添加项目文件。
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100
Demo/main.cpp
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100
Demo/main.cpp
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#define SDL_MAIN_HANDLED
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#include <iostream>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include <SDL_mixer.h>
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#include <SDL_image.h>
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#include <SDL2_gfxPrimitives.h>
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int main()
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
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Mix_Init(MIX_INIT_MP3);
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TTF_Init();
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Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ں<EFBFBD><DABA><EFBFBD>֮<EFBFBD><D6AE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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SDL_Window* window = SDL_CreateWindow(u8"<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_SHOWN);
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SDL_Renderer* renderer = SDL_CreateRenderer(window,-1,SDL_RENDERER_ACCELERATED);
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//<2F><><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><F1B2A2B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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SDL_Surface* suf_img = IMG_Load("avatar.jpg");
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SDL_Texture* tex_img = SDL_CreateTextureFromSurface(renderer,suf_img);
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TTF_Font* font = TTF_OpenFont("ipix.ttf", 32);
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SDL_Color color = { 255,255,255,255 };
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SDL_Surface* suf_text = TTF_RenderUTF8_Blended(font, u8"<EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", color);
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SDL_Texture* tex_text = SDL_CreateTextureFromSurface(renderer, suf_text);
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Mix_Music* music = Mix_LoadMUS("music.mp3");
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Mix_FadeInMusic(music, -1, 1500);
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int fps = 60;
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bool is_quit = false;
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SDL_Event event;
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SDL_Point pos_cursor = { 0,0 };
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SDL_Rect rect_img,rect_text;
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Uint64 last_counter = SDL_GetPerformanceCounter();
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Uint64 counter_freq = SDL_GetPerformanceFrequency();
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rect_img.w = suf_img->w;
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rect_img.h = suf_img->h;
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rect_text.w = suf_text->w;
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rect_text.h = suf_text->h;
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while (!is_quit)
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{
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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is_quit = true;
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}
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else if (event.type == SDL_MOUSEMOTION)
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{
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pos_cursor.x = event.motion.x;
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pos_cursor.y = event.motion.y;
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}
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}
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Uint64 current_counter = SDL_GetPerformanceCounter();
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double delta = (double)(current_counter - last_counter) / counter_freq;
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last_counter = current_counter;
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if (delta * 1000 < 1000.0 / 60)
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SDL_Delay((Uint32)1000.0 / 60 - delta * 1000);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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rect_img.x = pos_cursor.x;
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rect_img.y = pos_cursor.y;
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rect_text.x = pos_cursor.x;
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rect_text.y = pos_cursor.y;
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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//<2F><>Ⱦ<EFBFBD><C8BE>ͼ
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SDL_RenderCopy(renderer, tex_img, nullptr, &rect_img);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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filledCircleRGBA(renderer, pos_cursor.x, pos_cursor.y, 50, 255, 0, 0, 125);
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SDL_RenderCopy(renderer, tex_text, nullptr, &rect_text);
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SDL_RenderPresent(renderer);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB>ʾ
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}
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return 0;
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}
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/**SDL_FreeSurface<63><65><EFBFBD>ͷŲ<CDB7><C5B2><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA> SDL_Surface<63><65>
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SDL_DestroyTexture<72><65>SDL_DestroyRenderer <20><> SDL_DestroyWindow<6F><77><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD>ʹ<EFBFBD><CDB4>ڡ<EFBFBD>**/
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