示例3: main

int main()
{
    if(SDL_Init(SDL_INIT_VIDEO))
    {
        fprintf(stderr, "SDL_Init Error: %s\n", SDL_GetError());
        exit(1);
    }

    SDL_Window *win = SDL_CreateWindow("Moving start", 100, 100, SCREEN_HEIGHT, SCREEN_WIDTH, SDL_WINDOW_SHOWN);

    if(!win)
    {
        fprintf(stderr, "SDL_CreateWindow Error: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }

    if(!IMG_Init(IMG_INIT_PNG)) //***
    {
        fprintf(stderr, "IMG_Init Error: %s\n", IMG_GetError());
        SDL_DestroyWindow(win);
        SDL_Quit();
        exit(1);
    }

    SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

    if(!ren)
    {
        fprintf(stderr, "SDL_CreateRenderer Error: %s\n", SDL_GetError());
        IMG_Quit(); //***
        SDL_DestroyWindow(win);
        SDL_Quit();
        exit(1);
    }

    //SDL_Surface *png = IMG_Load("../../MediaResources/star.png"); //***
    SDL_Surface *png = IMG_Load("../../MediaResources/lips.png");

    if(!png)
    {
        fprintf(stderr, "IMG_Load Error: %s\n", IMG_GetError());
        SDL_DestroyRenderer(ren);
        IMG_Quit(); //***
        SDL_DestroyWindow(win);
        SDL_Quit();
        exit(1);
    }

    SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, png);
    SDL_FreeSurface(png);

    if(!tex)
    {
        fprintf(stderr, "SDL_CreateTextureFromSurface Error: %s\n", SDL_GetError());
        SDL_DestroyRenderer(ren);
        IMG_Quit(); //***
        SDL_DestroyWindow(win);
        SDL_Quit();
        exit(1);
    }
    /*
        SDL_Rect dstRect = {SCREEN_HEIGHT / 2 - 32, SCREEN_WIDTH / 2 - 32, 64, 64};

        SDL_SetRenderDrawColor(ren, 0x00, 0xFF, 0xFF, 0xFF);
    */
    /*
        SDL_RenderClear(ren);

        SDL_RenderCopy(ren, tex, NULL, &dstRect);

        SDL_RenderPresent(ren);

        SDL_Delay(4000);
    */
    /*
        for(int i = 0; i < 10; ++i)
        {
            dstRect.h *= 1.5;
            dstRect.w *= 1.5;
            dstRect.x = SCREEN_HEIGHT / 2 - dstRect.h / 2;
            dstRect.y = SCREEN_WIDTH / 2 - dstRect.w / 2;
            SDL_RenderClear(ren);
            SDL_RenderCopy(ren, tex, NULL, &dstRect);
            SDL_RenderPresent(ren);
            SDL_Delay(50);
        }
    */

    bool quit = false;
    SDL_Event e;

    SDL_Rect destRect = {0, 0, 256, 256};
    SDL_Rect rectFrom = {0, 0, 256, 256};

    SDL_SetRenderDrawColor(ren, 0xFF, 0xFF, 0xFF, 0xFF);

    while(!quit)
    {
        while(SDL_PollEvent(&e))
//.........这里部分代码省略.........
开发者ID:andrewtroyan,项目名称:troyandz,代码行数:101,代码来源:main.c


示例4: glGenTextures

bool TEXTURE::LoadCubeVerticalCross(const std::string & path, const TEXTUREINFO & info, std::ostream & error)
{
	std::string cubefile = path;

	GLuint new_handle = 0;
	glGenTextures(1, &new_handle);
	OPENGL_UTILITY::CheckForOpenGLErrors("Cubemap ID generation", error);
	id = new_handle;

	glBindTexture(GL_TEXTURE_CUBE_MAP, new_handle);

	SDL_Surface * texture_surface = IMG_Load(cubefile.c_str());
	if (texture_surface)
	{
		for (int i = 0; i < 6; ++i)
		{
			w = texture_surface->w/3;
			h = texture_surface->h/4;

			//detect channels
			int format = GL_RGB;
			switch (texture_surface->format->BytesPerPixel)
			{
				case 1:
					format = GL_LUMINANCE;
					break;
				case 2:
					format = GL_LUMINANCE_ALPHA;
					break;
				case 3:
					format = GL_RGB;
					break;
				case 4:
					format = GL_RGBA;
					break;
				default:
					error << "Texture has unknown format: " + path << std::endl;
					return false;
					break;
			}

			if (format != GL_RGB)
			{
				//throw EXCEPTION(__FILE__, __LINE__, "Cube map texture format isn't GL_RGB (this causes problems for some reason): " + texture_path + " (" + cubefile + ")");
				//game.WriteDebuggingData("Warning:  Cube map texture format isn't GL_RGB (this causes problems for some reason): " + texture_path + " (" + cubefile + ")");
			}

			int offsetx = 0;
			int offsety = 0;

			GLenum targetparam;
			if (i == 0)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
				offsetx = 0;
				offsety = h;
			}
			else if (i == 1)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
				offsetx = w*2;
				offsety = h;
			}
			else if (i == 2)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
				offsetx = w;
				offsety = h*2;
			}
			else if (i == 3)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
				offsetx = w;
				offsety = 0;
			}
			else if (i == 4)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
				offsetx = w;
				offsety = h*3;
			}
			else if (i == 5)
			{
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
				offsetx = w;
				offsety = h;
			}
			else
			{
				error << "Texture has unknown format: " + path << std::endl;
				return false;
			}

			unsigned char * cubeface = new unsigned char[w*h*texture_surface->format->BytesPerPixel];

			if (i == 4) //special case for negative z
			{
				for (unsigned int yi = 0; yi < h; yi++)
				{
					for (unsigned int xi = 0; xi < w; xi++)
//.........这里部分代码省略.........
开发者ID:mutnig,项目名称:vdrift,代码行数:101,代码来源:texture.cpp


示例5: main

int main(int argc, char *argv[])
{
	// Erectin' a display
	SDL_Surface *screen;
	SDL_Init(SDL_INIT_EVERYTHING);
    screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_HWSURFACE);
	
	
	
	SDL_WM_SetCaption("Smuggler Demo", "Smuggler Demo");
	bool quit = false;
	
	
	// Setting up text
	TTF_Font* Font=NULL;
	TTF_Init();
	SDL_Surface* TextSurface = NULL;
	
	
	Font=TTF_OpenFont("DejaVuSansMono.ttf",16);
	SDL_Color color;
	color.r=255;
	color.g=255;
	color.b=255;
	int FontSize = 10;
	bool growing = true;
	
	// Rendering surfaces

	
	// Set background surface to display optimized
	SDL_Surface *background;
	SDL_Surface *oldface;
	oldface = IMG_Load("backimage.png");
	background = SDL_DisplayFormat(oldface);
	SDL_FreeSurface(oldface);
	
	// Set player's image to 
	Player player1("ana.png");
	Player player2("character.png");
	player2.coordX(500);
	player2.coordY(500);
	
	// Load overlay surface and set transparency color to 0
	SDL_Surface *overlay = &map();
	SDL_SetColorKey(overlay, SDL_SRCCOLORKEY,0);
	
	
	// Instantiate timer object
	Timer fps;
	
	int walkFrames = 2;
	
	while(!quit){
		// Start the timer for frame rate limiting
		fps.start();
		
		// The input handling function returns a bool. While quit == false, the game will continue to run
		quit = input(&player1, movementspeed);
		
		// This function animates through the cycle, using an iterating number that triggers the different frames
		// TODO: The walkframes integer should be tucked into the object it is manipulating, in this case, player.
		walkFrames=animate(player1.xvel(), player1.yvel(), movementspeed, walkFrames, walkFrameInterval, &player1);
		
		// Renders the background on the bottom
		SDL_BlitSurface(background, NULL, screen, NULL);
		
		// Puts the player underneath the overlay, which is basically the map
		SDL_BlitSurface(&player1.image(), &player1.frame(), screen, &player1.location());

		// Checks for collisions
		if (collision(&player1.image(), player1.coordX(), player1.coordY(), 100, &player2.image(), player2.coordX(), player2.coordY(), 100))
		{
			cout << "COLLIDE!\n";
			player2.xvel(0);
			player2.yvel(0);
		}
		else
		{
			cout << "NO COLLIDE!\n";
			player2.ai(player1);
		}


		// Puts the NPC underneath the overlay

		walkFrames=animate(player2.xvel(), player2.yvel(), movementspeed/2, walkFrames, walkFrameInterval, &player2);
		SDL_BlitSurface(&player2.image(), &player2.frame(), screen, &player2.location());
		
		

		
		
		// Renders the map
		SDL_BlitSurface(overlay, NULL, screen, NULL);
		
		// Renders the text
		if (growing == true)
		{
			FontSize ++;
//.........这里部分代码省略.........
开发者ID:prongstudios,项目名称:SmugglerDemo,代码行数:101,代码来源:main.cpp


示例6: MenuError

texture::texture()
{

    if (TTF_Init() == -1)
        throw MenuError(TTF_GetError());
    if (!(_font = TTF_OpenFont("src_graphic/res/DejaVuSans.ttf", 50)))
        throw ResError(TTF_GetError());

    addImage(IMG_Load("src_graphic/res/hud.png"), "HUD");
    int i = 0;
    std::string s;
    while (i < 300)
    {
        s = std::to_string(i);
        TextTotexture(s);
        i += 1;
    }
    TextTotexture("lvl:");
    TextTotexture("time:");

    addImage(IMG_Load("src_graphic/res/ground/Grass.png"), "GROUND");
    addImage(IMG_Load("src_graphic/res/ground/Gcorner.png"), "GCORNER");
    addImage(IMG_Load("src_graphic/res/ground/GEdge.png"), "GEDGE");
    addImage(IMG_Load("src_graphic/res/bg2.jpg"), "BG");
    addImage(IMG_Load("src_graphic/res/broadcast.png"), "BROADCAST");
    addImage(IMG_Load("src_graphic/res/lvlup.png"), "LVLUP");

    addImage(IMG_Load("src_graphic/res/gemme/food.png"), "food");
    addImage(IMG_Load("src_graphic/res/gemme/cyan.png"), "linemate");
    addImage(IMG_Load("src_graphic/res/gemme/green.png"), "deraumere");
    addImage(IMG_Load("src_graphic/res/gemme/lopez.png"), "sibur");
    addImage(IMG_Load("src_graphic/res/gemme/purple.png"), "Mendiane");
    addImage(IMG_Load("src_graphic/res/gemme/red.png"), "Phiras");
    addImage(IMG_Load("src_graphic/res/gemme/yellow.png"), "Thystame");
}
开发者ID:bourrel,项目名称:zappy,代码行数:35,代码来源:texture.cpp


示例7: LoadCubeVerticalCross

bool TEXTURE::LoadCube(const std::string & path, const TEXTUREINFO & info, std::ostream & error)
{
	if (info.verticalcross)
	{
		return LoadCubeVerticalCross(path, info, error);
	}

	std::string cubefiles[6];
	cubefiles[0] = path+"-xp.png";
	cubefiles[1] = path+"-xn.png";
	cubefiles[2] = path+"-yn.png";
	cubefiles[3] = path+"-yp.png";
	cubefiles[4] = path+"-zn.png";
	cubefiles[5] = path+"-zp.png";

	GLuint new_handle = 0;
	glGenTextures(1, &new_handle);
	OPENGL_UTILITY::CheckForOpenGLErrors("Cubemap texture ID generation", error);
	id = new_handle;

	glBindTexture(GL_TEXTURE_CUBE_MAP, new_handle);

	for (unsigned int i = 0; i < 6; ++i)
	{
		SDL_Surface * texture_surface = IMG_Load(cubefiles[i].c_str());
		if (texture_surface)
		{
			//store dimensions
			if (i != 0 && (w != (unsigned int) texture_surface->w || h != (unsigned int) texture_surface->h))
			{
				error << "Cube map sides aren't equal sizes" << std::endl;
				return false;
			}
			w = texture_surface->w;
			h = texture_surface->h;

			//detect channels
			int format = GL_RGB;
			switch (texture_surface->format->BytesPerPixel)
			{
				case 1:
					format = GL_LUMINANCE;
					break;
				case 2:
					format = GL_LUMINANCE_ALPHA;
					break;
				case 3:
					format = GL_RGB;
					break;
				case 4:
					format = GL_RGBA;
					break;
				default:
					error << "Texture has unknown format: " + path + " (" + cubefiles[i] + ")" << std::endl;
					return false;
					break;
			}

			if (format != GL_RGB)
			{
				error << "Cube map texture format isn't GL_RGB (this causes problems for some reason): " + path + " (" + cubefiles[i] + ")" << std::endl;
				return false;
			}

			// Create MipMapped Texture

			GLenum targetparam;
			if (i == 0)
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_X;
			else if (i == 1)
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
			else if (i == 2)
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y;
			else if (i == 3)
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_Y;
			else if (i == 4)
				targetparam = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
			else if (i == 5)
				targetparam = GL_TEXTURE_CUBE_MAP_POSITIVE_Z;
			else
			{
				error << "Iterated too far: " + path + " (" + cubefiles[i] + ")" << std::endl;
				assert(0);
			}

			glTexImage2D( targetparam, 0, format,texture_surface->w, texture_surface->h, 0, format, GL_UNSIGNED_BYTE, texture_surface->pixels );
		}
		else
		{
			error << "Error loading texture file: " + path + " (" + cubefiles[i] + ")" << std::endl;
			return false;
		}

		if (texture_surface)
		{
			// Free up any memory we may have used
			SDL_FreeSurface( texture_surface );
			texture_surface = NULL;
		}
	}
//.........这里部分代码省略.........
开发者ID:mutnig,项目名称:vdrift,代码行数:101,代码来源:texture.cpp


示例8: main

int main(int argc, char *argv[]) {
	SDL_Event ev,az;
	SDL_Surface *screen;
	SDL_Surface *kep;
	SDL_TimerID id;
	FILE *fp;
	int x, y,click=0,clicktwo=0,aut=0,quit=0,gomb=0,egerx,egery,nothinghappened=1;
	cell cells[MAX][MAX]={0};

	kep=IMG_Load("sejt.png");
	if(!kep)
		fprintf(stderr, "Nem sikerult betolteni a kepfajlt!\n");

	/* SDL inicializálása és ablak megnyitása */
	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
	screen=SDL_SetVideoMode(MAX*MERET+KERET*2+100, MAX*MERET+KERET*2-100, 0, SDL_FULLSCREEN);
	if (!screen) {
		fprintf(stderr, "Nem sikerult megnyitni az ablakot!\n");
		exit(1);
	} 
	SDL_WM_SetCaption("Game Of Life", "Game Of Life");
	
	SDL_FillRect(screen, NULL, 0x433e3f);
	boxColor(screen,KERET/3,KERET/3,MAX*MERET+KERET*2-KERET/3,MAX*MERET+KERET*2-KERET/3,KERETSZIN);

	drawcell(cells,screen,kep);



	while(!quit)
	{
		boxColor(screen, MAX*MERET+KERET*2+10,KERET+5,MAX*MERET+KERET*2+90,KERET+40,0xFFDFD2FF);
		boxColor(screen, MAX*MERET+KERET*2+14,KERET+9,MAX*MERET+KERET*2+86,KERET+36,0xE5C8BDFF);
		stringRGBA(screen, MAX*MERET+KERET*2+20, KERET+19, "Leptetes", 255, 255, 255, 255);

		boxColor(screen, MAX*MERET+KERET*2+10,KERET+5+HEZAG,MAX*MERET+KERET*2+90,KERET+40+HEZAG,0xFFDFD2FF);
		boxColor(screen, MAX*MERET+KERET*2+14,KERET+9+HEZAG,MAX*MERET+KERET*2+86,KERET+36+HEZAG,0xE5C8BDFF);
		if(aut==0)
			stringRGBA(screen, MAX*MERET+KERET*2+15, KERET+69, "Szimul.be", 255, 255, 255, 255);
		else
			stringRGBA(screen, MAX*MERET+KERET*2+15, KERET+69, "Szimul.ki", 255, 255, 255, 255);

		boxColor(screen, MAX*MERET+KERET*2+10,KERET+5+HEZAG*2,MAX*MERET+KERET*2+90,KERET+40+HEZAG*2,0xFFDFD2FF);
		boxColor(screen, MAX*MERET+KERET*2+14,KERET+9+HEZAG*2,MAX*MERET+KERET*2+86,KERET+36+HEZAG*2,0xE5C8BDFF);
		stringRGBA(screen, MAX*MERET+KERET*2+26, KERET+19+HEZAG*2, "Torles", 255, 255, 255, 255);

		boxColor(screen, MAX*MERET+KERET*2+10,KERET+5+HEZAG*3,MAX*MERET+KERET*2+90,KERET+40+HEZAG*3,0xFFDFD2FF);
		boxColor(screen, MAX*MERET+KERET*2+14,KERET+9+HEZAG*3,MAX*MERET+KERET*2+86,KERET+36+HEZAG*3,0xE5C8BDFF);
		stringRGBA(screen, MAX*MERET+KERET*2+27, KERET+19+HEZAG*3, "Kilovo", 255, 255, 255, 255);

		filledCircleColor(screen,MAX*MERET+2*KERET+80,9,8,0xFFDFD2FF);
		filledCircleColor(screen,MAX*MERET+2*KERET+80,9,6,0xE5C8BDFF);
		stringRGBA(screen,MAX*MERET+KERET*2+77,6,"X",255,255,255,255);
		
		SDL_Flip(screen);

		
		while(SDL_PollEvent(&ev)){
			switch(ev.type)
			{
				/*case SDL_KEYDOWN:
				switch(ev.key.keysym.sym)
				{
				case SDLK_s:
				mentes(cells);		   
				break;
				case SDLK_l:
				fp=fopen("save.txt","r");

				for(y=0;y<MAX;y++)
				for(x=0;x<MAX;x++)
				fscanf(fp,"%d ",&cells[y][x].alive);

				fclose (fp);

				drawcell(cells,screen,kep);
				SDL_Flip(screen);
				break;
				}
				break;*/

			case SDL_MOUSEBUTTONDOWN:
				if(ev.button.button==SDL_BUTTON_LEFT)
				{
					if(ev.button.x<=MAX*MERET+KERET){
						egerx=holazeger(ev.button.x);
						egery=holazeger(ev.button.y);

						if(cells[egery][egerx].alive==1)
							cells[egery][egerx].alive=0;
						else
							cells[egery][egerx].alive=1;
					}

					else if(incircle(ev.button.x,ev.button.y,MAX*MERET+2*KERET+80,9,8))
						quit=1;

					else if((ev.button.x<=MAX*MERET+KERET*2+90 && ev.button.x>=MAX*MERET+KERET*2+10) && (ev.button.y<=KERET+40 && ev.button.y>=KERET+5))//egyes lépés
					{
						round(cells);
//.........这里部分代码省略.........
开发者ID:balintpeter,项目名称:Game-Of-Life-SDL,代码行数:101,代码来源:GOL.c


示例9: main

int
main(int argc, char *argv[])
{
	if(argc < 3)
	{
		printf("Usage: converter source.png target.raw [target bpp = 16 or 32]\n");
		return 1;
	}
	SDL_Surface * src = IMG_Load(argv[1]);
	if(!src)
		return 1;
	bool perPixeAlpha = true;
	bool target32bpp = false;
	if( argc >= 3 && strcmp(argv[3], "32") == 0 )
		target32bpp = true;
	/*
	if( src->format->BitsPerPixel == 32 )
	{
		for( int i = 0; i < src->h; i++ )
		{
			for( int ii = 0; ii < src->w; ii++ )
			{
				Uint32 alpha = (* (Uint32 *) ((Uint8 *)src->pixels + i*src->pitch + ii*4)) & src->format->Amask;
				if( src->format->Amask >= 0x000000ff )
					alpha /= 0x1000000;
				if( alpha > 15 && alpha < 240 )
				{
					perPixeAlpha = true;
					break;
				}
			}
		}
	}
	*/
	printf("Converter: %s BPP %d %dx%d perPixeAlpha %d target %d bpp\n", argv[1], src->format->BitsPerPixel, src->w, src->h, (int)perPixeAlpha, target32bpp ? 32 : 16);
	SDL_Surface * format1 = SDL_CreateRGBSurface( SDL_SWSURFACE|SDL_SRCALPHA, 1, 1, 16, 0xF800, 0x7C0, 0x3E, 0x1 );
	if( perPixeAlpha )
		format1 = SDL_CreateRGBSurface( SDL_SWSURFACE|SDL_SRCALPHA, 1, 1, 16, 0xF000, 0xF00, 0xF0, 0xF );
	if( target32bpp )
		format1 = SDL_CreateRGBSurface( SDL_SWSURFACE|SDL_SRCALPHA, 1, 1, 32, 0xFF, 0xFF00, 0xFF0000, 0xFF000000 );
	if(!format1)
		return 1;
	SDL_Surface * dst = SDL_ConvertSurface(src, format1->format, SDL_SWSURFACE|SDL_SRCALPHA);
	if(!dst)
		return 1;
	FILE * ff = fopen(argv[2], "wb");
	if(!ff)
		return 1;
	int w = htonl(dst->w);
	fwrite( &w, 1, 4, ff );
	int h = htonl(dst->h);
	fwrite( &h, 1, 4, ff );
	int format = htonl(target32bpp ? 2 : (perPixeAlpha ? 1 : 0));
	fwrite( &format, 1, 4, ff );
	for( int i = 0; i < dst->h; i++ )
	{
		for( int ii = 0; ii < dst->w; ii++ )
		{
			if( (!target32bpp) && (
				* (Uint16 *) ((Uint8 *)dst->pixels + i*dst->pitch + ii*2) & 0x1 == 0 && ! perPixeAlpha) )
				* (Uint16 *) ((Uint8 *)dst->pixels + i*dst->pitch + ii*2) = 0;
			fwrite( (Uint8 *)dst->pixels + i*dst->pitch + ii*(target32bpp?4:2), 1, (target32bpp?4:2), ff );
		}
	}
	fclose(ff);
	return 0;
}
开发者ID:knepe,项目名称:cdogs-sdl-android,代码行数:67,代码来源:converter.cpp


示例10: LancerJeu

int LancerJeu(gpointer *pData)
{
    /* Cette fonction va appeler les fonctions d'initialisations de la SDL et lancer le jeu ou l'éditeur */

    SDL_Renderer *pMoteurRendu = NULL;  //Pointeurs sur le moteur de rendu
    SDL_Window *pFenetre = NULL;        //Pointeur sur la fenêtre
    FMOD_CHANNEL *channelEnCours = NULL;    //Pour le contrôle des différents canaux audios

    Sprite images[50] = {{NULL}, {0,0}};   //Tableau des images (textures + positions)
    TTF_Font *polices[10] = {NULL};		//Tableau des polices

    Options *pOptions = NULL;	//Pointeur sur une structure Options

    FILE *pFichierErreur = fopen("ressources/ErreursLog.txt", "a");        //Pointeur sur le fichier d'erreurs

    SDL_Surface *surf = NULL;	//Pointeur sur une surface
    SDL_Texture *pEcranChargement = NULL;	//Pointeur sur une texture pour l'écran de chargement

    Animation anim[10];	//Tableau de structures Animation

    int erreur=0;	//Code d'erreur

    Joueur *pJoueur = (Joueur *)g_slist_nth_data((GSList*)pData, 6);	//On récupère le pointeur vers la structure Joueur dans la liste chaînée
    Sons *pSons = (Sons*)g_slist_nth_data((GSList*)pData, 4);		//De même avec celui vers la structure Sons
    FMOD_SYSTEM *pMoteurSon = (FMOD_SYSTEM *)g_slist_nth_data((GSList*)pData, 3);	//De même avec celui vers la structure FMOD_SYSTEM

    if(pFichierErreur == NULL)	//Vérification
    {
        exit(EXIT_FAILURE);
    }

    /* On lit les options et on remplit la structure */
    pOptions = DefinirOptions();

    Initialisation(&pMoteurRendu, pFichierErreur, &pFenetre, pOptions);     //Initialisation des principaux éléments (SDL, fenêtre, moteur de rendu)

    FMOD_System_GetChannel(pMoteurSon, M_MENU, &channelEnCours);	//On met en pause la musique du menu
    FMOD_Channel_SetPaused(channelEnCours, true);

    if(BMusique)	//S'il y a de la musique
    {
        FMOD_System_PlaySound(pMoteurSon, M_LOAD, pSons->music[M_LOAD], true, NULL);        // On lit la musique de chargement
        FMOD_System_GetChannel(pMoteurSon, M_LOAD, &channelEnCours);
        FMOD_Channel_SetVolume(channelEnCours, (float)(Volume/100.0));
        FMOD_Channel_SetPaused(channelEnCours, false);
    }

    /* On charge l'image de chargement et on vérifie */
    surf = IMG_Load("ressources/img/load.png");

    if (surf == NULL)
    {
        fprintf(pFichierErreur, "Erreur: impossible d'ouvrir le fichier ressources/img/load.png");
        exit(EXIT_FAILURE);
    }

    /* On transforme la surface en texture pour l'affichage et on libère la mémoire occupée par la surface */
    pEcranChargement = SDL_CreateTextureFromSurface(pMoteurRendu, surf);
    SDL_FreeSurface(surf);

    SDL_ShowCursor(false);	//On masque le curseur pendant le jeu (on affichera un curseur personnalisé dans l'éditeur)

    /* On efface l'écran et on colle l'image de chargement */
    SDL_SetRenderDrawColor(pMoteurRendu, 0, 0, 0, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(pMoteurRendu);
    SDL_RenderCopy(pMoteurRendu, pEcranChargement, NULL, NULL);
    SDL_RenderPresent(pMoteurRendu);

    SDL_EventState(SDL_TEXTEDITING, SDL_DISABLE);   //Désactivation des événements dont on a pas besoin.
    SDL_EventState(SDL_TEXTINPUT, SDL_DISABLE);

    SDL_DisableScreenSaver();       //Désactivation de l'écran de veille.

    erreur = Chargements(images, pMoteurRendu, polices, anim);	//On charge tout !

    /* Traitement des éventuelles erreurs */
    if(erreur == 1)
    {
        fprintf(pFichierErreur, "Erreur lors du chargement des images. Veuillez vérifier ressources\\img\\... \n");
        exit(EXIT_FAILURE);
    }
    else if (erreur == 2)
    {
        fprintf(pFichierErreur, "Erreur lors du chargement des polices. Veuillez vérifier ressources\\fonts\\... \n");
        exit(EXIT_FAILURE);
    }
    else if (erreur == 3)
    {
        fprintf(pFichierErreur, "Erreur lors du chargement des animations. Veuillez vérifier ressources\\anim\\... \n");
        exit(EXIT_FAILURE);
    }

    if (BMusique)
    {
        FMOD_System_GetChannel(pMoteurSon, M_LOAD, &channelEnCours);	//On arrête la musique du chargement
        FMOD_Channel_SetPaused(channelEnCours, true);

        FMOD_Sound_SetLoopCount(pSons->music[M_JEU], -1);      // On active la lecture en boucle

        FMOD_System_PlaySound(pMoteurSon, M_JEU, pSons->music[M_JEU], true, NULL);        // On lit la musique du jeu
//.........这里部分代码省略.........
开发者ID:GeoffreyFrogeye,项目名称:balls_and_movement,代码行数:101,代码来源:JeuSDL.c


示例11: main

int main ( int argc, char** argv )
{
    //make sure we have all the necessary arguments
    if( argc < 4 )
    {
        fprintf(stderr, "Usage: %s (input texture filename) (texton neighborhood diameter) \n", argv[0]);
        fprintf(stderr, "                (output size) [number threads] [r weight] [g weight] [b weight]\n");
        fprintf(stderr, "   Options in () are required, options in [] are optional.\n");
		fprintf(stderr, "        Note that if you want to set r weight, number threads must be set too.\n");
        fprintf(stderr, "   Input texture reading is handled by SDL_Image so the file can be tga, bmp, \n");
        fprintf(stderr, "         pnm, xpm, xcf, pcx, gif, jpg, lbm, or png.\n");
        fprintf(stderr, "   If [number threads] is set to 0, no threads will be generated. If it is set\n");
        fprintf(stderr, "         to 1, one thread will be generated to do all the work. Default is %d.\n", TEX_SYN_THREADS);
        fprintf(stderr, "   [rgb weight] defines how much weight to give to the r, g, and b channels\n");
        fprintf(stderr, "         when calculating the similarity between two neighborhoods.\n");
        fprintf(stderr, "         These values are only used if rgb weighting is enabled in the code.\n");
        fprintf(stderr, "         Default Values are %f, %f, and %f respectively.\n", TEX_SYN_RED_WEIGHT, TEX_SYN_GREEN_WEIGHT, TEX_SYN_BLUE_WEIGHT);
        exit(EXIT_FAILURE);
    }
    //looks good, start loading values:

    //diameter
    textonDiameter = atoi(argv[2]);
    //make sure textonDiameter is odd, add one to it if it is even.
    if(textonDiameter % 2 == 0)
        textonDiameter++;

	//output size
    outputSize = atoi(argv[3]);

    //# threads
    if(argc >= 5)
    	TEX_SYN_THREADS = atoi(argv[4]);

    //r weight
    if(argc >= 6)
    	TEX_SYN_RED_WEIGHT = atof(argv[5]);

    //g weight
    if(argc >= 7)
    	TEX_SYN_GREEN_WEIGHT = atof(argv[6]);

    //b weight
    if(argc >= 8)
    	TEX_SYN_BLUE_WEIGHT = atof(argv[7]);

    debug("Will generate texture using file %s as a kernel and\n", argv[1]);
    debug("\tneighborhood size %d to generate unique %d x %d texture\n", textonDiameter, outputSize, outputSize);
#ifdef TEX_SYN_USE_MULTIRESOLUTION
	debug("\twith a multi-resolution synthesis algorithm.\n");
#else
	debug("\twith a single-resolution synthesis algorithm.\n");
#endif
	if(TEX_SYN_THREADS == 0)
		debug("No threads will be generated to compare neighborhoods.\n");
	else
		debug("%d threads will be generated to compare neighborhoods.\n", TEX_SYN_THREADS);
#ifdef TEX_SYN_WEIGHTED_COLORS
	debug("When comparing neighborhoods, red, green, and blue will be weighted\n");
	debug("\twith the values %f, %f, and %f respectively\n", TEX_SYN_RED_WEIGHT, TEX_SYN_GREEN_WEIGHT, TEX_SYN_BLUE_WEIGHT);
#else
	debug("When comparing neighborhoods, red, green, and blue will not be weighted\n");
#endif

    //initialize SDL
    debug("Initializing SDL\n");
    initSDL(outputSize, outputSize);

    // load an image
    debug("Loading Image %s\n", argv[1]);
    SDL_Surface *loadedTexture = IMG_Load(argv[1]);
    if (!loadedTexture)
    {
        printf("Unable to load image %s: %s\n", argv[1], SDL_GetError());
        return 1;
    }

    //convert to be the same format as the display (32 bit)
    debug("Convert input texture to useable format\n");
    inputTexture = SDL_DisplayFormat(loadedTexture);
    SDL_FreeSurface(loadedTexture);

    //run the texture synthesis
	SDL_Surface *outputTexture = textureSynthesis(inputTexture, outputSize, outputSize);

	//this is the texture that will be rendered on screen:
	SDL_Surface *renderTexture = outputTexture;
    // centre the bitmap on screen
    SDL_Rect dstrect;
    dstrect.x = (screen->w - renderTexture->w) / 2;
    dstrect.y = (screen->h - renderTexture->h) / 2;

    // program main loop
    debug("Entering display loop...\n");
    while (!checkEvents())
    {
        // DRAWING STARTS HERE

        // clear screen
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 255, 255, 255));
//.........这里部分代码省略.........
开发者ID:scallopedllama,项目名称:texsyn,代码行数:101,代码来源:main.cpp


示例12: main

int main(int argc, char* argv[])
{
    const unsigned int windowWidth = 640;
    const unsigned int windowHeight = 480;

    SDL_Window* pWindow = NULL; // Ecran principal
    SDL_Surface* pImage = NULL; // Logo
    char mustContinue = 1; // Indicateur boolean pour la boucle principale

    int imgFlags = IMG_INIT_JPG|IMG_INIT_PNG|IMG_INIT_TIF; // Flags pour charger le support du JPG, PNG et TIF
    const char* imagePath = "./data/logo.jpg";

    SDL_Rect blitDestination;

    TTF_Font* pFont = NULL;
    const char* fontPath = "./data/font.ttf";
    SDL_Color fontColor = {99, 140, 222};
    SDL_Surface* pFontSurface = NULL;
    SDL_Rect texteDestination;

    // Demarre SDL
    if ( SDL_Init(SDL_INIT_VIDEO) == -1 )
    {
        fprintf(stderr,"Erreur lors de l'initialisation de la SDL\n");
        return -1;
    }

    if ( IMG_Init(imgFlags) != imgFlags )
    {
        fprintf(stderr,"Erreur lors de l'initialisation de la SDL_image : '%s'\n",IMG_GetError());
        cleanup();
        return -1;
    }

    if ( TTF_Init() == -1 )
    {
        fprintf(stderr,"Erreur lors de l'initialisation de la SDL_TTF : '%s'\n",TTF_GetError());
        cleanup();
        return -1;
    }

    /* Création de la fenêtre */
    pWindow = SDL_CreateWindow("Ma première application SDL2",SDL_WINDOWPOS_UNDEFINED,
                                                              SDL_WINDOWPOS_UNDEFINED,
                                                              640,
                                                              480,
                                                              SDL_WINDOW_SHOWN);
    if ( pWindow != NULL )
    {
        pImage = IMG_Load(imagePath);
        if ( pImage == NULL )
        {
            fprintf(stderr,"Erreur de chargement de l'image %s : %s\n",imagePath,IMG_GetError());
            SDL_DestroyWindow(pWindow);
            cleanup();
            return -3;
        }

        // Charge la police
        pFont = TTF_OpenFont(fontPath,32);
        if ( pFont == NULL )
        {
            fprintf(stderr,"Erreur de chargement de la police %s : %s\n",fontPath,TTF_GetError());
            SDL_DestroyWindow(pWindow);
            cleanup();
            return -3;
        }

        // Genere la SDL_Surface a partir de la police
        pFontSurface = TTF_RenderText_Solid(pFont,"Developpez.com",fontColor);
        if ( !pFontSurface )
        {
            fprintf(stderr,"Erreur pour generer le texte '%s'\n",TTF_GetError());
            SDL_DestroyWindow(pWindow);
            cleanup();
            return -4;
        }

        // Une fois l'image chargée, nous pouvons calculer une position relative à celle-ci
        // Nous centrons l'image dans la fenêtre
        blitDestination.x = windowWidth/2 - pImage->w/2;
        blitDestination.y = windowHeight/2 - pImage->h/2;
        blitDestination.w = pImage->w;
        blitDestination.h = pImage->h;

        // Nous avons notre surface pour le texte donc nous calculons la position relative
        // Le texte est à un quart de la hauteur de l'ecran
        texteDestination.x = windowWidth/2 - pFontSurface->w/2;
        texteDestination.y = windowHeight/4;
        texteDestination.w = pFontSurface->w;
        texteDestination.h = pFontSurface->h;

        // Boucle principale
        while ( mustContinue )
        {
            // Affiche le logo au centre de la fenêtre
            if ( SDL_BlitSurface(pImage,NULL,SDL_GetWindowSurface(pWindow),&blitDestination) != 0 )
            {
                fprintf(stderr,"Erreur de copie de la surface sur l'écran\n");
                mustContinue=0;
//.........这里部分代码省略.........
开发者ID:Aksico,项目名称:Pokemon,代码行数:101,代码来源:main.c


示例13: main

int main( int argc, char* args[] )
{
    //Initialize
    init();
    update=new Timer();
    update->start();

    SDL_Surface * game_over = IMG_Load( "game_over.png" );


    Background background(screen);
    Player player(screen);
    Enemy enemy(screen);
    Enemy enemy2(screen);
    Llama Llama(screen);

    SDL_Event event;
    //Quit flag
    bool quit = false;
    while( quit == false )
    {
        //If there's an event to handle
        if( SDL_PollEvent( &event ) )
        {
            //If a key was pressed
            if( event.type == SDL_KEYDOWN )
            {
                //Set the proper message surface
                switch( event.key.keysym.sym )
                {
                    case SDLK_ESCAPE: quit = true; break;
                    case SDLK_UP:
                        if (! player.isJumping){
                            player.jump(); break;
                        }


                }
            }
            //If the user has Xed out the window
            else if( event.type == SDL_QUIT )
            {
                //Quit the program
                quit = true;
            }
        }

        background.logic();
        player.logic();
        enemy.logic();
        enemy2.logic2();
        Llama.logic();

        if(player.x-enemy.x<50
           && player.x-enemy.x>-50
           && player.y-enemy.y<50
           && player.y-enemy.y>-50
            or player.x-Llama.x<50
           && player.x-Llama.x>-50
           && player.y-Llama.y<50
           && player.y-Llama.y>-50)
        {
            player.perder();
        }

        if(player.x-enemy2.x<50
           && player.x-enemy2.x>-50
           && player.y-enemy2.y<50
           && player.y-enemy2.y>-50
           or player.x-Llama.x<50
           && player.x-Llama.x>-50
           && player.y-Llama.y<50
           && player.y-Llama.y>-50)
        {
           player.perder();
        }

        if (player.murio)
                break;
        background.render();
        player.render();
        enemy.render();
        enemy2.render();
        Llama.render();

        frameCap();

        //Update the screen
        if( SDL_Flip( screen ) == -1 )
        {
            return 1;
        }

    }

    while( quit == false )
    {
        //If there's an event to handle
        if( SDL_PollEvent( &event ) )
        {
//.........这里部分代码省略.........
开发者ID:angeladelgado1,项目名称:Semana2,代码行数:101,代码来源:main.cpp


示例14: main

int main(int argc, char *argv[])
{

printf ("\nDemarage du programme\n");

// Declaration de variables.	

    SDL_Surface *ecran = NULL, *Fond = NULL, *titre = NULL, *texte1 = NULL, *texte2 = NULL, *texte3 = NULL, *texte4 = NULL;
    SDL_Rect positionFond;
    SDL_Rect positiontitre;
    SDL_Rect positiontexte1;
    SDL_Rect positiontexte2;
    SDL_Rect positiontexte3;
    SDL_Rect positiontexte4;

    SDL_Event event;

    positionFond.x = 0;
    positionFond.y = 0;

	TTF_Font *police = NULL, *police1 = NULL;
	SDL_Color blanc = {255, 255, 255};

    int continuer = 1;
    int enpause = 0;
    
    struct options options = {0};

// Fin de la declaration de variables

    SDL_Init(SDL_INIT_VIDEO);
    TTF_Init(); 

    SDL_WM_SetCaption("CHESS", NULL);
    SDL_WM_SetIcon(IMG_Load("img/icon.gif"), NULL);
    ecran = SDL_SetVideoMode(400, 400, 32, SDL_HWSURFACE);

    Fond = IMG_Load("img/background.png");
    police = TTF_OpenFont("img/police.ttf", 15);
    police1 = TTF_OpenFont("img/police.ttf", 50);

    chargeroption (&options);
    
	while (continuer)
	{

	    SDL_BlitSurface(Fond, NULL, ecran, &positionFond);
		if ( enpause == 0)
		{
			titre = TTF_RenderText_Blended(police1, "CHESS", blanc);			
		}
		else if ( enpause == 1 )
		{
			titre = TTF_RenderText_Blended(police1, "PAUSE", blanc);
		}

			positiontitre.x = (( 400 - titre->w) / 2);
        		positiontitre.y = 20;
			SDL_BlitSurface(titre, NULL, ecran, &positiontitre);
			texte1 = TTF_RenderText_Blended(police, "[A] Nouvelle partie", blanc);
			texte2 = TTF_RenderText_Blended(police, "[Z] Continuer", blanc);
			texte3 = TTF_RenderText_Blended(police, "[E] Options", blanc);
			texte4 = TTF_RenderText_Blended(police, "[R] Quitter", blanc);
			positiontexte1.x = (( 400 - texte1->w) / 2);
        		positiontexte1.y = 100;
			positiontexte2.x = positiontexte1.x;
        		positiontexte2.y = 150;
			positiontexte3.x = positiontexte1.x;
        		positiontexte3.y = 200;
			positiontexte4.x = positiontexte1.x;
        		positiontexte4.y = 250;
			SDL_BlitSurface(texte1, NULL, ecran, &positiontexte1);
			SDL_BlitSurface(texte2, NULL, ecran, &positiontexte2);
			SDL_BlitSurface(texte3, NULL, ecran, &positiontexte3);
			SDL_BlitSurface(texte4, NULL, ecran, &positiontexte4);
	    
	    SDL_Flip(ecran);

	    SDL_WaitEvent(&event); // Récupèration de l'évènement dans event 
	    switch(event.type) // Test du type d'évènement 
	    {
		case SDL_QUIT: // Si c'est un évènement de type "Quitter" 
		    continuer = 0;
		    break;
		case SDL_KEYDOWN:
			switch(event.key.keysym.sym)
			{
			    case SDLK_ESCAPE: // ECHAP
				continuer = 0;
				break;
			    case SDLK_SPACE: // (SPACE) ==> Jouer
				if (options.o2 > 0) {printf ("\nLancement d'une nouvelle partie.\n"); }
				jouer(ecran, options, &enpause, 0);
				break;
			    case SDLK_o: //(O) ==> Options
				option(ecran, &options);
				break;
			    case SDLK_a: // (A) ==> Jouer
				if (options.o2 > 0) {printf ("\nLancement d'une nouvelle partie.\n"); }
				jouer(ecran, options, &enpause, 0);
//.........这里部分代码省略.........
开发者ID:gheaeckkseqrz,项目名称:ChessBoard,代码行数:101,代码来源:main.c


示例15: loadBackground

void loadBackground(SDL_Renderer* renderer, Gamestate* game, SDL_Surface* surface)
{
  surface = IMG_Load("images/terraria_background.png");
  game->background = SDL_CreateTextureFromSurface(renderer, surface);
  SDL_FreeSurface(surface);
} // void loadBackground()
开发者ID:Nick-Webb,项目名称:generic-platformer,代码行数:6,代码来源:gamestate.c


示例16: main


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上一篇:
C++ IMG_Load_RW函数代码示例发布时间:2022-05-30
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C++ IMG_Init函数代码示例发布时间:2022-05-30
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