无法使用 SDL2 gfx 绘制实心圆
Cannot draw a filled circle with SDL2 gfx
有如下代码。期望的结果是创建一个 window 并绘制一个实心圆:
#include <SDL2/SDL.h>
#include <iostream>
#include <SDL2/SDL2_gfxPrimitives.h>
int main()
{
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
std::cout << "Could not initialise" << std::endl;
return 1;
}
window = SDL_CreateWindow("MyGame",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_SHOWN);
if(!window)
{
std::cout << "Could not create the window" << std::endl;
return 1;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_RenderClear(renderer);
Sint16 circleR = 100;
Sint16 circleX = 300;
Sint16 circleY = 300;
SDL_Surface* windowSurface = SDL_GetWindowSurface(window);
Uint32 circleColour = SDL_MapRGB(windowSurface->format, 255, 0, 0);
int result = filledCircleColor(renderer, circleX, circleY, circleR, circleColour);
std::cout << "drawing the circle r " << circleR << " x " << circleX << " y " << circleY << " circleColour " << circleColour << std::endl;
std::cout << "draw circle result " << result << std::endl;
SDL_RenderPresent(renderer);
bool run = true;
while(run)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
run = false;
}
}
}
SDL_Quit();
return 0;
}
问题是圆没有画出来 - window 是全黑的。
输出:
drawing the circle r 100 x 300 y 300 circleColour 16711680
draw circle result 0
filledCircleColor
returns 0 应该是什么意思,没有错误。
画圆应该怎么做?我在 Ubuntu 上使用带有 SDL2 gfx 扩展名的 SDL 2.0.2。
关于 SDL_GetWindowSurface
,the documentation 说:"You may not combine this with 3D or the rendering API on this window."
对我来说,在你的例子中,SDL_GetWindowSurface
returns null.
filledCircleColor()
函数采用 0xRRGGBBAA 形式的颜色。
移除表面部分后有效,并更改为:
int result = filledCircleColor(renderer, circleX, circleY, circleR, 0xFF0000FF);
有如下代码。期望的结果是创建一个 window 并绘制一个实心圆:
#include <SDL2/SDL.h>
#include <iostream>
#include <SDL2/SDL2_gfxPrimitives.h>
int main()
{
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
std::cout << "Could not initialise" << std::endl;
return 1;
}
window = SDL_CreateWindow("MyGame",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
SDL_WINDOW_SHOWN);
if(!window)
{
std::cout << "Could not create the window" << std::endl;
return 1;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_RenderClear(renderer);
Sint16 circleR = 100;
Sint16 circleX = 300;
Sint16 circleY = 300;
SDL_Surface* windowSurface = SDL_GetWindowSurface(window);
Uint32 circleColour = SDL_MapRGB(windowSurface->format, 255, 0, 0);
int result = filledCircleColor(renderer, circleX, circleY, circleR, circleColour);
std::cout << "drawing the circle r " << circleR << " x " << circleX << " y " << circleY << " circleColour " << circleColour << std::endl;
std::cout << "draw circle result " << result << std::endl;
SDL_RenderPresent(renderer);
bool run = true;
while(run)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
run = false;
}
}
}
SDL_Quit();
return 0;
}
问题是圆没有画出来 - window 是全黑的。
输出:
drawing the circle r 100 x 300 y 300 circleColour 16711680
draw circle result 0
filledCircleColor
returns 0 应该是什么意思,没有错误。
画圆应该怎么做?我在 Ubuntu 上使用带有 SDL2 gfx 扩展名的 SDL 2.0.2。
关于 SDL_GetWindowSurface
,the documentation 说:"You may not combine this with 3D or the rendering API on this window."
对我来说,在你的例子中,SDL_GetWindowSurface
returns null.
filledCircleColor()
函数采用 0xRRGGBBAA 形式的颜色。
移除表面部分后有效,并更改为:
int result = filledCircleColor(renderer, circleX, circleY, circleR, 0xFF0000FF);